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Artillery add/drop adjust resolution


Rotareneg

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When adjusting artillery onto a small target (20x20 mortar strike against a single building for example) you can only add/drop by 50 meters, forcing you to rotate the adjustment by 1600 mils and use the 10 meter left/right adjustment to get the fire accurately on target. Is there any particular reason why the add/drop adjustment has a minimum 50 meter adjustment?

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4 minutes ago, Rotareneg said:

When adjusting artillery onto a small target (20x20 mortar strike against a single building for example) you can only add/drop by 50 meters, forcing you to rotate the adjustment by 1600 mils and use the 10 meter left/right adjustment to get the fire accurately on target. Is there any particular reason why the add/drop adjustment has a minimum 50 meter adjustment?

 

Depending on Motar caliber and range, its hard to change the laying for such small corrections in range (range error >> deflection error). I guess esim simplefied it  abit...so the same restrictions are used at shorter range engagements. Not perfect, but IMHO a valid simplification.

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1 hour ago, Rotareneg said:

Is there any particular reason why the add/drop adjustment has a minimum 50 meter adjustment?

 

Primarily because that's the real life limitation due to Artillery's historical employment as an "area weapon" and technical limitations.

 

There is little point in having an area weapon which is very accurate (e.g. one of the flaws of the Bren gun as a MG was its accuracy / small beaten zone).

 

Traditionally, artillery planning figures have been in the order of roughly a 175m x 175m* box for a Battery of six guns and 300m x 300m* for a Regiment of 3 Batteries (18 guns) firing on one target area.

 

* Real numbers are different but these will do for an example.

 

If you are hitting a box with 300m edges, moving the box in 10m increments is a bit pointless.

 

The technical limitations come about due to variation in location of the guns on the gun position, differences in propellant charge, degree of error in fire control systems and laying systems, GPS margin for error, etc.

 

If you want smaller "adjustment" / "precision" then you need PGMs modelled (Excalibur, Copper Head, etc.) where the round's trajectory can be controlled.

 

Edited by Gibsonm
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The worst part though in SB arty is that we cant put in who and where the observer is as SB always assume that it is the guy that makes the fire mission is the one that observes.

 

Which as in real life in a lot of cases issent true at least when you play multiplayer and then corrections cant be made. We have even begun using a fire coordination officer because SB handles multiple fire missions from multiple players real bad.

 

which makes it real hard for the commander to prioritize and most missions will fall short because of delays from others missions.

 

an prioritising window with all fire missions where you can cancel, delay, change when, change the number of barrels/Rounds etc.. would do wonders 

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14 minutes ago, Major duck said:

The worst part though in SB arty is that we cant put in who and where the observer is as SB always assume that it is the guy that makes the fire mission is the one that observes.

 

Which as in real life in a lot of cases issent true at least when you play multiplayer and then corrections cant be made. We have even begun using a fire coordination officer because SB handles multiple fire missions from multiple players real bad.

 

which makes it real hard for the commander to prioritize and most missions will fall short because of delays from others missions.

 

an prioritising window with all fire missions where you can cancel, delay, change when, change the number of barrels/Rounds etc.. would do wonders 

You can enter the LOS azimuth into the fire-support menue, the corrections will be called in accordance to that -mil number. Otherwise a value of 0000 is assumed.

 

At type of fire control center(=Arty BN HQ...ok, kind of) would be nice. So that you could actually prioritise fire missions nad/or choose which firing unit does what mission with what amount of ammo.

Also a display on each firing units status would be nice: Ammo loadout, location, on the move?, reday to fire? etc etc

In short: die ADLER system modelled in Steelbeasts.

 

I'd realy like that...but I'd like a "shoot-RPG-here" command for the Infantry even more!

Edited by Grenny
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