.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPMBT
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old July 8th, 2005, 06:17 PM
Alby's Avatar

Alby Alby is offline
Corporal
 
Join Date: Jun 2005
Location: Indiana
Posts: 117
Thanks: 0
Thanked 0 Times in 0 Posts
Alby is on a distinguished road
Default Artillery response times

Anyway other than the code to speed these up?
2 turns (in some cases)for a modern mortar using an FO seems a little loooong to me
especially for USA
__________________
"The enemy has demanded surrender at discretion, otherwise, the garrison are to be put to the sword...if the fort is taken.
I have answered their demand with a cannon shot, and our flag still waves proudly over the wall.
I shall never surrender or retreat."
Lt. Col. William Barrett Travis- The Alamo-1836


Reply With Quote
  #2  
Old July 8th, 2005, 07:47 PM
Mobhack's Avatar

Mobhack Mobhack is offline
National Security Advisor
 
Join Date: Mar 2005
Location: Dundee
Posts: 5,955
Thanks: 464
Thanked 1,896 Times in 1,234 Posts
Mobhack is on a distinguished road
Default Re: Artillery response times

Quote:
Alby said:
Anyway other than the code to speed these up?
2 turns (in some cases)for a modern mortar using an FO seems a little loooong to me
especially for USA
Plot your gold spots carefully, and you have 0.5 or less delay, or adjust off them for 1.0 or so. Do a terrain analysis of the battlefield, and predict the spots you think will need a fast response before the game starts. Or - predict that you will say hold on the outskirts of village X, and plan a helpful arty QRP on the approaches.

Cheers
Andy
Reply With Quote
  #3  
Old July 9th, 2005, 01:37 PM
Alby's Avatar

Alby Alby is offline
Corporal
 
Join Date: Jun 2005
Location: Indiana
Posts: 117
Thanks: 0
Thanked 0 Times in 0 Posts
Alby is on a distinguished road
Default Re: Artillery response times

Quote:
Mobhack said:
Quote:
Alby said:
Anyway other than the code to speed these up?
2 turns (in some cases)for a modern mortar using an FO seems a little loooong to me
especially for USA
Plot your gold spots carefully, and you have 0.5 or less delay, or adjust off them for 1.0 or so. Do a terrain analysis of the battlefield, and predict the spots you think will need a fast response before the game starts. Or - predict that you will say hold on the outskirts of village X, and plan a helpful arty QRP on the approaches.

Cheers
Andy
Yes, been playing SP since SP1
but not a mobhack expert.
just wondering if in Mobhack there was something I could adjust
Experience, or Class...etc etc...
Thanks for reply
__________________
"The enemy has demanded surrender at discretion, otherwise, the garrison are to be put to the sword...if the fort is taken.
I have answered their demand with a cannon shot, and our flag still waves proudly over the wall.
I shall never surrender or retreat."
Lt. Col. William Barrett Travis- The Alamo-1836


Reply With Quote
  #4  
Old July 11th, 2005, 01:36 PM

greasy_old_tanker greasy_old_tanker is offline
Private
 
Join Date: Jul 2005
Posts: 9
Thanks: 0
Thanked 0 Times in 0 Posts
greasy_old_tanker is on a distinguished road
Default Re: Artillery response times

Real world response time for a BN level mortar sec is 3-5 minutes. Bear in mind that a real fire mission goes from the individual calling for the mission (in degrees) to the FISTer that converts it to mils, then to the guns who may or may not be mobile atm.

Add 2-4 minutes for allocated FA Bn guns (105mm and above).

So...say your Tank BN has a Battery of M109A6 Paladins allocated for support. You call for fire to the FIST, he converts your mission to Gun Bunny speak (mils) and then calls the BN FDO who verifies friendly locations (yes they do that) and relays the mission to the guns. Those guns may be mobile and a "shoot and scoot" mission can be fired in less than a minute. Add that all up and 5-8 minutes is a very good response time for a fire mission.
Reply With Quote
  #5  
Old July 11th, 2005, 11:07 PM
kevin's Avatar

kevin kevin is offline
Corporal
 
Join Date: Jun 2005
Location: Cleveland, OH (Yeah I know, you don\'t need to say anything)
Posts: 58
Thanks: 0
Thanked 0 Times in 0 Posts
kevin is on a distinguished road
Default Re: Artillery response times

Greasy,

Didn't the new IFSAS system cut that time in half? Or are the times you quote from IFSAS?
Reply With Quote
  #6  
Old July 12th, 2005, 03:44 AM
PlasmaKrab's Avatar

PlasmaKrab PlasmaKrab is offline
Captain
 
Join Date: Jun 2005
Location: 40km from the old frontline
Posts: 859
Thanks: 0
Thanked 15 Times in 7 Posts
PlasmaKrab is on a distinguished road
Default Re: Artillery response times

Kevin, do you really think the game can handle reducing response times due to advanced technology? I guess the atrymen's experience and morale play a big role, but apart from that, I don't see what you could use to feature this.

Automated targetting/calling is in service all over the world since several years, so that would be quite encompassing.
Reply With Quote
  #7  
Old July 8th, 2005, 07:49 PM

SCAJolly SCAJolly is offline
Corporal
 
Join Date: Jun 2005
Posts: 77
Thanks: 0
Thanked 0 Times in 0 Posts
SCAJolly is on a distinguished road
Default Re: Artillery response times

Four to six minutes should be an appropriate time, don't you think?
__________________
What would Cliff Richard do?
Reply With Quote
  #8  
Old July 9th, 2005, 01:35 PM
Alby's Avatar

Alby Alby is offline
Corporal
 
Join Date: Jun 2005
Location: Indiana
Posts: 117
Thanks: 0
Thanked 0 Times in 0 Posts
Alby is on a distinguished road
Default Re: Artillery response times

If I have some mortars 1000 yards behind me and I call for support and it takes 4 to 6 minutes, then I am shooting that crew!!
__________________
"The enemy has demanded surrender at discretion, otherwise, the garrison are to be put to the sword...if the fort is taken.
I have answered their demand with a cannon shot, and our flag still waves proudly over the wall.
I shall never surrender or retreat."
Lt. Col. William Barrett Travis- The Alamo-1836


Reply With Quote
  #9  
Old July 12th, 2005, 09:20 AM

narwan narwan is offline
Captain
 
Join Date: Jun 2005
Location: Nijmegen
Posts: 948
Thanks: 1
Thanked 4 Times in 4 Posts
narwan is on a distinguished road
Default Re: Artillery response times

Quote:
Alby said:
Anyway other than the code to speed these up?
2 turns (in some cases)for a modern mortar using an FO seems a little loooong to me
especially for USA
Yes there is. Same thing came up a month ago or so on the spww2 mailing list. Here's the trick (should work in WinSPMBT too even if the ranges are longer, just needs better preparation and unit placement):

--- In SPWW2@yahoogroups.com, "chuck151151" <chuck151151@y...> wrote:
> Hello
> Im currently trying to push in the dunkirk perimeter and I have a
> company propped in preperation to occupy a little wooded copse. I
> think maybe I should drop a few rounds in first from my handy little
> 5cm mortar. But then I decided not to, because even with my artillery
> OP in attendance I need to wait a minimum of two turns before the
> rounds will land!

There's a simple solution which you can use in most instances. Fire a
single round using area fire into a hex as close as possible to the
out-of-sight hex you actually want to target. Now go to the artillery
screen, select the mortar in question and it'll show the hex where the
round landed as it's last target. Now click the 'bombard' button.
It'll zero in on the hex with a delay of 0.0 or 0.1 (not sure right
now which one). Now shift the target hex once or twice (at 2 hexes
each time)towards the out-of-sight hex you want to target. This will
add from 0.1 to 0.4 (depending on whether you use a FO or not) to the
delay.
Since it's a light mortar with limited range (10 hexes) two shifts at
2 hexes should be able to make the desired hex the target hex with a
delay of less than 1.0
The problem is that you can't use this 'trick' if your mortar is
in 'full cover' ie has only a LOS of 1. So don't hide it behind
buildings or dense woods. Keep it out of LOS but keep hexes close to
the enemy (preferably right next to them) in LOS.

Narwan
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:42 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.