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Can anyone get the big Todt gun to actually fire?


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BlitzPig_EL
Posted

Been playing with it all afternoon.  No combination of Trigger timer, Force Complete MCU, and Attack Area thingies do anything.

 

All it does is sit there looking cool.

 

I'm lost, and just about ready to beat my computer to a pulp...

 

Grrrrrr....

  • Haha 1
Posted (edited)

Haven’t messed with it, nor am I going to...but make sure there are targets within min/max range or attack area is placed within same.

 

If that doesn’t work then it’s likely bugged or simply not operational yet. 

I had trouble getting the large American artillery to fire to it's proper range - it’s always something.

 

 

 

Edited by Gambit21
BlitzPig_EL
Posted

I know the target is well within the range of the real rifle, but that may not be the case in the sim I suppose.  I'll try to find a closer target and see what happens.

[DBS]Tx_Tip
Posted

Mission start

I

3s Timer--CMD Force Complete "Low" Object Linked ToDT

I

6s Timer--CMD Attack Area "Attack Ground" Set 500m above ToDT altitude. Object Linked ToDT

No problem.

 

Good Luck with your Mission Design

Tip

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  • Thanks 1
BlitzPig_EL
Posted

500m altitude?  That's a bit confusing as I am wanting to shell the ground.  Hmmm..  Thanks though.

BlitzPig_EL
Posted

I give up.

 

I just removed it from the mission I was tinkering with.   It's cool eye candy, but I can't make it work, and as it cannot be destroyed by any means at the Allies disposal I'll leave it for D-Day, and more capable hands than mine.

 

Jade_Monkey
Posted
3 hours ago, [DBS]Tx_Tip said:

Mission start

I

3s Timer--CMD Force Complete "Low" Object Linked ToDT

I

6s Timer--CMD Attack Area "Attack Ground" Set 500m above ToDT altitude. Object Linked ToDT

No problem.

 

Good Luck with your Mission Design

Tip

 

 

Do you care to elaborate?

 

I never saw the point of using force complete other than searchlights.

 

Also why 500m above the target?

[DBS]Tx_Tip
Posted

CMD Force Complete "Low" tells artillery piece to await orders.

 

Artillery pieces need line of sight to CMD Attack Area "Attack Ground" to fire properly.

You can set the elevation to what is needed for that line of sight.

 

Tip

BlitzPig_EL
Posted

Hmmm.  My target is just above sea level, and the gun is on a hill overlooking the Kerch strait.  I raised the target to 500m over the height of the gun.   I'll play with it more later on tomorrow.

 

Methinks the devs need to re think artillery targeting for these large naval rifles.  They have the range to fire well over the horizon, and it was done routinely by battleships in WW2.

Posted
3 hours ago, Jade_Monkey said:

 

 

Do you care to elaborate?

 

I never saw the point of using force complete other than searchlights.

 

Also why 500m above the target?

 

Think of ‘Force Complete’ as “Free Fire” no additional orders/MCU’s necessary.

 

No attack/attack area needed.

Great way to set up airfield AA.

BlitzPig_EL
Posted (edited)

Anyone know how much this thing can traverse? Perhaps that is my issue?  I kinda doubt it, but it's an idea.  

 

Yeah I have "Force Complete" attached to all AAA guns I put down.  Makes them "plug and play".

Edited by BlitzPig_EL
[DBS]Tx_Tip
Posted (edited)
14 hours ago, BlitzPig_EL said:

Hmmm.  My target is just above sea level, and the gun is on a hill overlooking the Kerch strait.  I raised the target to 500m over the height of the gun.   I'll play with it more later on tomorrow.

 

Methinks the devs need to re think artillery targeting for these large naval rifles.  They have the range to fire well over the horizon, and it was done routinely by battleships in WW2.

 

Ahh. Okay you are trying to recreate D-Day.

When you think about having the line of sight for the large naval rifles set for a line of sight to a CMD Attack Area <<Attack Ground>> up in the air gives them that capability of firing over the horizon.

 

Stick with what I posted above for the ToDT and all the "Firing Line" make that "Point" Objects within the ME.

No Problem with your scenario:

ToDTFiring1.thumb.jpg.0311395dd6f5b776992771403a7ccb64.jpg

 

ToDTFiring2.thumb.jpg.cbf465f3049b463167b6c7409c67afe1.jpg

 

ToDTFiring3.thumb.jpg.f85768e4b403ae08b070f3c350c8bfb4.jpg

 

 

4 hours ago, BlitzPig_EL said:

Anyone know how much this thing can traverse? Perhaps that is my issue?  I kinda doubt it, but it's an idea.  

 

Yeah I have "Force Complete" attached to all AAA guns I put down.  Makes them "plug and play".

 

I would suggest lining up the barrel of the ToDT along the "target object" line from the CMD Attack Area to the ToDT. Set the Area's circumference wider or narrower as needed.

 

Good luck with your Mission Design.

Tip 

Edited by [DBS]Tx_Tip
BlitzPig_EL
Posted

Thanks Tip.  Appreciate the input.

Posted

You’d better get the freakin’ thing to fire EL otherwise I won’t be able to sleep tonight.

BlitzPig_EL
Posted

Still a no go.

 

Maybe a target 17.1km (10.625 miles) is too far away?  Shouldn't be, but...

 

I suck at the mission builder I guess.  Bloody overcomplicated thing.

[DBS]Tx_Tip
Posted
19 hours ago, BlitzPig_EL said:

Still a no go.

 

Maybe a target 17.1km (10.625 miles) is too far away?  Shouldn't be, but...

 

I suck at the mission builder I guess.  Bloody overcomplicated thing.

 

I created a working test mission for all the new Firing Point objects over in the mission builder forum. The pillboxes require a different setup as opposed to the rifled guns. 

New Firing-Point Artillery Objects Testing Mission - Mission Making and Mission Editor - IL-2 Sturmovik Forum (il2sturmovik.com)

 

Good Luck with your Mission Design.

Tip

 

 

 

 

BlitzPig_EL
Posted

Thank you Tip.   I hope I don't come off as a pest.  Learning this thing (mission builder) has been a long, rocky road for me.

BlitzPig_EL
Posted

spacer.png

 

Batterie Von EL is now operational!

 

Still don't understand why all those timers are necessary, but it is what it is.  Thanks Tips.  Much appreciated.

  • Upvote 4
[DBS]Tx_Tip
Posted
12 hours ago, BlitzPig_EL said:

Batterie Von EL is now operational!

 

Still don't understand why all those timers are necessary, but it is what it is.  Thanks Tips.  Much appreciated.

 

 ?

I guess one way to look at the timers is the difference between voluntary and involuntary muscle movements.

 

Posted
12 hours ago, BlitzPig_EL said:

spacer.png

 

Batterie Von EL is now operational!

 

Still don't understand why all those timers are necessary, but it is what it is.  Thanks Tips.  Much appreciated.

 

They shouldn’t be necessary, just an option...that said I haven’t looked at the logic.

 

Any gun should operate just like any other gun. Attack or Attack area or force complete/free fire with no troubles. Should that is.

BlitzPig_EL
Posted

I tried to set it up just like I do with AAA guns, and it just sat there.  I've looked at other artillery in missions I have generated with SYN_Vander's EMG and they don't seem to need all  the extra timers, and mission begin translator either.

Posted
14 minutes ago, BlitzPig_EL said:

I tried to set it up just like I do with AAA guns, and it just sat there.  I've looked at other artillery in missions I have generated with SYN_Vander's EMG and they don't seem to need all  the extra timers, and mission begin translator either.

 

So if this piece needs all of this extra baby-sitting in the logic then it’s likeky bugged. It should operate as the rest of the artillery does.

BlitzPig_EL
Posted

One would think.  but I'm just a n00b at the mission builder, so what do I know?

Posted
1 hour ago, BlitzPig_EL said:

One would think.  but I'm just a n00b at the mission builder, so what do I know?

 

I know what I'm doing backwards and forwards and upside down, and I can tell you sometimes things just don't work like they should...these hair-pullers happen.

I never could get the German rockets to fire, nevermind the Russian rockets fired just fine. Set the German ones up the same way...nope. 

The M1 gun's range was way too short...not sure if that's been fixed. 

cardboard_killer
Posted

I've had trouble with the big gun before, especially as I get older, but if I take my vitamin E and watch my blood pressure it's a shooter.

Posted
35 minutes ago, cardboard_killer said:

I've had trouble with the big gun before, especially as I get older, but if I take my vitamin E and watch my blood pressure it's a shooter.

 

I think yours just goes off in your hand too much, that wears it out I hear.

  • Haha 2
Jaegermeister
Posted
9 hours ago, Gambit21 said:

 

So if this piece needs all of this extra baby-sitting in the logic then it’s likeky bugged. It should operate as the rest of the artillery does.

 

I ran a quick test with Tips mission, deleted the timers and set up simple logic for an artillery piece and they did not fire. It was just a quick test, but they seem to behave a bit different. I have not had time to test further yet.

  • 2 weeks later...
Posted (edited)

I begin to wonder about the name todt. It kills ships, OK for that. But it refuses to die itself ... time for Yoda to show us how to accomplish that.

ADDED ... it seems this baby kills Todt .. You'll need the Libya skin to set some records straight:

 

Todt Killer.jpg

Todt test Bombing v1e.zip

Edited by jollyjack
BlitzPig_EL
Posted

Like I posted earlier.  The German 1800kg. bomb gets the job done.

I dropped mine from the Ju88.

  • Upvote 1

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