Author Topic: self propelled arty now practical?  (Read 3005 times)

Offline iron650

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Re: self propelled arty now practical?
« Reply #60 on: July 13, 2011, 12:50:41 PM »
Better not suggest anything with an open top, the forum crowd will eat you alive.



Most SPGs have open tops. But that's an exception, because it uses indirect fire over direct fire.

Offline Skyguns MKII

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Re: self propelled arty now practical?
« Reply #61 on: July 14, 2011, 11:52:51 PM »
Most SPGs have open tops. But that's an exception, because it uses indirect fire over direct fire.

distance is your defence

Offline iron650

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Re: self propelled arty now practical?
« Reply #62 on: July 15, 2011, 06:21:21 AM »
Speed won't be the best factor so shoot a few times, relocate and fire again.

Offline SDGhalo

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Re: self propelled arty now practical?
« Reply #63 on: July 15, 2011, 08:38:19 AM »
1+

if it comes into the game it be a very nice addition

just imagine a Battery of 8 to 12 guns sitting way off in the distance when your spotter in the air  or in a jeep calls in the target. the first gun will range and once hes on the spotter calls in# of rounds during the fire for effect.

the command is givine and the lead gun calls his elevation, range and bearing.

all the guns are set and bang the all fire until the target is destroyed.

boy that would be something to see

Offline Scotty55OEFVet

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Re: self propelled arty now practical?
« Reply #64 on: July 15, 2011, 11:10:08 AM »
So effectively, you've got a really difficult to detect town killer that is somewhere within a 30+ square mile area?

Realistic?  Sure.  Good for gameplay?  I would be less inclined to think so.

The tracers might be gamey, but it seems to me the simplest thing to do to give some means of tracking them down other than organizing a grid search.

The Rounds impacting on twn or outside town would be your reference point for corrections...that is how Artillery is called-in. You watch the "splash" of where the rounds land and "add-correct" by that. That would make that more realistic. Sure, th tracers make it a little gamey, but if ya take it away then it adds realism to it. Thank you.

Wiley.
"War can only be abolished through war...in order to get rid of the gun it is necessary to take up the gun."



RedDevil

Offline Wiley

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Re: self propelled arty now practical?
« Reply #65 on: July 15, 2011, 01:37:22 PM »
I was looking at it using the code they've got now.  Do rounds impacting currently show the direction they're coming from?  I've never noticed it, but I GV extremely rarely.

If the impact puffs were directional, then yeah, that would work and would be a pretty good balance between realism and ability to find the guy.

Without some means of determining direction, I was just seeing it as a way for people to obliterate a town nearly risk-free.

Wiley.
If you think you are having a 1v1 in the Main Arena, your SA has failed you.

JG11

Offline Scotty55OEFVet

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Re: self propelled arty now practical?
« Reply #66 on: July 15, 2011, 02:55:14 PM »
Well, 8 and 5 inch shells have the smoke trail behind them (which I have never seen in any WW2 Doc or present). You would not need to know what direction it comes in. For example-Say y call in a grid coordinat (lets just say they provide an Arty Batt for certain fields etc..u would use the current Grid Ref Coord i.e 17,8-5 and then turn that into its own grid box so would do the same for more precise drop). You would see the round impact, and then would say "round short 200m, add 200", then another smoke (i.e. Willy Pete round). If it hits close to twn center or say 100m away, u then say " add 100 Fire for Efect" and WHAM, all rounds following should rain down right on town. Thats how the Miltary currently and since Arty was used on the battlefield had done it. Know its a little complex, but would make for an interseting aspect to the game...
"War can only be abolished through war...in order to get rid of the gun it is necessary to take up the gun."



RedDevil