OldnSlow Posted February 22, 2012 Share Posted February 22, 2012 Hi guys, just started trying to learn this sim so please bear with me if I ask any stupid questions. I am trying to adjust artillery fire from the 3D view. Can anyone give me the idiots guide on artillery adjustment? There seem to be a lot of variables in the adjustment dialog. What is the difference between Add/Drop and Up/Down. How do I adjust fire along a certain bearing?Any help gratefully received. :confused: 0 Quote Link to comment Share on other sites More sharing options...
Grenny Posted February 22, 2012 Share Posted February 22, 2012 Hmm, that would be something worth a wiki entry.As it would be a more lengthy explaination with screenshots and all...1st:-add: impact will be further away from observers point of view-drop:impact closer to the observerthere should be no "up and down"(??) but:-right...-left...(I think they are obvious)One thing I'm not shure about is wether these corrections are made along your line of sight, or according to the bearing you entered.If you want to adjust the fire, you also need to use the stadia lines in you sights, f.e. you need to know how many meters 10-mil(degree) are at distance of lets say 5000m.Again, something best explained best screenshots, which I can't provide right now as I#m not at my own PC. :-/ 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted February 22, 2012 Members Share Posted February 22, 2012 There are still a few bugs in the artillery. Expect them to get squashed this year. 0 Quote Link to comment Share on other sites More sharing options...
Koen Posted February 22, 2012 Share Posted February 22, 2012 There are still a few bugs in the artillery. Expect them to get squashed this year.Any chance that SeanPatrick's suggestion would be implemented: a "minor" change to the support option?E.g.:"Allow HE support if:* unit x has reached waypoint y * mission time > 15:00 * howitzers are not destroyed* etc..." => this would allow to simulate (partly) counterbatteryfire ... shoot & scoot with the howitzers ...= a major new tactical dimension to SBGrtz, Koen 0 Quote Link to comment Share on other sites More sharing options...
Hedgehog Posted February 22, 2012 Share Posted February 22, 2012 Up and Down is a change in Target's Elevation I Believe, which is not implemented.(Neither is the type of target, type if cover & number of target frame in the FS Dialog.)I Think (Guessing) that the Add/Drop Left Right will be along/across the Axis set ijn the Fire Mission. 0 Quote Link to comment Share on other sites More sharing options...
OldnSlow Posted February 22, 2012 Author Share Posted February 22, 2012 Ok chaps, thanks for your help 0 Quote Link to comment Share on other sites More sharing options...
DrDevice Posted February 22, 2012 Share Posted February 22, 2012 Highly recommended scenarios for practicing adjust fires: http://www.steelbeasts.com/Downloads/p13_sectionid/258/p13_fileid/719http://www.steelbeasts.com/Downloads/p13_sectionid/258/p13_fileid/721 0 Quote Link to comment Share on other sites More sharing options...
enigma6584 Posted February 22, 2012 Share Posted February 22, 2012 Great thread. I'm constantly trying to figure this stuff out as well. I've always wondered what the hell those "mils" are and how you use them. Would love to see someone in the know on this put together a wiki or something. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted February 22, 2012 Share Posted February 22, 2012 Well a "mil" is a more precise unit of measuring an angle.360 degress = 6400 milsIn addition a mil has a special trigonomic property in that "1mil subtends 1m at 1,000m"So if I set a bearing of 10mils and walk out 1,000m and put a marker in the ground, go back to where I started from and then set a bearing of 11mils and put in a second marker, those markers will be 1m apart.Practical application?Well lets say you have some binoculars with mils marked on the lens that indicate a gap of 5mils or 10mils apart (look at the FO binos in the game).Lets also say that an enemy tank whose hull is 5m long (T-72 = 7m) is driving along a road from your left to right.If the tank fills the 5mil "space" then the tank is 1,000m away from you.Similarly if it fills two spaces its now 500m away from you.If it is a T-72 and fills 5mils then the range is 1,500m (5mils x 1.5 [1mil subtends 1.5m at 1,500m] = 7m [ish])Works in reverse too.So if some vehicle is at a known point say a road junction that you know from your map is 1,000m away and it fills the 10mil gap then you know the vehicle is 10m long.So in Artillery, a target 1,000m away that is 100m to the left of the line "OT" (observer/target) will need a correction of:"Left" (because its to the left of where the rounds fell)."100" (100m x 1 [because 1mil subtends 1m at 1,000m]).At 2,000m it would be "Left 50" because 1mil subtends 2m at 2,000m so 100m divided by 2m = 50mils correction.Tomorrow's "pop quiz" .... 0 Quote Link to comment Share on other sites More sharing options...
enigma6584 Posted February 22, 2012 Share Posted February 22, 2012 LOL....I hate quizes. Thanks for the explanation. 0 Quote Link to comment Share on other sites More sharing options...
Froggy Posted February 23, 2012 Share Posted February 23, 2012 Be advise that you have to set the bearing before giving the adjustement. Why?Because the defaut bearing is from the initial position of the caller. So if you have moved, or you are adjusting from a different unit, your correction willl be wrong. 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted February 23, 2012 Moderators Share Posted February 23, 2012 Yes, this is when GTA 05-02-012 comes in handy: ...mils are on the outside, degrees on the inside. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted February 23, 2012 Members Share Posted February 23, 2012 ...so, mils are crunchy, and degrees are chewey? 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted February 23, 2012 Moderators Share Posted February 23, 2012 ...so, mils are crunchy, and degrees are chewey?Hmm yes, the soft chewy center is nice and smooth, and the crunchy outside is difficult for most people to digest. :biggrin: 0 Quote Link to comment Share on other sites More sharing options...
SeanPatrick Posted February 24, 2012 Share Posted February 24, 2012 Be advise that you have to set the bearing before giving the adjustement. By "bearing" do you mean the "direction" field in the adjustment dialogue? I always kinda wondered about that. The manual/tutorial isn't too specific in that regard.Also, how is the "previous direction" checkbox used? I assume it refers back to the previous units bearing to the target if the direction was changed to suit a new unit?Edit: Never mind, I just read further into the "support 2" tutorial briefing and found what I was looking for. I swear that wasn't there before. :redface: 0 Quote Link to comment Share on other sites More sharing options...
SeanPatrick Posted February 24, 2012 Share Posted February 24, 2012 Yes, this is when GTA 05-02-012 comes in handy.Awesome!...I happened to have some inkjet transparencies laying around so I printed this out on one. Now I'm going to try it in-game.To be sure: from what I could find on the 'net the protractor is supposed to be about 120x120mm. Is that correct?Edit: If printed at 120x120mm with a full-screen resolution of 1680x1050, the scales work thusly: 1:25,000 scale works at map zoom 1.81:50,000 scale works at map zoom 0.8 (barely usable, really)1:100,000 scale works at map zoom 0.4 (doubt this would be useful at all) 0 Quote Link to comment Share on other sites More sharing options...
SeanPatrick Posted February 24, 2012 Share Posted February 24, 2012 Screenshots of the protractor in use: I used the scales to determine the address of the target (matches the spot I lased) I put a reference point at that location I drew a line from my vehicle to the target I measured the mils w/ the protractor (again, matches ) Pretty cool. Now, before I waste all of my printer ink: Does the map print at a set resolution? Or does it vary with the zoom? I know I could just hit "printscreen" and size it how I'd like, but it'd be way easier if the map printed at a set scale (say 1:25,000) or whatever zoom is currently set. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted February 24, 2012 Members Share Posted February 24, 2012 There's different ways to print a map. You could zoom in, pan and scan, and make overlapping screenshots which you then stitch together in Photoshop. This would get you the highest possible resolution.Otherwise I think that we treat each terrain tile of 12.5 x 12.5 m² as one pixel. At 300 dpi (black & white) that's 3,750m per inch or 1:147,637.79 scale; at 100dpi that's 1:49,212 scale, reasonably close to 1:50k.But I'm not 100% sure that this is really what the print function will do. I'd print a blank map once. That will use minimal ink and print the grid, so you can then take a ruler and see what the scale is. 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted February 28, 2012 Moderators Share Posted February 28, 2012 Awesome!...I happened to have some inkjet transparencies laying around so I printed this out on one. Now I'm going to try it in-game.To be sure: from what I could find on the 'net the protractor is supposed to be about 120x120mm. Is that correct?Edit: If printed at 120x120mm with a full-screen resolution of 1680x1050, the scales work thusly:1:25,000 scale works at map zoom 1.81:50,000 scale works at map zoom 0.8 (barely usable, really)1:100,000 scale works at map zoom 0.4 (doubt this would be useful at all)Hmm, not sure about the exact dimensions, but that sounds about right. 0 Quote Link to comment Share on other sites More sharing options...
Guest HAVOC131 Posted March 3, 2012 Share Posted March 3, 2012 This may help and was isued to me as an 13F.http://www.enlisted.info/field-manuals/fm-90-20-j-fire.shtml 0 Quote Link to comment Share on other sites More sharing options...
SeanPatrick Posted March 3, 2012 Share Posted March 3, 2012 Great link...thanks! 0 Quote Link to comment Share on other sites More sharing options...
Tonywjones44 Posted March 3, 2012 Share Posted March 3, 2012 So in Artillery, a target 1,000m away that is 100m to the left of the line "OT" (observer/target) will need a correction of:.....Is it assumed that the guns are firing along the OT line and no parallax correction is needed? 0 Quote Link to comment Share on other sites More sharing options...
Grenny Posted March 3, 2012 Share Posted March 3, 2012 Is it assumed that the guns are firing along the OT line and no parallax correction is needed?Thats the job of the gunnies to figure out the right angle.The observer has to give his angle of observation and range to the tgt.This way the guns can make the adjustments according to his point of view. 0 Quote Link to comment Share on other sites More sharing options...
GH_Lieste Posted March 3, 2012 Share Posted March 3, 2012 An alternative for shots from the map (rather than or instead of observed fires) is to set the bearing line line to 0 mils, and then give N-S (over-short) and E-W (right-left) corrections.An 'Incorrect' method, but can be useful when the observer is also dropping in and out of other vehicles and can find the relationships of each call made and their directions of fire can be forgotten over time - while if the user was only directing fires, this would be easier to manage. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted March 3, 2012 Share Posted March 3, 2012 Is it assumed that the guns are firing along the OT line and no parallax correction is needed?No the guns usually aren't on "OT" unless they are right behind the Observer.As Grenny said, working that angle out is what their ballistic computer is for. 0 Quote Link to comment Share on other sites More sharing options...
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