MadTrooper Posted June 15, 2011 Posted June 15, 2011 There it is: http://www.youtube.com/user/Requiem10NS As anyone tried it yet ? MT Quote
MadTrooper Posted June 16, 2011 Author Posted June 16, 2011 Oh that is cool! Thanks for posting MT! HI David, yes it is cool for sure I just tried it and it is a lot o fun. I find it hard to give the right corrections to adjust the artillery fire cause they are so bold and sometimes you just cant get it to fall where it should. The fall of shots covers a lot of ground. I love this Arty Observer Stuff MT Quote
Gustang Posted June 16, 2011 Posted June 16, 2011 Oh that is cool! Thanks for posting MT! HI David, yes it is cool for sure I just tried it and it is a lot o fun. I find it hard to give the right corrections to adjust the artillery fire cause they are so bold and sometimes you just cant get it to fall where it should. The fall of shots covers a lot of ground. I love this Arty Observer Stuff MT I believe Prop and I squared away the problems with the file transfer when using the photo recon and artillery spotting flash objects in multiplay, so we should be able to play/test some Artillery Spotting mission(s) tomorrow (Friday). Quote
Jediteo Posted June 16, 2011 Posted June 16, 2011 Do both the Breguet and the DFW CV have the recon/artillery capabilites? I am wondering which one I should buy. Quote
Gustang Posted June 16, 2011 Posted June 16, 2011 Do both the Breguet and the DFW CV have the recon/artillery capabilites? I am wondering which one I should buy. Yes, both have them (specifically the photo or radio loadouts). I think the Spad has at least the photo recon option too. Quote
Wolfp Posted June 17, 2011 Posted June 17, 2011 Oh that is cool! Thanks for posting MT! HI David, yes it is cool for sure I just tried it and it is a lot o fun. I find it hard to give the right corrections to adjust the artillery fire cause they are so bold and sometimes you just cant get it to fall where it should. The fall of shots covers a lot of ground. I love this Arty Observer Stuff MT Yeah...it looks like it will be impossible to do any corrections less than 1000 meters in any direction. hopefully there arent too many targets that fall 500 m from spotting rounds...that could make for some very long missions as you wait for that one gun to fall out of alignment and launch an errant round. Quote
MadTrooper Posted June 17, 2011 Author Posted June 17, 2011 Oh that is cool! Thanks for posting MT! HI David, yes it is cool for sure I just tried it and it is a lot o fun. I find it hard to give the right corrections to adjust the artillery fire cause they are so bold and sometimes you just cant get it to fall where it should. The fall of shots covers a lot of ground. I love this Arty Observer Stuff MT Yeah...it looks like it will be impossible to do any corrections less than 1000 meters in any direction. hopefully there arent too many targets that fall 500 m from spotting rounds...that could make for some very long missions as you wait for that one gun to fall out of alignment and launch an errant round. Hey WolfP, Exactly, but again, the fall of shots covers a lot of ground. One just hope to be lucky enough to hit its targets. Perhaps you need targets that are covering a lot of ground and when you destroy a certain % of it like large camps and many artillery guns positions or even columns of tanks on a leager or advancing in the field and stuff, then you are successful in your mission. Quote
Gustang Posted June 17, 2011 Posted June 17, 2011 pretty cool! I think the really cool thing about the artillery fire is that it's coming from in-game pieces, not magically appearing in the grid you specify. The arty app sends dynamic instructions to the artillery pieces (usually on the other side of the front) based on your grid choice. If someone where to destroy those pieces, well, you'd get no splashes (although I think the arty app would still state that the battery was ready to fire, but that too could potentially be changed/fixed). It _is_ possible to to tighten the grouping that the splashes fall in, but it would take a lot of work to re-size the grid and the "attack area" commands; besides, from what I've seen, basically anything within the grid is annihilated within minutes of calling the fire mission. Unfortunately, the Flash objects for both photo recon and Artillery Spotting require triggers that can't be used in dogfight mode (at this time, apparently some new trigger type is coming soon). The other problem is that unless the location of the target is randomized somehow, the same coordinates would be used every time the mission is played. If it works well in coop mode, it'd be pretty cool to set up a game with opposing sides, each trying to destroy their target first. Quote
Cold_Gambler Posted June 17, 2011 Posted June 17, 2011 I've been having so much fun with my N.17 campaign that I haven't yet had a chance to give the recons a whirl! That's definitely on the menu tonight Quote
MadTrooper Posted June 17, 2011 Author Posted June 17, 2011 pretty cool! I think the really cool thing about the artillery fire is that it's coming from in-game pieces, not magically appearing in the grid you specify. The arty app sends dynamic instructions to the artillery pieces (usually on the other side of the front) based on your grid choice. If someone where to destroy those pieces, well, you'd get no splashes (although I think the arty app would still state that the battery was ready to fire, but that too could potentially be changed/fixed). It _is_ possible to to tighten the grouping that the splashes fall in, but it would take a lot of work to re-size the grid and the "attack area" commands; besides, from what I've seen, basically anything within the grid is annihilated within minutes of calling the fire mission. Unfortunately, the Flash objects for both photo recon and Artillery Spotting require triggers that can't be used in dogfight mode (at this time, apparently some new trigger type is coming soon). The other problem is that unless the location of the target is randomized somehow, the same coordinates would be used every time the mission is played. If it works well in coop mode, it'd be pretty cool to set up a game with opposing sides, each trying to destroy their target first. HI Gustang, do you think the sim is taking into account the Artillery Howitzers location to determine Range ? ie. if the guns are located behond their maximum range to the targets, then they wont fire at it ? Quote
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