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  #1  
Old July 8th, 2005, 06:17 PM
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Alby Alby is offline
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Default Artillery response times

Anyway other than the code to speed these up?
2 turns (in some cases)for a modern mortar using an FO seems a little loooong to me
especially for USA
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Old July 8th, 2005, 07:47 PM
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Default Re: Artillery response times

Quote:
Alby said:
Anyway other than the code to speed these up?
2 turns (in some cases)for a modern mortar using an FO seems a little loooong to me
especially for USA
Plot your gold spots carefully, and you have 0.5 or less delay, or adjust off them for 1.0 or so. Do a terrain analysis of the battlefield, and predict the spots you think will need a fast response before the game starts. Or - predict that you will say hold on the outskirts of village X, and plan a helpful arty QRP on the approaches.

Cheers
Andy
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  #3  
Old July 9th, 2005, 01:37 PM
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Alby Alby is offline
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Default Re: Artillery response times

Quote:
Mobhack said:
Quote:
Alby said:
Anyway other than the code to speed these up?
2 turns (in some cases)for a modern mortar using an FO seems a little loooong to me
especially for USA
Plot your gold spots carefully, and you have 0.5 or less delay, or adjust off them for 1.0 or so. Do a terrain analysis of the battlefield, and predict the spots you think will need a fast response before the game starts. Or - predict that you will say hold on the outskirts of village X, and plan a helpful arty QRP on the approaches.

Cheers
Andy
Yes, been playing SP since SP1
but not a mobhack expert.
just wondering if in Mobhack there was something I could adjust
Experience, or Class...etc etc...
Thanks for reply
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I shall never surrender or retreat."
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Old July 11th, 2005, 01:36 PM

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Default Re: Artillery response times

Real world response time for a BN level mortar sec is 3-5 minutes. Bear in mind that a real fire mission goes from the individual calling for the mission (in degrees) to the FISTer that converts it to mils, then to the guns who may or may not be mobile atm.

Add 2-4 minutes for allocated FA Bn guns (105mm and above).

So...say your Tank BN has a Battery of M109A6 Paladins allocated for support. You call for fire to the FIST, he converts your mission to Gun Bunny speak (mils) and then calls the BN FDO who verifies friendly locations (yes they do that) and relays the mission to the guns. Those guns may be mobile and a "shoot and scoot" mission can be fired in less than a minute. Add that all up and 5-8 minutes is a very good response time for a fire mission.
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Old July 11th, 2005, 11:07 PM
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Default Re: Artillery response times

Greasy,

Didn't the new IFSAS system cut that time in half? Or are the times you quote from IFSAS?
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Old July 12th, 2005, 03:44 AM
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Default Re: Artillery response times

Kevin, do you really think the game can handle reducing response times due to advanced technology? I guess the atrymen's experience and morale play a big role, but apart from that, I don't see what you could use to feature this.

Automated targetting/calling is in service all over the world since several years, so that would be quite encompassing.
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Old July 8th, 2005, 07:49 PM

SCAJolly SCAJolly is offline
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Default Re: Artillery response times

Four to six minutes should be an appropriate time, don't you think?
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Old July 9th, 2005, 01:35 PM
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Default Re: Artillery response times

If I have some mortars 1000 yards behind me and I call for support and it takes 4 to 6 minutes, then I am shooting that crew!!
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  #9  
Old July 12th, 2005, 09:20 AM

narwan narwan is offline
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Default Re: Artillery response times

Quote:
Alby said:
Anyway other than the code to speed these up?
2 turns (in some cases)for a modern mortar using an FO seems a little loooong to me
especially for USA
Yes there is. Same thing came up a month ago or so on the spww2 mailing list. Here's the trick (should work in WinSPMBT too even if the ranges are longer, just needs better preparation and unit placement):

--- In [email protected], "chuck151151" <chuck151151@y...> wrote:
> Hello
> Im currently trying to push in the dunkirk perimeter and I have a
> company propped in preperation to occupy a little wooded copse. I
> think maybe I should drop a few rounds in first from my handy little
> 5cm mortar. But then I decided not to, because even with my artillery
> OP in attendance I need to wait a minimum of two turns before the
> rounds will land!

There's a simple solution which you can use in most instances. Fire a
single round using area fire into a hex as close as possible to the
out-of-sight hex you actually want to target. Now go to the artillery
screen, select the mortar in question and it'll show the hex where the
round landed as it's last target. Now click the 'bombard' button.
It'll zero in on the hex with a delay of 0.0 or 0.1 (not sure right
now which one). Now shift the target hex once or twice (at 2 hexes
each time)towards the out-of-sight hex you want to target. This will
add from 0.1 to 0.4 (depending on whether you use a FO or not) to the
delay.
Since it's a light mortar with limited range (10 hexes) two shifts at
2 hexes should be able to make the desired hex the target hex with a
delay of less than 1.0
The problem is that you can't use this 'trick' if your mortar is
in 'full cover' ie has only a LOS of 1. So don't hide it behind
buildings or dense woods. Keep it out of LOS but keep hexes close to
the enemy (preferably right next to them) in LOS.

Narwan
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