NETSCAPE Posted May 10, 2017 Posted May 10, 2017 Previously in a test mission I set up a nice little battle and everything worked. But it was flat open ground... I just set up a nice battle on the ground at the bridgehead of Kalach. The purpose of the scene was to provide eye-candy to the pilot. Everything was told to fire at the ground. I meticulously positioned all the units and their attack ground mcu's. To my surprise half of them didn't work. I triple checked all the settings... The AT guns, stugs and rocket battery fire fine. The Artillery and MGs don't. So I can only conclude a few possibilities: -units within tree/bush lines may not "see" their target EVEN THOUGH there is clear LOS in the editor? -Artillery needs a direct LOS to fire at an area? (so is there a way to create an artillery spotter?) note: I know most of these irl arty ranges off the top of my head, I assume they're the same in-game...... -units cannot fire/traverse their weapons downward? (specifically MG34s in my case on the ridge west of Kalach) -MGs have a short range available to fire in the game? (my current MG's are supposed to fire around 500-1000m) -Units (in my case the MGs) will not fire if enemy fire is within X distance - causes a suppression effect? -I need to set timer delays for all the attack area mcus? Currently they are all triggered off one timer node. There is about a dozen attack ground mcu's. I also should note nothing is moving in my current debacle. I'm sure one of you vets can help me out with this. Or I will just set up a mission with a bunch of different ranges and weapons to see what the heck is going on. Previously in a test mission I set up a nice little battle and EVERYTHING worked. But it was flat open ground...
NETSCAPE Posted May 10, 2017 Author Posted May 10, 2017 (edited) Well I just did multiple tests with artillery. They fired at target area 10km away, with no way to have los. So I guess my initial problem can't be explained as a range/los issue. Edited May 10, 2017 by NETSCAPE
JimTM Posted May 10, 2017 Posted May 10, 2017 Try elevating each attack command MCU so that the icon can be seen from the associated artillery position. To see the view from an artillery object, right-click the object and choose "Selected Object Menu" > "Look from this object" from the context menu.
NETSCAPE Posted May 10, 2017 Author Posted May 10, 2017 (edited) Yeah Jim that's how I set up every unit! I love the look from this object button, very helpful. I am obsessive about the position and facing direction really... If I raise the attack MCU won't they just lobb shells up in the air, far overshooting the actual area I want them to hit? or does it actually have a "cylinder effect" - ie in fixed down view is the yellow circle the firing area on ground regardless of MCU height? I'll reopen my arty test I just made. I doubt that they can "see" the mcu at all, and it works so... i'm scratching my head about the previous issue. I'll try and recreate the issue and maybe upload it. (I deleted the group I was having trouble with) edit: current test the arty firing 10km distance has no LOS on the attack MCU whatsoever, works fine and is actually "set on ground" via the button. interesting. edit: I just did MG testing. When MCU is on ground they will fire up to 500m. When I move the mcu in the air they will fire past 500m up to around 750m. I'm sure I can push a little more with fine tuning MCU altitude lol but I only placed 6 MGs and adjusted 3 times to test... so I guess I could have done that in the first place. But thanks for pointing me in the right direction Jim. I guess now I realize why I see goofy (rather stupid) looking MG fire in missions where they are shooting up in the air. I guess it just has to be that way... I mean unless people are emulating indirect MG fire haha, I doubt that though. It seems like raising the MCU to the MINIMAL height to get it to work in conjunction with shrinking the attack area to under 25 meters does the trick. Edited May 10, 2017 by NETSCAPE
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