武装突袭3

武装突袭3

Serious Artillery (ACE compatible)
85 条留言
Karl  [作者] 12 月 14 日 下午 9:46 
Hi, @Antimateriya

I don't understand what you mean.
Antimateriya 9 月 22 日 上午 6:51 
Is the NATO aiming circle “M2A2” broken?
The rotation for orienting to the north is tied to the protractor.
gezahu  [作者] 8 月 29 日 下午 12:13 
you can change everything with scripting fds.. not that easy needs some scripting knowledge
fds 8 月 7 日 上午 8:35 
If it's possible how to change parameters such as air density, wind speed, magnetic declination et cetera?
Karl  [作者] 7 月 10 日 下午 9:29 
Hi @FDS,

Enable all required mods and it will work.
fds 7 月 7 日 上午 6:46 
Hello, I have a problem: I can not spawn objects of thos mod in Zeus. Basically can't spawn 82mm boxes in scenario using Zeus. Any way to fix it? Zeus simply doesnt see as object and categorize 82mm boxes as "empty" thing.
Karl  [作者] 7 月 4 日 上午 11:48 
Thanks for your feedback, BIG GUY.

To all:

We have the American "GTA 5-2-12" and the Russian "АК-3 Артилерійський круг" ready in "MapTool" in very high quality. They are fully functional, but we have one problem: activating our PBO prevents the ACE "plotting board" from working.

We can't find a solution; if anyone can help us with this, it would be greatly

If the solution is found, we can include any maptool we want, no matter how complex.

Contact us if you think you have some expertise in this area. Even if it doesn't work, it doesn't matter. We need to find a solution to this problem.
BIG GUY 6 月 30 日 下午 6:07 
it does
Karl  [作者] 6 月 30 日 下午 12:11 
Hi @Big Guy,

Can you try just with the required mods and tell us if your error persists?
BIG GUY 6 月 29 日 上午 4:38 
scripts in the tu_arty PBO aren't loading on start for example "\iAmGunner.sqf not found"
gezahu  [作者] 6 月 29 日 上午 4:26 
Hello BIG GUY.. I would if I could.. how to do that?
BIG GUY 6 月 29 日 上午 2:16 
make work server side please
gezahu  [作者] 6 月 22 日 上午 8:01 
probably but not easily Redzitus... I dont have the time to do that for sure
Redzitus 6 月 22 日 上午 6:36 
Is it possible to make this mod compatible with Realistic D30A?
Tranquil 6 月 21 日 上午 5:53 
True, but it's more work than just having the equations they use. Anyway, thanks for the information!
gezahu  [作者] 6 月 21 日 上午 12:11 
In ammo or gun cfg you can set probability error. Anyway the phisics of this mod is in the function files which are binarised and I am unable to read. The range tables are built by those algorythms so I see no problem using the range tables and corrections to build a calculator instead of ballistic equations...
Tranquil 6 月 20 日 下午 2:24 
Well, in-game physics in Arma are always less complicated than in real life. So that makes in-game calculations probably more accurate. Although there might be a built-in or hard coded spread of the shells that limits the accuracy to simulate realism.

The artillery computer I made is pretty accurate. Iirc, the numbers in the range tables in Arma are based on formulas. I use the ballistic equations described in the field manual.

My knowledge about config functions is rusty, to say the least. Can I find the tu arty config functions through the editor?
gezahu  [作者] 6 月 20 日 上午 4:42 
As far as equations go. They are buried in the function library, namely in tu arty config functions.
gezahu  [作者] 6 月 20 日 上午 3:44 
I don't know much about M18 Tranquil. Might use ballistic equation though I am sceptical about its accuracy vs. range tables as even modern coputers struggle with real life ballistics.
Cowboy 6 月 19 日 下午 2:24 
Здравствуй, Карл!
Мы перепроверили все данные. Извини, что заставили тебя заходить и тестить таблицу - у нас стало получаться учитывать все данные. Спасибо за уделенное нам время!
Tranquil 6 月 18 日 上午 8:10 
The M18 FADAC (introduced in 1960s in Vietnam) makes use of ballistic equations, if I'm correct. I used Field Manual 6-3-1. There is a lot of interesting information.
( https://www.bits.de/NRANEU/others/amd-us-archive/FM6-3-1%281968%29.pdf )
Page 54-58 describes the method of calculating the ballistic trajectory.

To calculate for the guns used in this Russian mod, I would like to know what variables are being used, like weight of the shell, the drag coefficient, caliber, muzzle velocity. I wonder if I can use them in the equations that I already use for artillery that make use of ACE.
gezahu  [作者] 6 月 18 日 上午 6:10 
Ballistic calculators are a big topic. Even modern FDC computers don't run ballistic equations, they use pre loaded data (range tables) and make corrections pretty much the same way as we do manually only much faster and working with much more parameters (layer winds, barrel wear). Making a spreadsheet which uses range table and meteo and targeting data and calculates corrections are tottally feasible and I would be happy to see one. However mind that these are area not precision weapons so the circular probability error of a D30 caliber gun can be 30-50m at 6-8 km + ranges and the destruction is ensured by firing the "statisticaly" necessary amount of shells instead of one precise hit. Aiming is also more reliant on the forward observer's visual fire correction rather than extreemly accurate pre calculations.
Tranquil 6 月 17 日 下午 11:49 
@Karl
Wow, big brain time! :)

@Gezahu
Do you have an answer to my question? :)
Karl  [作者] 6 月 17 日 下午 2:25 
@Tranquil

You should check with Gezahu for artillery computers he is brilliant !

I don't know anything about that. I only know paper and pencil for firing solutions for mortars and the D-30. I've never tried any mobile artillery.
Tranquil 6 月 17 日 下午 12:11 
@Karl
Is there a calculator that can be used for this? I made an artillery computer in Excel (more or less the M18 FADAC) for American artillery pieces in the Vietnam War, but I have no data and stuff that is used in these Russian mods. I would like a calculator because these mods are brilliant!
Karl  [作者] 6 月 17 日 上午 5:20 
@Cowboy

I tested the D-30 with the PAB-2M in challenging conditions on the beautiful "Fjord" map in the "Global Ops" mod to make sure everything was working properly and the D-30's firing table was correct.

Magnetic Declination: +08°5775
Temperature: -16.9°C!
Patm: 1000.17 hPa
Air Density: 1.3597 kg/m3!
Wind: 2.3 m/s
Distance: 9390 m

I had an error of just under 20 meters between impact and my target, taking everything into account.
If you don't want to take air density into account, ignore atmospheric pressure and temperature; they tend to cancel each other out.

The most accurate method, of course, is to take them all into account.
Karl  [作者] 6 月 12 日 下午 1:18 
Hi@Cowboy,

For the first part of your message, i don't understand, maybe google translate error. (you can speak Russian here).

For the D-30, I would look at this weekend, but yes you have to take everything into account.
Cowboy 6 月 12 日 下午 12:31 
Hello! In our version of the mod (for an unknown reason), MTLB is present. She has the best gaming and technical model in Arma at the moment. MTLB is a cult technique in Russian culture (a legendary opportunity for off-road driving, a huge opportunity to weld some kind of weapon to it. For example, "2B9"). The MTLB is also the main artillery tractor of the Russian army, which would look very organic under modification conditions. I understand that this is time-consuming and requires mastering other areas of mod development (after all, you are engaged in ballistics).


Also, when testing the mod, we encountered constant problems with underflights on the D-30. The air resistance is disabled. The temperature and pressure have been adjusted, and the distance has been determined correctly. We can't determine the "Density" parameter - perhaps it affects it?

Thank you in advance for your reply. Sincerely, the MSW-III community
Karl  [作者] 6 月 12 日 下午 12:11 
We need to add an ammo box.

In the meantime, in the Zeus editor, you can add ammo to a bag or box. Here are the names of the compatible missiles:

-[CSW] ATGM 9M133
-[CSW] ATGM 9M133-1
-[CSW] ATGM 9M133F
-[CSW] ATGM 9M133M2
DoctorRPG 6 月 12 日 上午 11:38 
for me, when i spawn the 9k111 and the konkurs, they come unloaded
when interacting with them, there is an icon to "load" but it accepts no ammuniton
gezahu  [作者] 6 月 12 日 上午 11:24 
They are identical to RHS.. no need to load them
DoctorRPG 6 月 10 日 上午 11:47 
hello, i have been trying to load the ATGM systems and only the Malyutka functions
where can i find the ammunition for the 9K111?
Karl  [作者] 6 月 2 日 上午 6:23 
Hi @KOST,

Nothing is impossible, personally i can't; it's beyond my knowledge.

Making and adding a 2b11 "Sani" or a 120-PM-43 "Samovar" (for have a Russian 120mm) is much more likely, and I absolutely want a Russian 120mm.

But we need to fix the few issues we currently have before that.
KOST 5 月 31 日 上午 10:32 
Hello, will there be a patch for artillery from global mobilization?
Karl  [作者] 5 月 7 日 下午 7:13 
Hi @Tranquil,

Ok i see, yes the @Russian D30A Howlitzer Realistic Artillery MOD is awesome, but different mod.
Tranquil 4 月 30 日 上午 4:32 
But to be clear, these days I'm mostly using the @Russian D30A Howlitzer Realistic Artillery MOD because of the integrated aiming sight on the gun. :)
Tranquil 4 月 30 日 上午 4:27 
Hi @Karl,

It goes for the aiming circle. And maybe for the mobile artillery (the turret, but haven't checked recently).
gezahu  [作者] 4 月 5 日 下午 10:19 
They are identical exept for ATGM so you need to unload this mod before loading the test version..
Ame_Shay 4 月 5 日 下午 6:05 
Gonna run a few tests soon as I get back to my main computer, just so I know I should be able to load the test with the this version or do I unload this one and load the test in place of?
gezahu  [作者] 4 月 5 日 上午 4:07 
Ame.. you have a valid point there. I took out the code related to the modfication of the TOW and Kornet. Uploaded to the test version if you accept freind invitation you should be able to download the test version of this mod where your concerns have been addressed hopefully. Please take a look and check if that is OK no conflict or dependency issued..
Ame_Shay 4 月 4 日 下午 11:48 
I have a question and possible request. the question I have is where do I find the Ammo for the static TOW/Other static Anti tank rockets, and the request I have If possible would be the return of the other static anti tank launchers. either way thank you for your dedication to this amazing mod
Karl  [作者] 4 月 3 日 下午 2:11 
Hi @Tranquil,

Regarding your last message, you mentioned replacing the mouse with keys. But what exactly are you referring ? Mobile artillery, fixed, aimcircle, all , other ?
gezahu  [作者] 4 月 3 日 上午 4:46 
Same here. As soon as someone can point me to the way to change that in the code I will do that...
Tranquil 4 月 3 日 上午 4:02 
Will the rotate left and rotate right buttons (LEFT and RIGHT) replace rotation by mouse eventually? I realize that mouse control is more precise, but even if I set my mouse at low sensitivity (luckily I have such a mouse) I have to be quite careful not to distort my measurements.
gezahu  [作者] 4 月 1 日 上午 3:59 
Not at all Tranquil. ACE weather does not have any effect on any ballistics, just as wind deflection. You can disable enable as you wish. You need to uncheck "ACE Artillery" "Air resistance" option for this mod to work properly. The declination option is in "ACE Common" menu you need to check "Realistic Compass Declination" if you want magnetic decliantion corresponding to the location of the map you play. If you check it your compass and the needle of your aiming circel will point to magnetic north not map north...
Tranquil 4 月 1 日 上午 2:55 
Thanks again. I hope you don't mind that I ask so many questions... It's just that this mod makes Arma and ACE so much more fun and satisfying. ACE Artillery options are disabled as you mentioned in the description.

Currently, I have 'ACE Weather' and 'ACE Wind deflection' disabled too. Do they work fine with this or should they stay disabled?
gezahu  [作者] 4 月 1 日 上午 2:33 
In mapview briefing window under meteo report you can check actual magnetic declination. It shows 0 if it is not enabled in ACE addon menu. Be aware than it is in degrees!
Tranquil 4 月 1 日 上午 2:16 
I might have made a mistake in measuring the azimuth. Is there a way to know the magnetic declination of a map (if there is any)?
gezahu  [作者] 3 月 31 日 下午 10:42 
The 2S1 is equiped with a gun identical to that of the D30. You cant level aiming circle, it is done automatically. To use them you need to find a somewhat even surface and erect...they will be leveled.
Tranquil 3 月 31 日 下午 2:40 
Played around with the Gvozdika, my favourite SPG. If you are inside it, you can access a range table for 2C1 Gvozdika, but I found that It uses the D-30 range table. Also, is there a way to level the PAB aiming circle in this mod? Can't find a levelling bubble on this one.