View Full Version : Bug with artillery.
Epoletov___SPR
October 23rd, 2008, 02:56 PM
For example.
You Mortar is aimed in "Bombardament menu".
Its shots: X:X:X.
Now press button "Z" and shoot a smoke.
Further, we look in "Bombardament menu" and it is visible that we can to aim ours Mortar there-where we have shot having pressed button "Z".
Conclusion: it is easily possible to change a target for artillery which will shoot in following Turn with delay = 0.1.
Mobhack
October 23rd, 2008, 06:37 PM
For example.
You Mortar is aimed in "Bombardament menu".
Its shots: X:X:X.
Now press button "Z" and shoot a smoke.
Further, we look in "Bombardament menu" and it is visible that we can to aim ours Mortar there-where we have shot having pressed button "Z".
Conclusion: it is easily possible to change a target for artillery which will shoot in following Turn with delay = 0.1.
I'll investigate the ability to fire X smoke with an indirect mission already plotted. (Z should not be allowed either).
However the units in the game have only the one indirect target hex coordinate, so anything that sets that will allow you to fire on that hex. That would include direct smoke (X) and direct HE (Z) fires on any hex in LOS. A small enough occurrence not to be unduly worried over.
Cheers
Andy
DRG
October 23rd, 2008, 06:58 PM
It's been that way with SP forever. Call it a quirk not a bug.
First...any on map gun can disengage it's indirect fire and fire at targets of opportunity ( or just fire at targets of opportunity )so my first question for you would be do you think many people would be very happy if we took that capability away ?
Second....Once an indirect capable unit has fired at a hex it now has that hexes range and if , in real life, the gun commander ordered a fire for effect on that spot why would they need to go though the full delay that is usually necessary to aim guns at a target they have already aimed and fired at ?
Don
Epoletov___SPR
October 24th, 2008, 04:29 AM
It's been that way with SP forever. Call it a quirk not a bug.
First...any on map gun can disengage it's indirect fire and fire at targets of opportunity ( or just fire at targets of opportunity )so my first question for you would be do you think many people would be very happy if we took that capability away ?
Second....Once an indirect capable unit has fired at a hex it now has that hexes range and if , in real life, the gun commander ordered a fire for effect on that spot why would they need to go though the full delay that is usually necessary to aim guns at a target they have already aimed and fired at ?
Don
It is convenient, if it is necessary to destroy the opponent inaccessible for z-fire, but it somewhere beside.
Through 1 turn (we shall move a marker) we can already strew to it on a head shells, there where z-fire did not get, and it will occur very soon.
DRG
October 24th, 2008, 10:05 AM
It is convenient, if it is necessary to destroy the opponent inaccessible for z-fire, but it somewhere beside.
Through 1 turn (we shall move a marker) we can already strew to it on a head shells, there where z-fire did not get, and it will occur very soon.
I know you are using a machine translator but I have to tell you this was virtually un-readable.
What I think you are trying to say is that after using Z fire to drop a shell in LOS it is possible then to use the bombardment menu to shift fire out of LOS with a very short delay.
Let's use a real life example.
A howitzer or mortar crew have a direct LOS to enemy units moving along a road and that road emerges from a forested area. The gun commander orders the gun / mortar to fire at the enemy troops that can be seen and having done so he suspects there is a larger concentration of troops along the road that is screened by the trees so he orders the gun to shift fire 200 yards to an area just out of line of sight and bombards the area with 20 rounds.
Why would there be a longer delay than the one there would be if this was strictly indirect fire ? A case could be made that the fire should not be as accurate and to a certain extent I agree. I think there could be a slightly greater scattering of fire when targets are shifted to areas not in direct LOS but not a longer delay. Once you have your gun hitting a specific target having it shift fire 200 yards north doesn't take a lot of time.
Further to the issue of accuracy when not having direct LOS to a target I ask you to set up a situation in the game where an artillery observer has direct LOS to one target hex and no LOS to a second target hex and fire mortars at one then the other and count how many rounds actually hit each target hex and how many land one hex away , two hexes away, three hexes away etc etc
Here's what I got in one test
Observed fire ( 0 = hit target hex, 1= shell landed 1 hex away etc etc )
1 0 1 0 2 2 0 1 1 1 3 0 1 0 1 0
6 shells landed on target
7 shells landed 50 yards from the target
2 shells landed 100 yards from the target
1 shell landed 150 yards from the target
UNobserved fire
2 1 1 1 2 2 2 3 2 2 2 2 3 2 3 2
0 shells landed on target
3 shells landed 50 yards from the target
10 shells landed 100 yards from the target
3 shells landed 150 yards from the target
So yes you can shift fire to an area out of LOS with only a slight delay but it's not going to be very accurate and that delay is no different than what you would get if you were firing strictly indirect
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Further to this. An observed target hex will normally, in the vast majority of cases, stay in the same place as long as that target hex is under observation.
An un-observed target hex on the other hand will shift around with each firing so not only are the rounds landing more dispersed they are being directed at a different target hex each time so there ARE penaties in the game for not having the target hex under observation.
Don
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