Stratos Posted June 4, 2007 Posted June 4, 2007 Is possible to use self proppled artiller to shell positions or units?? or is only static and worth only as a target?? Same goes for the ships, is possible o use it for shell enemy units?? and how can I move the turkish tanks?? I added waypoints, but they seem to appear only as static, maybe short on fuel?? I don't understand anything in russian except Davai Davai!
ZoomBoy27 Posted June 4, 2007 Posted June 4, 2007 I use tanks and artillery to shell all the time - don't use the static objects. You change the Waypoint type from Turning Point to Attack Point and then a whole new choice opens up. When Attack Target is selected, the TARGETING mode button is available. This allows you to designate specific targets to be attacked by the active Group. When the Group reaches the Attack waypoint, it will attack the assigned target(s). Youi can also target locations rather than objects. You'll see all of this in the LO FC Quick Start Manual 1.1 in C:\Program Files\Ubisoft\Eagle Dynamics\Lock On\Doc starting page 47 See pages 81+ for placing tanks ZoomBoy My Flight Sims Page - Link to My Blog - Sims and Things - DCS Stuff++ - Up-to-Speed Guides to the old Lockon A10A and Su-25T - Some missions [needs update]
thesystem Posted June 4, 2007 Posted June 4, 2007 Can artillery also attack ships that arn't designated but just from them self DCS World, A10C, AV8B, M2k, FA18C, FC3, MIG21
Stratos Posted June 4, 2007 Author Posted June 4, 2007 Will try asap Thank's I don't understand anything in russian except Davai Davai!
ZoomBoy27 Posted June 5, 2007 Posted June 5, 2007 Can artillery also attack ships that arn't designated but just from them self Doubt it but you can always try it out. Hit F7 and F8 to cycle through the objects. ZoomBoy My Flight Sims Page - Link to My Blog - Sims and Things - DCS Stuff++ - Up-to-Speed Guides to the old Lockon A10A and Su-25T - Some missions [needs update]
Weta43 Posted June 5, 2007 Posted June 5, 2007 Also - if there's an AWAC or EWR site, they'll engage targets over the horizon (out of line of sight) Cheers.
Brit_Radar_Dude Posted June 5, 2007 Posted June 5, 2007 If you give them an attack waypoint, then artillery should attack enemy units (including ships) if they are in range. If you have problems with your tanks / trucks moving, then remember that there are no amphibious units in Lockon, what I mean is they will not go over rivers unless they are ON-ROAD and use the bridge. Also remember that unless they are ON-ROAD, there are limits to how steep a hill they can climb / descend. [sIGPIC][/sIGPIC] Sorry Death, you lose! It was Professor Plum....
S77th-Dante Posted June 7, 2007 Posted June 7, 2007 depends on the artillery peice. you need to make sure they are pointing in the right direction. they dont all have a 360 turret and there IS amphibious vehicles, however they are afraid of water or sumthin haha. , no really , they only work on land. pity ay. Savage 77th Squadron 'S77th' http://www.s77th.com The Lomac League, For Squadrons & Single Players http://www.LomacLeague.com
Brit_Radar_Dude Posted June 7, 2007 Posted June 7, 2007 Dante is correct - certain artillery and rocket launcher units are sensitive to which way they are facing. If they are in range and still not firing then try altering the direction they are facing. Also something to consider is whether you have a number of artillery units in a Group or seperate and whether you have a number of targets in a Group or seperate- Lockon can be a bit odd about whether all units open fire at the first in a Group etc. EXAMPLE I set up a group of three SAU Beregs, targeted at a ship. Only one of them (1 of 3) fires on the ship. If I add a 2nd ship target (a smaller ship so it will sink faster), then 2 Beregs fire, one at each ship. As soon as the smaller ship sinks, the 2nd Bereg (2 of 3) stops firing. Similar with 3 ships. Then I changed it so that the Bereg's were each in their own group (1 of 1), and of course it takes longer using the Mission Editor to target each of these on the single ship target. Now they will all open fire on the ship. With two ship targets, they all fire at the first ship till it sinks, then all swap their fire to the second ship. As for ranges, this is all stuff that I scribbled over the last 3 years in my Lockon notebook, hence some in km, some in Nm, so apologies for that. Smersh, Grad will fire a spill taking 40 secs / 20 secs respectively then will reload (about 15min?) before firing again. Gvozdika - 6 rnds per min Akatsia - 4 rnds per min Msta - 8 rnds per min Bereg - 10 rnds per min Nona - 8 rnds per min Max ranges Artillery/Rockets Smersh 70km Grad 20km MLRS 31km M109 15nm SAU Berg 18.5nm SAU Gvozdika 15nm SAU Akatsia 15nm SAU Msta 15nm SAU Nona 5.5nm Max ranges Naval artillery Ticonderoga 14.5km Perry 14.5km Moscow 20km Neustrashimy 21.5km Rezky 21.5km Albatros 6km Molniya 15km If you want some arty to bombard an area to add colour to a mission, 1) target a co-ord, so arty keep firing. If you target a building, once destroyed then the arty stops firing. 2) if your arty all in one group, then have same number of targets to ensure each arty in the group has a target to fire at. 3) if you mix the arty types (bereg, msta, nona, etc) then they fire at different rates and looks "prettier" 2 [sIGPIC][/sIGPIC] Sorry Death, you lose! It was Professor Plum....
JEFX Posted June 7, 2007 Posted June 7, 2007 Hi! If I may add to the excellent info from B.R.D.: ________ Some units have a minimum distance (under which they wont shoot): MLRS has a 5 km. min. (30 km max) and a reload time of 9 minutes GRAD a 10 km min. and a reload time of 8 minutes SMERCH has 20 km minimum dist. and a reload time of 15 minutes I am not sure but I think that the BEREG has a 10 km min too? (still need to try?) ________ Then, as mentionned by Dante and B.R.D. some units have angles limitations: MLRS (I think some limitation but I havent experimented with it??) SAU Nona : only 35° Left and right are possible GRAD : only 120° Left and 60° right BEREG : only 120° left and 120° right SMERCH : only 30° left or right The big winner is the SMERCH that can shoot 12 300mm rockets all the way to 70 km!!! ________ It is worth noting also that some ground units have various max road speed (as low as 48 km/h for a M60 Tank and as high as 100 km/h for a BRDM-2 APC) although most artys go for an average of 60 km/h max road speed. As far as naval units goes: I always thought that the Perry did not fire artillery to ground targets ??? are you sure B.R.D.? And the same for Albatros and Rezky? did you get them to fire arty at ground targets? Otherwise I have the same ranges. On top of that, if you want to create interesting battles with tanks and APCs and IFVs, bear in mind that they all fire for sure, but APCs and IFVS have a limited range of 1000m and most tanks of 2.4 km (M60, M48) to 3 km (M1). ________ Then, some IFVs have a limited amount of small missiles on top of their guns and have a fange of either 3 km (M2 Bradley, 7 missiles, BMP-1, 6 missiles and BMD-1, 3 missiles) or 4 km (BMP-2, 5 missiles and BMP-3, 9 missiles). JEFX 1 [sIGPIC][/sIGPIC] In DCS I fly jets with thousands of pounds of thrust... In real life I fly a humble Cessna Hawx XP II with 210 HP :D
JEFX Posted June 7, 2007 Posted June 7, 2007 Oups! Sorry B.R.D... I just made a quick experiment: Albatros, Rezky and Perry all DO fire their artillery at ground targets... They take a while before they start... I just had to be more patient... It was a while back when I did those experiments... They do have some turret angle limitations though : for example the Rezky will fire with both turrets located at the back, therefore if the targets are close to the front of the boat, they wont fire... Unfortunatly, the ground units and ships dont have travelling AI routines to make them move into better firing positions... It IS a flight sim after all... We do get quite a lot of side bonuses... JEFX 1 [sIGPIC][/sIGPIC] In DCS I fly jets with thousands of pounds of thrust... In real life I fly a humble Cessna Hawx XP II with 210 HP :D
Brit_Radar_Dude Posted June 8, 2007 Posted June 8, 2007 More scribbles from the notebook to backup what JEFX said and add a little more APC missiles M2 3000m (7 shots) BMD1 3000m (3 shots) BMP1 3000m (6 shots) BMP2 4000m (5 shots) BMP3 4000m (9 shots) AA against ground targets (old data, not sure how rigourously I tested this) Shilka 1800m Gepard 2900m Vulcan 2800m Avenger 1300m Tunguska 1400m A final thing to mention is that whilst artillery will fire whilst on the move, rockets (MLRS,Smersh,Grad) will not. Therefore you can have them drive up to a firing location (ie. an attack waypoint) but once they arrive, they stop there to fire and they won't start moving again. [sIGPIC][/sIGPIC] Sorry Death, you lose! It was Professor Plum....
S77th-Dante Posted June 11, 2007 Posted June 11, 2007 yeah i have a similar thing brd, my notes have the minimum range - max range. its 20 mins i think. and thats after the last rocket. Savage 77th Squadron 'S77th' http://www.s77th.com The Lomac League, For Squadrons & Single Players http://www.LomacLeague.com
59th_LeFty Posted June 11, 2007 Posted June 11, 2007 WOW! Informative thread :thumbup: One more question: Do the SAUs have limited amount of ammo? Or they've hit the console and cheated IDKFA? (sry, Doom II:D ) [sIGPIC]http://www.forum.lockon.ru/signaturepics/sigpic5279_1.gif[/sIGPIC] I could shot down a Kitchen :smartass:
Brit_Radar_Dude Posted June 11, 2007 Posted June 11, 2007 That's a good question Lefty! To be honest I don't know, I've never tested that..... [sIGPIC][/sIGPIC] Sorry Death, you lose! It was Professor Plum....
JEFX Posted June 11, 2007 Posted June 11, 2007 Lefty, I am not sure these info are up-to-date... Some of my experiments date back to 1.1 or even 1.0 time... (gelological Lockon eras of course:) ...) But anyhow, here is what I have: name weapon number M109 rockets 155 mm. 34 MLRS multiple rockets 12 SAU Nona mortar 120 mm 25 GRAD multiple rockets 40 SAU Msta shell 152 mm. 50 SAU Akatsia shell 152 mm. ? SAU Gvozdika shell 122 mm. 40 SAU Bereg shell 130 mm. 48 SMERCH mult. rockets 300 mm 12 Or course, they do reload, (even if there is no loading truck 1000 km around). It takes a while for some (8 minutes for GRAD up to 15 minutes for SMERCH), and I have no idea for SAUs. JEFX [sIGPIC][/sIGPIC] In DCS I fly jets with thousands of pounds of thrust... In real life I fly a humble Cessna Hawx XP II with 210 HP :D
59th_LeFty Posted June 11, 2007 Posted June 11, 2007 If ED once put a limit on the ammo, I don't think they might change it a lot. Thanks for the infos! [sIGPIC]http://www.forum.lockon.ru/signaturepics/sigpic5279_1.gif[/sIGPIC] I could shot down a Kitchen :smartass:
JEFX Posted June 12, 2007 Posted June 12, 2007 Hi guys,I decided to make some new experiments tonight to complement the data accumulating here... I hope you mission-builders will find it informative. I think that, as B.R.D. pointed it, one of the reasons to know the rates of fire, number of this or that, is to mix up units in order to get less regularity and more variety in the firing patterns of opposing units.voilà:______________________________________Artillery supplementary data (experiments made June 11, 2007)by JEFXGROUND ARTILLERY-All ground artillery units shoot their maximum number of rounds in 2 bursts (one big one and one small one), separated by approx 1’30’’ of waiting time.-All of them take approx. 40 minutes to reload, ad infinitum.-All of the SAU family shoot approx. 8 rounds/min. while the M109 is roughly only one round/min.-All three multiple launchers have been discussed before.Here is the number of rounds for each artillery unit between reloads :SAU-Msta : 50 roundsSAU-Akatsia : 46 roundsSAU-Nona : 25 roundsSAU-Gvodzika : 70 roundsSAU-Bereg : 48 roundsM109 : 56 roundsSHIP ARTILLERY-All ship-based artillery units have the same behavior : they shoot a 41 rounds burst, wait for a variable number of seconds, (see below) and shoot 41 rounds again, this pattern repeated a total of 5 times (except for the Perry, 4 times). For some of them, the last time is a smaller number of rounds (about 10). Then they all stop to shoot forever…-All of them shoot at an approximate rate of 1 round/second (some faster, Molnya and Albatros, most of them a bit slower than 1 round/sec)Here are the peculiarities of each of them and the number of seconds between 41 rounds bursts:Oliver Perry : 30 sec. waitTiconderoga : 30 sec. wait, 2 cannons simultaneously (one at the bow, one at the stern)Molniya : 30 sec. wait (shoots faster)Albatros : 13 sec. waitNeustrahimy : 45 sec. waitRezky : 45 sec. wait, 2 cannons simultaneously (side by side at the stern)Moscow : 45 sec. wait, twin barrel cannonI hope you guys find this helpful (it is a bit dry to gather... thanks to the acceleration functions of the game!)JEFX [sIGPIC][/sIGPIC] In DCS I fly jets with thousands of pounds of thrust... In real life I fly a humble Cessna Hawx XP II with 210 HP :D
JEFX Posted June 12, 2007 Posted June 12, 2007 shi$$""t... What happened to my (neatly formatted) text???? This is unreadable...:( Sorry guys, I have no idea what is the matter. Here I try again: Hi guys,I decided to make some new experiments tonight to complement the data accumulating here... I hope you mission-builders will find it informative. I think that, as B.R.D. pointed it, one of the reasons to know the rates of fire, number of this or that, is to mix up units in order to get less regularity and more variety in the firing patterns of opposing units. voilà: ______________________________________ Artillery supplementary data (experiments made June 11, 2007) by JEFX GROUND ARTILLERY -All ground artillery units shoot their maximum number of rounds in 2 bursts (one big one and one small one), separated by approx 1’30’’ of waiting time. -All of them take approx. 40 minutes to reload, ad infinitum.-All of the SAU family shoot approx. 8 rounds/min. while the M109 is roughly only one round/min. -All three multiple launchers have been discussed before.Here is the number of rounds for each artillery unit between reloads : SAU-Msta : 50 rounds SAU-Akatsia : 46 rounds SAU-Nona : 25 rounds SAU-Gvodzika : 70 rounds SAU-Bereg : 48 rounds M109 : 56 rounds SHIP ARTILLERY -All ship-based artillery units have the same behavior : they shoot a 41 rounds burst, wait for a variable number of seconds, (see below) and shoot 41 rounds again, this pattern repeated a total of 5 times (except for the Perry, 4 times). For some of them, the last time is a smaller number of rounds (about 10). Then they all stop to shoot forever… -All of them shoot at an approximate rate of 1 round/second (some faster, Molnya and Albatros, most of them a bit slower than 1 round/sec)Here are the peculiarities of each of them and the number of seconds between 41 rounds bursts: Oliver Perry : 30 sec. wait Ticonderoga : 30 sec. wait, 2 cannons simultaneously (one at the bow, one at the stern) Molniya : 30 sec. wait (shoots faster) Albatros : 13 sec. wait Neustrahimy : 45 sec. wait Rezky : 45 sec. wait, 2 cannons simultaneously (side by side at the stern)Moscow : 45 sec. wait, twin barrel cannon I hope you guys find this helpful (it is a bit dry to gather... thanks to the acceleration functions of the game!) JEFX [sIGPIC][/sIGPIC] In DCS I fly jets with thousands of pounds of thrust... In real life I fly a humble Cessna Hawx XP II with 210 HP :D
Brit_Radar_Dude Posted June 13, 2007 Posted June 13, 2007 Nice job JEFX. Am cutting and pasting this info into my Lockon Big Compendium of Knowledge right now. :) The ground artillery gap between the big bunch and the smaller bunch ties in with something I've observed recently when I had a SAU-Bereg shooting up some passing ships. I'd assumed the gap was because of the ships coming in and out of range, but now I see that this was the reason. [sIGPIC][/sIGPIC] Sorry Death, you lose! It was Professor Plum....
MadTommy Posted April 21, 2008 Posted April 21, 2008 Great thread... useful info Brit Radar Dude & JEFX, thanks. So Brit.. you gonna post a 'tips & tricks of mission making' any time soon?? :smartass: Or have you already?... be great to try and get the community knowledge in one place. I'm having trouble finding good info on mission making. i5-3570K @ 4.5 Ghz, Asus P8Z77-V, 8 GB DDR3, 1.5GB GTX 480 (EVGA, superclocked), SSD, 2 x 1680x1050, x-fi extreme music. TM Warthog, Saitek combat pro pedals, TrackIR 4
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