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Thread: [R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)

  1. #41
    Staff Sergeant Alderman's Avatar
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    Quote Originally Posted by tromac View Post
    I get an error when trying to access the artillery computer with a message about r3f_arty_dlg_saisie_mission. I don't get any computer opening.

    Has anyone had a problem with this?

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    Disregard I missed a line in editing the code. All good.
    yes I have. but as you figured out it was setup error
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  2. #42
    How do you work out the height of an Island??

  3. #43
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    Quote Originally Posted by Solarghost View Post
    How do you work out the height of an Island??
    Really big tape measure!

  4. #44
    Awesome looking addon, can't wait to move stuff around
    downloading now

  5. #45
    Quote Originally Posted by tromac View Post
    Really big tape measure!
    haha lawl

  6. #46
    I'm absolutlly stunned...!!! One question though - does this work for west(bluefor) side only - Or can this also be used for the east(opfor) aswell...?
    I'm mean can the D30 be towed like the M119...?

  7. #47
    Staff Sergeant madbull's Avatar
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    Author of the Thread
    To all the ones (on this board or elsewhere) who talked about integration in ACE2 :
    At the current state, nothing forbid you to include the R3F system on an ACE2 mission. You just must edit the config file to do the ACE2 objects managed.
    The conversion of the R3F system to an addon implies some technical/usage difficulties/inconveniences.
    However the remark is took in consideration.


    you can input the direction from the FO to the target, and adjustments would be Add, Drop, Left, Right, instead of north, south, east, west???
    You're right. Wait for the next version to see that. I just understood something that I have misunderstood.


    Can you change ammunition types?
    Yes. Check the INSTALL.pdf explanation. You have to generate a ballistic table before and your new ammo type will be handled and the action menu "Reload with ammo_type" will be available (if you have an arty command quarter in the 100m).


    To those speaking about the island height configuration :
    Open the island in the ArmA 2 mission editor. Insert an object on the left-top corner of the island (coordinate 000 000). Save the mission. Open the mission.sqm in a notepad. Read the third value of the "position" property of the objet. I get for example : position[]={0.033755802,-30,20480.023}; So the height of the island is 20480 (after rounding the value due to the imprecision of positionning the object in the editor).


    looks like max range on the m119 is 5.8km? Is that right. It should go about 11km.
    Yes, the ArmA 2 default M119 charge permits you to fire from 3000m to 5800m (appx). To fire further (or closer) you need other charges (provided by an addon). (See also my comment to the previous quote.)


    Also requiring multiple guys to move heavy items like the m119.
    Too complicate for players. Too heavy technically. Not enough benefits to the gameplay.


    @phaeden :
    I think you tried to enter coordinates out of the "normal" Chernarus area. You can't exceed the right-top corner of the island because the coordinates are 999 999 (there is no more linear relation).
    The calculations are based on a GPS grid wich have the 000 000 at the right-top corner. And where you don't go above the 000 000 point (to the north-west).
    I think any island should respect this coordinates system ? It's the case, isn't it ?


    @Major Woody :
    Absolutely, opfor, bluefor, civilian, guerilla, ... It works for any objects wich is set in the configuration.
    D30 can be towed (they are towed in the opposite sens of the M119 as in reality). Try it on the demo mission.

  8. #48
    @madbull - negative on the coordinates. I tested it on two other islands and if the coordinates are above 99, the arty returns an error. Try placing one on Chernarus on the far NE corner (still inside the actual game area (and not the endless terrain)) and see if you can get your position. Perhaps I am just doing something incorrect and it is causing the problem.
    Dulce et decorum est pro patria mori.

  9. #49
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    Quote Originally Posted by madbull View Post
    Yes. Check the INSTALL.pdf explanation. You have to generate a ballistic table before and your new ammo type will be handled and the action menu "Reload with ammo_type" will be available (if you have an arty command quarter in the 100m).
    Madbull you are a legend! I did read that but opening the ballistic tables looked just like a bunch of numbers and the rest was in French. How do I put together correct ballistic tables?

  10. #50
    Staff Sergeant Alderman's Avatar
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    You're right. Wait for the next version to see that. I just understood something that I have misunderstood.
    @madbull

    Thanks a lot and looking forward to it. My unit has many military service members (mostly usmc) which includes myself. We have a gentlemen who is also a British aviator and JTAC/FAC and is stationed here in the states, along with a few connections with some other artillery and even a guy who worked in FDC (Fire Direction Center). If you can use any assistance and input your welcome to ask us boys at the 3rd Marine Division.

    Like mentioned earlier to, having a computer system for the guns to adjust the elevation and azimuth that seems to be a WIP by another dev. would be great. Also can you add in a option to disabled the uninstall of the artillery control center that would be great. Does your plug in allow more than one Computer to? (have not tried)

    Thanks a lot madbull

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