ED Team BIGNEWY Posted February 27, 2012 ED Team Posted February 27, 2012 Hi all I would like to see unlimited ammo for ground units. The reason is from a mission editing point of view. When you are trying to create scenario's with ground units that fire at targets they only do so until there ammo runs out. This is great as it is real life but it leaves the mission designer in a position where he is spawning new targets just to create the effect of firing. An example: I wanted artillery to fire at a point continuous, however they would fire for 5 mins and then nothing, I then found myself having to create triggers for activating and deactivating units just to create the effect. this makes missions larger than they need to be in file size and also puts more workload on a server. By giving ground units unlimited ammo, in my opinion would have great benefits for the game. Just wanted to get that off my chest after, spending hours on a load of triggers for my latest mission :smilewink: 1 Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal
STP Dragon Posted February 27, 2012 Posted February 27, 2012 +1 By the way: The artillery needs up to 3min after activation to fire at point. This is a very long time from the creators point of view. Also the rearming of 60min is horrible for a mission. Homepage: Spare-Time-Pilots DCS:BlackShark v1.0.2: BLINDSPOTs EditorMod DRAGONs ArmA2-Sounds DRAGONs BS1 TRAININGPACK DRAGONs MISSIONPACK [bS & FC2] DCS:World: TM WARTHOG PROFIL FOR BS2 DRAGONs BS2_TRAININGPACK DRAGONs TRAININGPACK DRAGONs MISSIONPACK
ED Team BIGNEWY Posted February 27, 2012 Author ED Team Posted February 27, 2012 +1 By the way: The artillery needs up to 3min after activation to fire at point. This is a very long time from the creators point of view. Also the rearming of 60min is horrible for a mission. I did not even realise they reloaded after 1hour lol Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal
STP Dragon Posted February 27, 2012 Posted February 27, 2012 They do. The M270 after 53min exactly. :) And then they need again 3min to fire. 15-20 min for rearm would be cool. Homepage: Spare-Time-Pilots DCS:BlackShark v1.0.2: BLINDSPOTs EditorMod DRAGONs ArmA2-Sounds DRAGONs BS1 TRAININGPACK DRAGONs MISSIONPACK [bS & FC2] DCS:World: TM WARTHOG PROFIL FOR BS2 DRAGONs BS2_TRAININGPACK DRAGONs TRAININGPACK DRAGONs MISSIONPACK
ED Team BIGNEWY Posted February 27, 2012 Author ED Team Posted February 27, 2012 (edited) I have been using sph 2s9 nona's I spawn a new set after 300 sec's ( time since flag 300, then 600, 900, 1200 )and this seems enough time for the targeting, and firing. once i get to my forth set I de-active the second set spawn the fifth and de-activate the third and so on. Using my first set of sph 2s9 nona as a trigger ( if destroyed no more activate ) Edited February 27, 2012 by BIGNEWY Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal
STP Dragon Posted February 27, 2012 Posted February 27, 2012 Nice workarround. :) Homepage: Spare-Time-Pilots DCS:BlackShark v1.0.2: BLINDSPOTs EditorMod DRAGONs ArmA2-Sounds DRAGONs BS1 TRAININGPACK DRAGONs MISSIONPACK [bS & FC2] DCS:World: TM WARTHOG PROFIL FOR BS2 DRAGONs BS2_TRAININGPACK DRAGONs TRAININGPACK DRAGONs MISSIONPACK
Grimes Posted February 27, 2012 Posted February 27, 2012 One could hope that the "resource management" of FC3 will include ammunition for artillery and other ground units. Perhaps a specific vehicle could facilitate re-arming the group faster. Or have the functionality for a simulated artillery barrage via trigger zone so you don't have to rely on AI to achieve basic results. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
MadTommy Posted February 27, 2012 Posted February 27, 2012 It would be ideal to be able to have some control over this. Check box to enable unlimited ammo or a entry box to be able to set the reload time. I don't want uncontrollable unlimited ammo either. 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
STP Dragon Posted February 27, 2012 Posted February 27, 2012 It would be ideal to be able to have some control over this. Check box to enable unlimited ammo or a entry box to be able to set the reload time. I don't want uncontrollable unlimited ammo either. :thumbup: Homepage: Spare-Time-Pilots DCS:BlackShark v1.0.2: BLINDSPOTs EditorMod DRAGONs ArmA2-Sounds DRAGONs BS1 TRAININGPACK DRAGONs MISSIONPACK [bS & FC2] DCS:World: TM WARTHOG PROFIL FOR BS2 DRAGONs BS2_TRAININGPACK DRAGONs TRAININGPACK DRAGONs MISSIONPACK
ED Team BIGNEWY Posted February 27, 2012 Author ED Team Posted February 27, 2012 Yes it would be great to be able to place an ammo truck rather than having unlimited ammo :) Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal
Bushmanni Posted February 27, 2012 Posted February 27, 2012 Hauling artillery ammo from ammo truck to gun is going to take some time and then you have to also prepare the ammo for firing. I think the reload times for artillery are what it would be if there was a ammo truck already there. Then there's also barrel heating. Sustained rate of fire for a artillery piece is something like 0.5-1 rounds per minute depending on the type. You can fire about 6-12 rounds in rapid succession but then you need to wait 10-20 minutes before next similar salvo. DCS Finland: Suomalainen DCS yhteisö -- Finnish DCS community -------------------------------------------------- SF Squadron
ED Team BIGNEWY Posted February 27, 2012 Author ED Team Posted February 27, 2012 Hauling artillery ammo from ammo truck to gun is going to take some time and then you have to also prepare the ammo for firing. I think the reload times for artillery are what it would be if there was a ammo truck already there. Then there's also barrel heating. Sustained rate of fire for a artillery piece is something like 0.5-1 rounds per minute depending on the type. You can fire about 6-12 rounds in rapid succession but then you need to wait 10-20 minutes before next similar salvo. an hour to reload ! I have some artillery friends who would hold there head in shame :smilewink: of-course you would have to ask them by SHOUTING!!!! there hearing is terrible lol Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal
GGTharos Posted February 27, 2012 Posted February 27, 2012 Another option is to have a more realistic artillery operations - ie. artillery is called for by a unit or units on a specific place, and deliver a number of rounds on target, then ceases. Continuous bombardment is probably not very realistic in terms of logistics, plus it behooves the artillery to move if there's any sort of opposition (counter-battery, CAS/Airstrike assets, etc). 1 [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
Frostiken Posted February 28, 2012 Posted February 28, 2012 Seeing as how there's already an unlimited ammo hook in the game, seems pretty cut-and-dry to just stick a check-box on it for it. +1 [sIGPIC][/sIGPIC]
snipey Posted March 14, 2012 Posted March 14, 2012 another more realistic option that would allow for some control, would be to have unlimited ammo as long as there are enough friendlies or enough friendly trucks in the area,
Speed Posted March 14, 2012 Posted March 14, 2012 (edited) Another option is to have a more realistic artillery operations - ie. artillery is called for by a unit or units on a specific place, and deliver a number of rounds on target, then ceases. Continuous bombardment is probably not very realistic in terms of logistics, plus it behooves the artillery to move if there's any sort of opposition (counter-battery, CAS/Airstrike assets, etc). We already have this feature- simply place a stop condition on the fire at point task. The problem is, most folks are using the fire at point task on a waypoint action. If people would just use the fire at point task on a TRIGGERED ACTION then they could call and recall the triggered action as many times as they want, and get a series of discrete, periodic bombardments over a period of hours. Problem is, most people don't know about triggered actions. I'm going to go through more of an effort to educate folks: :) Edited March 14, 2012 by Speed Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
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