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#1 Posted at 2010-07-16 22:35        
     


Ballistic Calculator
by
conKORD

Main forum thread here
http://forums.bistudio.com/showthread.php?t=103129



This post was edited by conKORD (2010-12-10 12:49, ago)


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#2 Posted at 2010-07-27 03:52        
     
Version 1.1 released

Changes
  • Multilanguage support.
  • Now BalCa provides fire solution in entire range of elevation angles => we have high solution for cannons, mortars can shoot for their maximum range.
  • UI fixes.

This post was edited by Big (2010-08-04 06:55, ago)


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#3 Posted at 2010-07-27 06:33        
     
Thanks for posting the update here, news on the frontpage and our updated mirror can be found on first post

This post was edited by Big (2010-08-04 06:55, ago)

Visit my family webshop desteigerhoutshop.nl.

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#4 Posted at 2010-07-27 06:46        
     
Thanks. Please also update images, interface slightly changed in v1.1. Removed current-distance field, it was needed to aim in high solution mode.


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#5 Posted at 2010-07-28 17:01        
     
This is a great little mod thank you very much, especially as now the mortar is actually usable.
I have 2 problems that you might be able to help with though.
I cant seem to get a high solution with any cannons (D30 & M119) they only seem to be low solution.
Second is it possible to set keys for azimuth and elevation? as the mouse movements are very sensitive.


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#6 Posted at 2010-07-28 22:57        
     
If target no reachable in high solution (maximum elevation on cannons is 70 degrees, it means minimum range in high solution mode is about 3200m) BalCa shows low solution.

Second - I didn't found way how to intercept player's control. To lower mouse sensitivity use zoom.

This post was edited by conKORD (2010-07-29 01:08, ago)


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#7 Posted at 2010-07-29 18:45        
     
I tested out clicking on the map past 3200m, and BalCa will calculate out till 5855m using D30 or M119, but still BalCa only shows all distances using D30 or M119 as low solution.
Am I supposed to click something else to get it to switch between high and low?
If not I think this may be a bug :(



This post was edited by bigpickle (2010-07-29 19:02, ago)


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#8 Posted at 2010-07-30 00:59        
     
To switch BalCa to high solution mode turn up cannon to elevation bigger than 40 degrees.


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#9 Posted at 2010-08-01 08:55        
     
Got it figured out. Sorry worked all along and was very obvious, Just gotta move the elevation higher and it changes to high sol automatically.
I'm an idiot lol


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#10 Posted at 2010-08-04 06:52        
     
Sadly the best way to control elevation and deflection is with custom models that are built with animations that are set to only adjust to a certain amount.

I had a a M119 that I used the models from ArmA1 to make adjustable via script and it could be elevated and deflected in 1, 10, or 100 mil increments. It worked out really nice.

Question on this, I looked at the scripts, how fast is execution? It seemed when I was trying to execute ballistics calcs in ArmA2 it was really slow. On the other hand I was generating 8 different ones for simulated charge numbers (4) and LA and HA solutions...

I haven't tried your mod yet.

I have a fairly complete simulation of the M23 Mortar Ballistics Computer that I did for ACE mortars but I used the btable generator in the BIS arty module to make tables for all the different round and charge types for the mortars that it can calc for (60mm, 81mm, 120mm). Course ACE mortars is sadly in hibernation at the moment as we all got distracted from it. :(


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#11 Posted at 2010-08-04 22:52        
     
# Nou : Sadly the best way to control elevation and deflection is with custom models that are built with animations that are set to only adjust to a certain amount.

I had a a M119 that I used the models from ArmA1 to make adjustable via script and it could be elevated and deflected in 1, 10, or 100 mil increments. It worked out really nice.
Please tell me more about realization of this adjustments. Is unbinarized model needed for it?

# Nou : Question on this, I looked at the scripts, how fast is execution?
Time to find both solutions is below 0.5 seconds.

Added 7 hours 12 minutes later:

Versions 1.2 released. First post updated.
New downlad link
http://www.sendspace.com/file/1fi02f

This post was edited by conKORD (2010-08-05 06:05, ago)


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#12 Posted at 2010-08-05 06:27        
     
Thanks, page updated.

And just to inform you there is no more CBA A2 and A2OA versions, the same file is for all A2 games.


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#13 Posted at 2010-08-05 06:31        
     
Hm . . . please update first image and remove others.


EDIT:
Thanks :)

This post was edited by conKORD (2010-08-05 07:17, ago)


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#14 Posted at 2010-08-05 07:16        
     
# conKORD : Please tell me more about realization of this adjustments. Is unbinarized model needed for it?


Yes, you have to change the source of the animation for the turret rotation and the gun elevation to be "user".


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#15 Posted at 2010-08-08 09:09        
     
# conKORD : Weapons with enabled ballistic calculator:
Automatic grenade launchers (static and mounted): AGS30, AGS17(BTR90), Mk19.
Mortars: M252, 2B14.
Cannons: D30,M119,2A70(BMP3).

To enable it for 3rd party weapons add "ballistic_calculator = 1;" to weaponconfig.
Example:
class CfgWeapons {
	class CannonCore;
	class M119 : CannonCore {
		ballistic_calculator = 1;
	};
}
If vehicle should have built-in ballistic calculator, add "ballistic_calculator = 1;" to vehicleconfig;
Example:
class CfgVehicles {
	class Tracked_APC;
	class AAV : Tracked_APC {
		ballistic_calculator = 1;
	};
};

I'm sorry but I don't understand this part. Would I need to dePBO your addon and then modify config.cpp to make these sort of changes? I'd like to add the D-81 and 2M46 Cannons to this.