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#1 Posted at 2009-08-26 21:02        
     
This mod is based off of my Mortar scripts. I added 4 charges of each ammo class for more control over the ballistics.
Additionally I added a feature that allows you to open the map and click the map to verify traget data. No tweaking or scripting required it is all self contained.

I had planned on releasing it as part of a full artillery conversion pack but realised that I wanted to Do completely different user interfaces and options with the M119 and D30
So I decided to release this as a stand alone mod as the time it will require to finish my othe rprojects might be some time.

I haven't been able to test it on a dedicated server so there is the possibility of an issue. I doubt it, because I had none with the scripts but I am not 100% sure.
So if you come across any MP issues let me know I and I will fix it ASAP.

There is the ability to over ride the default settings with the init.sqf I added a copy of the init.sqf in a demo mission. and copies of the text in the readme for how to over ride them.

Download here
http://www.filedropper.com/realmortars

Features:
High explosive 4 powder charges (High damage 10 meter blast area)
white phosphorus 4 powder charges (Low damage 20 meter blast area)
Target area data (While sitting in mortar open map and single click data will appear in top right of screen)
Registration fire, Returns gun data with impact data.
Ammo restrictions such as reload times and ammo truck proximity.
Default options over ride, Default setting can be changed via the mission "init.sqf" file
All displays are shown Milradians and meters


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#2 Posted at 2009-08-26 21:57        
     
Thank you for posting the release here :thumb
I have made a news post and added the file to our download section.


Real Mortars mod


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#3 Posted at 2009-08-27 07:08        
     
Exelent work there i had a go with the moters last night.
But the problem is i can hit any thing :( ,i got the direction sorted.
I just cant figure out how much elevation i need for say ever 100m
And how much range each charge has.

So a bit of insight into how morters work would be much apreciated

thank you


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#4 Posted at 2009-08-27 13:57        
     
That was the main motivation for adding the registration fire mode. It displays the distance of the impact zone. I added that as a tool to build a firing table.

I would say in the mission init.sqf over ride the default settings turn the registration timer to 0 so it is avaialable right after impact. Start with charge 1 drop the elevation all the way down to arond 700 fire get the distance, raise your elevation set registration and fire again do it in intervals of 50 ot 100 mils. For the most accurate results you would want to do it at sea level on flat terrain.


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#5 Posted at 2009-08-27 20:09        
     
Cheers


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#6 Posted at 2009-08-29 01:47        
     
These are good but a 10m blast radius on HE is far far too short for 81mm.


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#7 Posted at 2009-08-29 16:54        
     
15 would be ideal but I wanted to force accuracy. Eventually I am going to script in fuzes to detect altitude and explode, with that I will increase the blast radius for air burst rounds. Need this to get the illum rounds working to.


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#8 Posted at 2009-09-12 21:47        
     
JonesCrusher : That was the main motivation for adding the registration fire mode. It displays the distance of the impact zone. I added that as a tool to build a firing table.

I would say in the mission init.sqf over ride the default settings turn the registration timer to 0 so it is avaialable right after impact. Start with charge 1 drop the elevation all the way down to arond 700 fire get the distance, raise your elevation set registration and fire again do it in intervals of 50 ot 100 mils. For the most accurate results you would want to do it at sea level on flat terrain.

Another way to create quick reference charts or reference tables without having to manually create them. I have created a sample of how to graph shot ranges. As long as you have excel and a basic knowledge on how to use it. The graph sample is on the second tab.

http://www.armaholic.com/forums.php?m=posts&q=8005

You could also create multiple sheets referencing elevation differences between mortar and target too.


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#9 Posted at 2009-10-19 10:35        
     
Hi there, Great mod mate :)

I was wondering if there is a possibility of making a L9A1 51mm Mortar for ArmA 2...



It would be carried like any AT or AA shoulder launched weapon, and the bombs should take up two spaces in your gear. I have no idea of how to mod ArmA 2, or ArmA but I think that this is a great infantry support weapon that should be included in the game. This type of weapon was included in Far Cry 2 (at my request) and works great there, but is under used due to the nature of the game.

I have used the 51mm mortar many times when I was in the British Army, and it is a very effective, light weight, platoon support weapon. There are many videos of it being used in Afghanistan by British troops there. If you want to contact me about this, I am usually availible on MSN or Xfire britrb or skype (same email should find me).

Thanks for your time, and great Artillery mods,
Brian :)


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#10 Posted at 2010-07-03 18:27        
     
]:-> ]:-> OMG mortars, this has always been a favorite weapon in the military.


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#11 Posted at 2010-07-03 18:57        
     
Do not dig up old threads if you have nothing usefull to say.

Do not register multiple accounts.

Search.

Warning level +1 for your original account.