Author Topic: Artillery  (Read 2725 times)

Offline gobucks

  • Zinc Member
  • *
  • Posts: 27
Artillery
« on: December 15, 2006, 11:47:05 AM »
Don't know if its been mentioned before, but I think adding a howitzer to the inventory would be nice.

Thoughts???

Offline mussie

  • Gold Member
  • *****
  • Posts: 2147
Artillery
« Reply #1 on: December 15, 2006, 01:17:53 PM »
The LVTA-4 has a 75mm howy...

I went offline, and watched my shots from the external view...

They get some serious range at max elevation.

Dont know if they ever land (ie they might be disreguarded by the server if they reach a certain distance) Will have to ask HTC that question....

I got inspired by the stories of how HT used the Airwarrior  T-34 to bombard airfields....


Offline garethadr

  • Zinc Member
  • *
  • Posts: 7
High Angle Hell
« Reply #2 on: December 15, 2006, 02:15:22 PM »
I think the best way to do artillery is to be able to take out a whole mortar section of three vehicles just likewith bombers for either direct lay shooting(being able to see the target) or indirect (should have a forward observer) then you fire adjustment rounds and then when those rounds are on target, the whole section fires. Just a thought, add some realism, but since the planes have an E6B, with a little work, I am sure they could set up an M-16 Plotting board

I am sure we all remeber movies where incoming mortar fire comes in,

Offline mussie

  • Gold Member
  • *****
  • Posts: 2147
Artillery
« Reply #3 on: December 15, 2006, 02:28:56 PM »
YO Hitech...

What do ya think of the plotting board...

If not we can always use jeeps as spotters...


Offline garethadr

  • Zinc Member
  • *
  • Posts: 7
Plotting board
« Reply #4 on: December 15, 2006, 05:52:24 PM »
That is why you need a plotting board, to be able to oreint your range and direction to what your spotter sees

Offline Hornet33

  • Gold Member
  • *****
  • Posts: 2487
Artillery
« Reply #5 on: December 15, 2006, 06:03:59 PM »
This is a post I made from an old thread on this subject.


OK to do Artillery would be SO EASY in this game it's not even funny. I have some solutions here for those that might pay attention.

First thing is we need an Artillery piece to operate. Easy deal here because we already have a 5" and 8" piece modeled onboard the ships correct? You take the single 5" mount on the CV's and put it on a vehicle. What vehicle do you use. Easy answer to that one also.

M3 Halftrack is now a T-19 GMC (Gun Motor Carriage 105mm)
T-19 GMC

Panzer IV is now a Sdkfz 165 Hummel
Hummel

T-34 is now a SU-122
SU-122

OK we now have several vehicles with Artillery pieces on them, with only needing a limited amount of modeling done by the staff at HTC. Should be easy for them to modify what they already have right?? They would need to set the end stops for the traverse of the guns, and basically give them all the 5" single mount off the CV's we already have. It's close enough to the guns these things had to work for our purposes in the game.

Fielding the things would be easy too. Make it possible to take a formation of guns (like bombers) for a modest perk cost (say 5 points for a formation) and free if a single. They would use the same targeting system already used by the ship guns when used in "land" mode. They would also have a direct fire capability if your in sight of the target and not doing indirect fire. Give them the abillity to fire a red colored smoke round for spotting purposes and the forward observers in other GV's or aircraft can call in adjustments for fire. Regular vehicle supplies can resupply the guns with shells from a M3 half track.

Give them all say a 15 second delay from the time they stop to being able to fire the gun, as these things did not fire on the move.

I'm sure some things might need to be "tweaked" to get it perfect but the concept is so simple I'm surprised it's not been done already.

As a former "Red Leg" / "Gun Bunny" / Artilleryman I would LOVE to see this in the game. Come on HiTech give us some BIG guns to play with.

Artillery - The King of Battle
AHII Con 2006, HiTech, "This game is all about pissing off the other guy!!"

Offline garethadr

  • Zinc Member
  • *
  • Posts: 7
High Angle hell
« Reply #6 on: December 16, 2006, 02:14:34 AM »
Thas why i want it to be a mortar section, Being a former 107mm mortar gunner and vehicle driver, i would like to have the oppurtunity to swing my bellybutton end in the direction of fire and do immediate supression. Big guns take too long, but hey, we should have both

Offline Debonair

  • Gold Member
  • *****
  • Posts: 3488
Artillery
« Reply #7 on: December 16, 2006, 03:15:14 AM »
i think we should have manable tank traps

Offline MWL

  • Nickel Member
  • ***
  • Posts: 426
Artillery
« Reply #8 on: December 16, 2006, 03:23:55 AM »
umm,  what is a mannable tank trap?  Just curious.  Honest. Not that I don't think you could man concrete.....or a ditch......just why the man?

Offline EagleDNY

  • Silver Member
  • ****
  • Posts: 1514
Rangefinder...
« Reply #9 on: December 16, 2006, 12:35:58 PM »
The biggest problem with artillery here (and we see this on ships and shore batteries all the time) is the lack of any rangefinder.  What we need modeled is some sort of optical rangefinding capability to give gunners a reasonable chance at hitting something.  

The 'click the map' to aim ship guns in land mode is pretty useless since the maps don't show the shore batteries.  Conversely, the shore battery having to guess at the range and watch for splashes is pretty poor as well.  Without some kind of rangefinder, all mounting a 5" gun on a carriage is going to get us is a bigger direct fire weapon against tanks and close in targets.  Guns with a 10Km range aren't much good if we can't see or target something more than 3.6Km away with a boresight.  

Also for 'artillery' purposes, we could use a couple of dot commands.
.range to set your elevation
.traverse (+/- degrees) (right +, left -) with sufficient precision to enable you to actually lay something on a target from long range and be able to correct (maybe 1/10ths of a degree? - need an actual artilleryman from ww2 to tell us the precision with which they were able to crank the guns of the time).

After all this, then we can get into the discussion of whether the land based artillery should be firing tracer rounds (like the tanks do) that can be seen from miles away by any aircraft and followed back to their point of origin.

EagleDNY
$.02

Offline garethadr

  • Zinc Member
  • *
  • Posts: 7
Proper Artillery doesn't need a rangefinder...
« Reply #10 on: December 16, 2006, 04:02:10 PM »
... because with artillary or mortars, your rounds are adjusted be either the forward observer or your gunner. You change the gun elevation or the charge, you change the distance

Offline JETBLST

  • Copper Member
  • **
  • Posts: 206
Artillery
« Reply #11 on: December 16, 2006, 06:55:52 PM »
HighTech!!!!  Please listen to my squad buddies.  Hornet33 has an AWESOME IDEA!!!!!

I like the idea of being able to be a forward observer in say a jeep and hide in the trees.  Calling in shots from squad mates say up to 20 K away!

Wow that would make needs for all sorts of patrols etc etc.  Need twist to the game.

THANKS  KILLL:D

Offline EagleDNY

  • Silver Member
  • ****
  • Posts: 1514
Re: Proper Artillery doesn't need a rangefinder...
« Reply #12 on: December 17, 2006, 12:53:31 PM »
Quote
Originally posted by garethadr
... because with artillary or mortars, your rounds are adjusted be either the forward observer or your gunner. You change the gun elevation or the charge, you change the distance


1.  We don't have the ability to change the charge, and I don't think HT wants to have to model each round / charge package for each piece of artillery.  Even if we are limited to just changing elevation, it would be nice to be able to have more precision with dot commands allowing us to elevate and traverse the guns.  

2.  For ship to shore fire (and vice-versa), we're firing 8" rounds at 18,000 yards and waiting a good number of seconds to be able to see where the shots land to get any sort of correction.  Worse yet, firing on shore from a cruiser, your shots land with a little puff of dirt on shore that is easily missed (rather than a nice HE explosion that you might actually see).  An optical rangefinder, even if on the bridge, would let someone direct fire and call out range estimates to the gunners and give them a chance to correct.

On shore, your rangefinder gives you the initial estimate of how far out the enemy ships are - which is a bit of an equalizer since you are typically outgunned by 9 8" guns to the 1 or 2 in your shore battery.  You still have to actually score hits on a moving, evading target, but as it is now CV groups can steam in right offshore and have a good chance of getting through.  

Optical rangefinders were used by forward observers on land as well.  You put a jeep with a couple of guys on a hill, who pass the range and bearing from their known position back to the battery a few miles back and call out corrections when the fire comes in.  It'd make tank town battles a bit more interesting when the battery of 105s behind the hill starts laying fire on somebody and everybody starts looking for the FO post.  

I don't think HT can model the 'dial in until you get a sharp image' optical rangefinder that was used back then.  I'm hoping more that we can get a crosshair sight (like the bombsight in a B17) that you hold down a key for x seconds on a target to get a range estimate that gets better the longer you hold the key and keep the crosshair on the target.  Once you have your range estimate, you jump into the gunner position and open fire, correcting as necessary.  I think this is a reasonable model for rangefinding, and doesn't create a "laser rangefinder" which puts the shells on target instantly all the time.

----------------------------------------------------------------------------------------
In a jeep, your FO with a rangefinder drives to a hill overlooking your target - he ranges it and finds he is 6.0K out.  You drive up behind him, deploy your artillery with him 4.0K in front of you, dial your elevation up to 10.0K and open fire.  Suddenly, rounds are landing on a town / airfield and your FO is calling out corrections.  The enemy is scrambling IL2s to find your FO and kill him.  Enemy jeeps head up the hill looking to spot your artillery so that they can call in counter-battery fire...

It'd be interesting.

EagleDNY
$.02

Offline MOIL

  • Silver Member
  • ****
  • Posts: 1639
      • http://www.ltar.org
Artillery
« Reply #13 on: December 17, 2006, 01:03:13 PM »
I like these ideas, could add a new element to the game.

I'd still like to see the ability to set up Flak batteries.

Not the point-n-click like the 5" guns on the ships, but rather a towable/deployable gun like the Flak36.

Something that would require a little time to setup and or be manned by two people.

Food for thought.


Offline Jebus

  • Nickel Member
  • ***
  • Posts: 460
Artillery
« Reply #14 on: December 17, 2006, 01:14:31 PM »
I like your Idea Eagle with the hold x and range your guns.  An easy solution.  Another thing why have a FO, and a battery person.   Why not just do both with one person.   What do you think about you place your artillery drive to where you can see.  And where ever you park your M3 or Jeep, you can control where your artiliary is going.

I just dont see two guys working together to call in artillery in this game.