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bug: unable to adjust arty fire


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Wow, I thought it was just me doing something wrong. When I tried to ceasefire, the rounds kept coming. It didn't matter much anyway, since I was just trying to suppress some units--this just suppressed them longer.

Then I just figured that I was doing something wrong trying to adjust, but I never really cared enough to investigate further.

I also did find a bug where the artillery fell quite far from the target. Is this another known bug as well?

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Originally posted by Krinks:

I also did find a bug where the artillery fell quite far from the target. Is this another known bug as well?

Speaking from RL experience, mortar/arty fire is indirect fire, that is to say it would be very difficult to aim it for a particular vehicle and expect to hit it. The spread of arty and mortar rounds is quite large and some can drop short by many hundreds of yards,there are many variables that can affect the accuracy of these area weapons. smile.gif

The other thing about ordering them to cease fire, there can be quite a time delay between the rounds being fired and their appearance on target, so although you may have ordered cease fire, rounds could be already on the way, and of course there is no way you can stop those. ;)

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Originally posted by athkatla:

</font><blockquote>quote:</font><hr />Originally posted by Krinks:

I also did find a bug where the artillery fell quite far from the target. Is this another known bug as well?

Speaking from RL experience, mortar/arty fire is indirect fire, that is to say it would be very difficult to aim it for a particular vehicle and expect to hit it. The spread of arty and mortar rounds is quite large and some can drop short by many hundreds of yards,there are many variables that can affect the accuracy of these area weapons. smile.gif

The other thing about ordering them to cease fire, there can be quite a time delay between the rounds being fired and their appearance on target, so although you may have ordered cease fire, rounds could be already on the way, and of course there is no way you can stop those. ;) </font>

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Originally posted by athkatla:

The other thing about ordering them to cease fire, there can be quite a time delay between the rounds being fired and their appearance on target, so although you may have ordered cease fire, rounds could be already on the way, and of course there is no way you can stop those. ;)

Very true, but even then, in my experience in game, the check fire takes way too long. Take an 81mm mortar, at standard 2/3 range and charge 2 or 3 the average TOF is 30 seconds give or take. I've seen them keep pounding away well after a couple of minutes. ;)
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Originally posted by athkatla:

</font><blockquote>quote:</font><hr />Originally posted by Krinks:

I also did find a bug where the artillery fell quite far from the target. Is this another known bug as well?

Speaking from RL experience, mortar/arty fire is indirect fire, that is to say it would be very difficult to aim it for a particular vehicle and expect to hit it. The spread of arty and mortar rounds is quite large and some can drop short by many hundreds of yards,there are many variables that can affect the accuracy of these area weapons. smile.gif

The other thing about ordering them to cease fire, there can be quite a time delay between the rounds being fired and their appearance on target, so although you may have ordered cease fire, rounds could be already on the way, and of course there is no way you can stop those. ;) </font>

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