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Artillery fire at point mission has a delay past a certain range.


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Posted

When tasking artillery units to fire at a point, they do so instantly as long as that point is within a radius of 4km. When the range is over 4km, a delay is applied based on skill level.

I have tested this with a couple artillery units and they all seem to use 4km as the cut off point which seems very arbitrary to me.

Is the delay maybe meant to scale with range? Because as it stands, the delay is the same for any range between 4km and the artilleries maximum range.

I have also tested an MLRS unit which has a minimum range over 4km, and the delay is applied to it too.

Ideally the delay would get removed completely and left up to the mission designers wishes.

Attached is a mission file with 2 M109 artillery pieces, one of which has a target point just under 4km and the other one just over 4km. You can clearly notice the delay in firing. 

artillery_bug.miz

Posted

Maybe it's about visual range. Some delay always have been there for artillery and is realistic.

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  • ED Team
Posted

There has to be a delay for calculations and alignment to be made. 

As discussed on discord I will move this to wish list for consideration. 

thanks 

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Posted
1 minute ago, BIGNEWY said:

There has to be a delay for calculations and alignment to be made. 

As discussed on discord I will move this to wish list for consideration. 

thanks 

I don't see a reason why there has to be a delay. That should be entirely left up to the mission creator.

  • ED Team
Posted
27 minutes ago, Ducku said:

I don't see a reason why there has to be a delay. That should be entirely left up to the mission creator.

there is a delay in real life, coordinates have to be shared, inputted, aligned, charge / shell needs to be loaded ect. 

If it was instant fire it wouldn't be right. 

  • Like 1

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Posted
1 minute ago, BIGNEWY said:

there is a delay in real life, coordinates have to be shared, inputted, aligned, charge / shell needs to be loaded ect. 

If it was instant fire it wouldn't be right. 

Do you not agree that with DCS being a sandbox platform, what is right is up to the mission creator? There is a way to address this limitation without breaking missions relying on the current behavior by making an optional instant fire checkbox, or an optional argument to the task that when set, overrides the default delay.

I don't understand how this can not be seen as a positive change for everyone, and the current delay being constant among all artillery units from WW2 to modern, isn't realistic in the first place, not to mention the sudden cutoff at 4km.

Posted
22 minutes ago, BIGNEWY said:

there is a delay in real life, coordinates have to be shared, inputted, aligned, charge / shell needs to be loaded ect. 

If it was instant fire it wouldn't be right. 

The the mission is supposed to begin with an artillery barrage. That barrage could have been set and made ready before the mission starts. 

"Simply" add the option of "pre planned barrage " in the fire at point to remove the delay.

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Posted (edited)

Artillery gunner here.

2km is about the range we shoot within visual range, which doesn't require calculations from the FDC.

Our 105mm artillery still uses manual aiming, but I can imagine that that range could easily go up to 4km with more modern (155mm) guns with electronic aiming.

Edited by Luca Kowalski
  • Like 1

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