Fredrock1957 Posted May 16, 2011 Share Posted May 16, 2011 Actually, this isn't really needed. Just set preliminary strikes with any on-map mortar, save the game during the setup phase and see the first couple of rounds fall up to 180° away from the target. This doesn't always happen though. Load that savegame 3-5 times, watch the mortars closely (and where their first rounds fall) and you'll see what I mean. Using 'Closing the Pocket' and setting 2 Allied 60mm Mortars. I set one to Direct Fire on a spot it has LOS to, and 1 in C2 with an HQ with a LOS to target... I saved game loaded it ten times and all ten times the futherst off target they were was about 80 meters, and within 3-5 shots and turn 2 they were spot on!!!... Don't see any problems here... I did notice that the Mortar team at the begining of the turn fiddled with aligning the mortar before droping the first shell... it was kinda cool 0 Quote Link to comment Share on other sites More sharing options...
Fredrock1957 Posted May 16, 2011 Share Posted May 16, 2011 I have just done as you suggested. I set up a prelimnary mortar barrage, saved the game and replayed it, ten times, without once seeing the behaviour you mention. Clearly I am doing something different to you. Hey.... your Mortars fired 6 minutes quicker then mine 0 Quote Link to comment Share on other sites More sharing options...
LemoN Posted May 16, 2011 Share Posted May 16, 2011 Using 'Closing the Pocket' and setting 2 Allied 60mm Mortars. I set one to Direct Fire on a spot it has LOS to, and 1 in C2 with an HQ with a LOS to target... I saved game loaded it ten times and all ten times the futherst off target they were was about 80 meters, and within 3-5 shots and turn 2 they were spot on!!!... Don't see any problems here... I did notice that the Mortar team at the begining of the turn fiddled with aligning the mortar before droping the first shell... it was kinda cool I honestly don't think you even partly understand what I've been writing. Anyway, just did another quick test in Busting the bocage. The first 1-2 rounds of each mortar in a PRELIMINARY firemission were off by ~200m. I saved the game with the rounds in-flight. So, who should I sent this file to? 0 Quote Link to comment Share on other sites More sharing options...
Fredrock1957 Posted May 16, 2011 Share Posted May 16, 2011 I honestly don't think you even partly understand what I've been writing. Anyway, just did another quick test in Busting the bocage. The first 1-2 rounds of each mortar in a PRELIMINARY firemission were off by ~200m So, who should I sent this file to? I honestly think you dont understand me.... I did the PRELIMINARY firemission in the setup stage... send me your file and I will send you mine. I would send the file to BFC Support..... 0 Quote Link to comment Share on other sites More sharing options...
stikkypixie Posted May 16, 2011 Share Posted May 16, 2011 I honestly don't think you even partly understand what I've been writing. Anyway, just did another quick test in Busting the bocage. The first 1-2 rounds of each mortar in a PRELIMINARY firemission were off by ~200m. I saved the game with the rounds in-flight. So, who should I sent this file to? AKD has just offered to look at the save file. Best to send the file with the orders as well. 0 Quote Link to comment Share on other sites More sharing options...
LemoN Posted May 16, 2011 Share Posted May 16, 2011 AKD has just offered to look at the save file. Best to send the file with the orders as well. I just sending off an email with the two savegames and the description to the tech support. Will CC it to AKD. 0 Quote Link to comment Share on other sites More sharing options...
akd Posted May 16, 2011 Share Posted May 16, 2011 Thanks for the saves Lemon. As far as I can tell, this problem seems to be specific to on-map indirect assets given "linear" missions during setup phase. I have made a report. 0 Quote Link to comment Share on other sites More sharing options...
LemoN Posted May 16, 2011 Share Posted May 16, 2011 Thanks for the saves Lemon. As far as I can tell, this problem seems to be specific to on-map indirect assets given "linear" missions during setup phase. I have made a report. Thanks! Hopefully they'll find and root out the glitch gremlin soon! 0 Quote Link to comment Share on other sites More sharing options...
Kelly's Heros Posted May 19, 2011 Author Share Posted May 19, 2011 Well, I believe this is a bug and should be looked into by the CMBN team. I seriously doubt mortar teams would be so far off, even if there was some visibility issues. The FO would definitely know that the rounds weren't hitting in the area and call back to the mortar team to adjust. It is a bug and needs to be addressed. I will play some more to see if I can figure out what is causing it. 0 Quote Link to comment Share on other sites More sharing options...
Thomas Frey Posted May 19, 2011 Share Posted May 19, 2011 Maybe its the guys from Stripes firing the mortars. LOL. I too have noticed this and figured it was the reasons as stated in this thread. For most part on map mortars are fairly accurate. 0 Quote Link to comment Share on other sites More sharing options...
Lanzfeld Posted May 19, 2011 Share Posted May 19, 2011 I just played as the Germans in "Busting The Bocage" and I requested my 81mm to fire on a TRP. The mortars landed over 300 meters off target. This was at a TRP! There is most definitely a bug with the mortars. 0 Quote Link to comment Share on other sites More sharing options...
WineCape Posted May 19, 2011 Share Posted May 19, 2011 Well Lanzfeld, time again to do a test scenario and give your observations to the jar. 0 Quote Link to comment Share on other sites More sharing options...
Lanzfeld Posted May 19, 2011 Share Posted May 19, 2011 I have sent several save files in the 3rd wave forum. I really hope they get to the bottom of this as I see it alot. I wonder if it has anything to do with me using the demo scenario in the release version?? That is where my testing is happening anyway. 0 Quote Link to comment Share on other sites More sharing options...
TrailApe Posted May 19, 2011 Share Posted May 19, 2011 "No line of fire" means something is physically blocking the line of fire the mortars would need to use to hit that spot. Technical term for this is 'crested'. Not sure how mortars do it, but the arty wallahs go and look up the barrell of the gun (tube of the cannon in USian) and see if it's crested at elevations that are likely to be used in upcoming missions. I suppose in WW2 they would have repositioned the gun if it was crested at elevations they were likely to use, modern practice is to report the bearings and elevations back to the CP and they do something clever with the data. Happens a lot in urban and heavily forested environments. 0 Quote Link to comment Share on other sites More sharing options...
GDog Posted May 19, 2011 Share Posted May 19, 2011 Thanks for the saves Lemon. As far as I can tell, this problem seems to be specific to on-map indirect assets given "linear" missions during setup phase. I have made a report. This describes my mortar bug too. 2x on-map mortar teams both tasked with a pre-planned bombardment fired their spotting rounds (lots of them I think because I set mission & duration set to heavy) all in the same spot, right along the map edge far away from their different targets. I found it odd that they both fired their off target rounds into the exact same spot? 0 Quote Link to comment Share on other sites More sharing options...
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