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Old 2009-09-10, 00:13   #141
m1oh7
Default Re: [Weapon] M252 81mm Mortar

this makes my "forward observer" class idea more tuned for the game hehe
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Old 2009-09-10, 15:15   #142
arjan

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Default Re: [Weapon] M252 81mm Mortar

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Originally Posted by m1oh7 View Post
this makes my "forward observer" class idea more tuned for the game hehe
and that has been suggested before
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Old 2009-09-21, 00:38   #143
boilerrat
Default Re: [Weapon] M252 81mm Mortar

Please god don't add the FH2 system of mortars / arty, that is too damn easy and godlike.

An effective mortar team should be like 2-3 people operating it and a forward observer.
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Old 2009-09-23, 03:53   #144
whiskey27
Default Re: [Weapon] M252 81mm Mortar

Great sounding addition, a few ideas from a 11C(indirect fire infantryman).

Is there a way to set it up as a separate squad that the commander can appoint to a squad? And then the 81mm mortar can be deployed by the SL in that squad. Also, whoever suggested laser guided mortars, well that just defeats the purpose of adding in player used mortars. Although with a good mortar team, and the new UAV system, it could make for a really bad time for the bad guys... Which is why it would probably be good to add some sort of 60mm mortar system for insurgents
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Old 2009-09-23, 07:17   #145
Bringerof_D
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Default Re: [Weapon] M252 81mm Mortar

it would be so simple, do it exactly as FH2 has it, but create add to it the deviation system only instead of measuring movement to determine the increase it is based on distance, maximum accuracy at the shortest range would be within 4-6 metres of your target beyond that and your inaccuracy increases
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Old 2009-09-24, 14:32   #146
PlasmaSoldier
Default Re: [Weapon] M252 81mm Mortar

At last a mortar in-game :P
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Old 2009-09-24, 19:50   #147
McBumLuv
Default Re: [Weapon] M252 81mm Mortar

Definitely the only way to do it would have to be like in reality. The mortar team can get mearusing equippement and reference sticks, and they should be forced to use trigonometry to calculate the angle at which to fire it in order to land a hit.
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Old 2009-09-24, 20:13   #148
Jonny
Default Re: [Weapon] M252 81mm Mortar

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Originally Posted by McLuv View Post
Definitely the only way to do it would have to be like in reality. The mortar team can get mearusing equippement and reference sticks, and they should be forced to use trigonometry to calculate the angle at which to fire it in order to land a hit.
Nope.
the only reason to bring any manual trig calculation into this is to find the range from map coordinates. The rest is results derived from VERY complex equations which are put into tables so nothing can interfere with the electronics you would need to solve them in a sensible time. Even simplified equations of position depend on powers of the number e, finding the angle you need to fire at is a whole lot harder.

Sinse we already have the distance given on the HUD, no trig is needed. you need a fire request, a few test shells to walk them onto the target, and a mic to let everyone else operating the mortars know exactly what angle to fire at.
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Old 2009-09-24, 20:46   #149
UKrealplayER666

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Default Re: [Weapon] M252 81mm Mortar

Personaly i exeled at triginometry at school so i would quite happily do it that way but i like the easyer option, more player freindly
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Old 2009-09-25, 02:09   #150
McBumLuv
Default Re: [Weapon] M252 81mm Mortar

Ye, was just gonna mention Jonny that the introduction of Mortars would be another reason against having 3d markers on the screen. It's probably the main reason that they were removed for FH2.

Wouldn't mind having a table though to consult, being brought up with the Q rose or something along those lines.
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