Author Topic: Towed weaponry  (Read 1146 times)

Offline Skyguns MKII

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Re: Towed weaponry
« Reply #15 on: November 24, 2015, 01:17:06 AM »
   Really what you are looking for is indirect fire, and the gunsight options in this game really do not support it
Not to seem rude. But I said this where? just seems youv taken this to a indirect fire wish

Offline Gman

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Re: Towed weaponry
« Reply #16 on: November 24, 2015, 10:29:33 AM »
I think the range calculation could be done with the map - pretty much click on the map where you want to target, and it gives you a rough range calculation - close enough for multiple arty tubes, but far enough that single or small groups of arty would need visual correction from say the Storch or a closer infantry unit.  HTC could make the infantry unit icon range or the unit in general be harder to spot for this "recon" function even.  I think this would work well enough for fixed targets at least.

Lots of ways to skin that cat at least IMO.

Offline Oddball-CAF

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Re: Towed weaponry
« Reply #17 on: November 24, 2015, 11:38:08 AM »
I'm as fond of long range bombardment as the next guy, but without a range calculating sight I think it would be a waste.   Really what you are looking for is indirect fire, and the gunsight options in this game really do not support it.  I would rather they work on the naval gunfire (giving us range calculation and better correction capability) first.

  Using the main ".target xxx" command where the "xxx" is the range for the target to be placed,
there are also other modifiers which were unknown to me prior to hooking up with The 49ers
one evening for an indirect fire mission using a "battery" of about a half dozen M3s with the 75mm gun.
  The two other modifiers are for elevation and traverse.
  Basically, the command would look something like this:   .target xxx yyy zzz

  One guy is tasked to be the FO. He sets up within visual range of the field/base/town/strat to be hit.
The M3s deploy with all halftracks set up in line abreast formation; aligned with the "main"
gunner who works with the spotter who calls the fall of shot.
  The main gunner uses as his initial reference point, the very bottom ring of the
target.
  After a number of ranging shells are fired and the sweet spot found, the entire battery
opens fire using the then-determined parameters in the "target command".
  Several batteries can be used, but obviously, depending on their placement, their
target commands would be different.
  This method works great but is quite tedious and there's no visual or aural reward
for the gunners themselves who are unable to see or hear the rounds impact.
 

Offline Skyguns MKII

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Re: Towed weaponry
« Reply #18 on: November 24, 2015, 11:39:32 AM »
I think the range calculation could be done with the map - pretty much click on the map where you want to target, and it gives you a rough range calculation - close enough for multiple arty tubes, but far enough that single or small groups of arty would need visual correction from say the Storch or a closer infantry unit.  HTC could make the infantry unit icon range or the unit in general be harder to spot for this "recon" function even.  I think this would work well enough for fixed targets at least.

Lots of ways to skin that cat at least IMO.
I always thought of artillery being implemented much like it is on our naval cruiser for indirect fire. When I think indirect fire I try to think simple because to be honest it would be pretty cool to learn how but seems complex to calculate. Very VERY complex as Mr challenge makes it seem IMO. Still though would be cool to drop off howitzers and rain hell. Just wish I knew how to do it with what we got...

Offline BuckShot

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Re: Towed weaponry
« Reply #19 on: November 24, 2015, 03:13:46 PM »
It would be cool to have a POV from the round.

Not too realistic, but that would do away with the need for an FO.
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Offline Skyguns MKII

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Re: Towed weaponry
« Reply #20 on: November 26, 2015, 01:15:51 AM »
It would be cool to have a POV from the round.

Not too realistic, but that would do away with the need for an FO.
I would see a field observer as a fun inclusion though. Just my opinion... Not sure how indirect fire would work.

Offline Mongoose

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Re: Towed weaponry
« Reply #21 on: November 26, 2015, 09:24:37 AM »
It would be cool to have a POV from the round.

Not too realistic, but that would do away with the need for an FO.

But we don't want to do away with the need for an FO.  We want teamwork and immersion.

For the best of both worlds, include the POV from round as an option in the film viewer.
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Offline guncrasher

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Re: Towed weaponry
« Reply #22 on: November 26, 2015, 11:01:12 AM »
But we don't want to do away with the need for an FO.  We want teamwork and immersion.

For the best of both worlds, include the POV from round as an option in the film viewer.

isnt an FO already available with the current system?  think about it.


semp
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Offline Skyguns MKII

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Re: Towed weaponry
« Reply #23 on: November 30, 2015, 01:37:16 PM »
isnt an FO already available with the current system?  think about it.


semp

sure it is, jeep and storch. Just would be nicer to use them with more verity of arty,   

Offline BuckShot

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Re: Towed weaponry
« Reply #24 on: November 30, 2015, 06:19:16 PM »
... Without tracers. It would be fun to sneak into a spot and rain fire, and just as fun to go find the source of an arty barrage.

With tracers, all you need to do is follow it back, just like the ships.
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Offline Bino

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Re: Towed weaponry
« Reply #25 on: December 01, 2015, 01:56:09 PM »
...
I think it would be rather interesting to introduce towed weaponry as a hanger load out option
...

+1   :aok


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Offline bustr

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Re: Towed weaponry
« Reply #26 on: December 01, 2015, 02:33:24 PM »
Hitech would probably have to give towed artillery land mode for indirect fire along with a direct fire sight. After that, I can see only two major downsides.

1. - It would be a great investment of game time for a probable quick death within minutes of opening fire.
2. - Everything with a popgun could kill you.
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Offline potsNpans

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Re: Towed weaponry
« Reply #27 on: December 02, 2015, 05:57:50 PM »
-1

Offline Skyguns MKII

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Re: Towed weaponry
« Reply #28 on: December 02, 2015, 08:33:21 PM »