Skip to content

Advanced Mortars - #1845

Open
PabstMirror wants to merge 12 commits into
masterfrom
advancedMortar
Open

Advanced Mortars#1845
PabstMirror wants to merge 12 commits into
masterfrom
advancedMortar

Conversation

@PabstMirror

Copy link
Copy Markdown
Collaborator

#1194

Advanced Mortar (Effected by wind, drag, powder temp) and rangetable.

WIP (don't commit)

Not "full-simulation", but It's a much more realistic and challenging system than the A3 mortar.

Model is the just the A3 Mk6 mortar, but has a completely new HUD and interface e.g.: Actually shows current Charge (amount of propellant which effects muzzle velocity)

Simple reskin for the model, not sure if it's worth keeping (about 1 MB).

This is still a WIP, but should be close to feature complete right now.

TODO:

  • - Tweak Config Values (I think powder effect is too high compared to real mortar tables)
  • - Has a "rangefinder" button, figure out how to integrate with AGM_FCS to avoid duplicate button
  • - Localization Hell (lots of little short strings that need to fit into small boxes)
  • - Testing
  • - Add Other Ammo Types?
  • - Possible: add "realistic" loading individual shells and changing fuze settings

Adds:
-Vehicles:
B_AGM_advancedMortar
-Backpacks:
B_AGM_Artillery_backpack_tube
B_AGM_Artillery_backpack_baseplate
-Items:
AGM_RangeTable_81mm

@Trigger81

Copy link
Copy Markdown

Whats about loading shells manual?
And an extra Shellbox with HE, WP, Illumination and CS for example?
Maybe an 120mm Mortar with more "boom"?

@nicolasbadano

Copy link
Copy Markdown
Collaborator

Pbst, Gj! I assume this is very similar to your former video, right?

https://www.youtube.com/watch?v=P-ov6zfWEDE

Quick question: is/would it be possible to allow optic-less mortars? E.g. being able to target the mortar based on tables without looking down an optic.

@Trigger81

Copy link
Copy Markdown

@PabstMirror

Copy link
Copy Markdown
Collaborator Author

@esteldunedain

this one's a little more recent: https://www.youtube.com/watch?v=tZxL2o-R1mc

maybe I'll make a updated demo on how to actually aim with the full range table

no optics should be possible, I think the game puts your view upward at 75 degrees, because of how the weapon is aimed, so all you can see is sky. I'll give it a try.

@nicolasbadano

Copy link
Copy Markdown
Collaborator

this one's a little more recent: https://www.youtube.com/watch?v=tZxL2o-R1mc

Nice!

no optics should be possible, I think the game puts your view upward at 75 degrees, because of how the weapon is aimed, so all you can see is sky. I'll give it a try.

Thanks!


I have the source files for the map tools textures (autocad + illustrator). I should probably add them to the repo's dev files. However, if you want me to make modifications on the dial to better work for the mortar tell me what you want and I'll try my best.

@bux

bux commented Dec 26, 2014

Copy link
Copy Markdown
Collaborator

Oh, range tables ... add them to AGM_Scopes and you'll be admired by thousands.

GJ on the mortars!

@nicolasbadano

Copy link
Copy Markdown
Collaborator

Oh, range tables ... add them to AGM_Scopes and you'll be admired by thousands.

I think Flummi doesn't want that.

@jonpas

jonpas commented Dec 26, 2014

Copy link
Copy Markdown
Contributor

I believe he wouldn't mind them, but he just doesn't see a point in wasting time for it himself.

@KoffeinFlummi

Copy link
Copy Markdown
Owner

No, I don't want range tables in AGM_Scopes. The point of that module is to
add some challenge to sniping, and that is lost if you give people a
draw-by-numbers cheat sheet to always hit what they're pointing at. By
moving that solution to somewhere else, you increase the amount of effort
one needs to go through to get a firing solution, making it only "worth it"
for important shots, which is exactly what I want.

But this isn't really the place for that discussion; GJ @PabstMirror !

@jonpas

jonpas commented Dec 26, 2014

Copy link
Copy Markdown
Contributor

I see, thanks for explaining so we are clear on that now.

I am really looking forward to the new artillery! Some great stuff.

@gibonez

gibonez commented Mar 27, 2015

Copy link
Copy Markdown

This looks fantastic. This could single handedly allow for Mortars to actually be used in adversarial missions unlike now where the arty computer pretty much ensures it is ignored.

What are your opinions on just a simple T&E + charges and range tables then using the map tools to form your own firing solutions.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

Projects

None yet

Development

Successfully merging this pull request may close these issues.

8 participants