super-truite Posted November 29, 2022 Posted November 29, 2022 (edited) This is a system that allows to build MP missions with artillery units able to fire at any target in their range (and in the region allowed by the mission designer). This works with the remote console. An example of how this works in practice : The tool :https://github.com/Super-truite/il2_artillery_RC I am not sure how this might affect the performances (there are a lot of server input MCUs generated by the tool and I do not know if this has any impact). Edit: now callable from the ingame chat using this: https://github.com/Super-truite/il2_chat_monitoring Edited November 30, 2022 by super-truite 13 1
Flashy Posted November 29, 2022 Posted November 29, 2022 Holy crap! this is amazing! well done! I have often wondered if the server input MCU could be used for this exact purpose, but I didnt know enough about how to use it to test.. How does the discord thing work? Can anyone just join that channel and call in artillery, or can it be restricted to only the spotters on the friendly side etc? Is there anyway to create a "nicer" interface to the server (maybe a web interface or something?) I really hope the dev's see this and give us this kind of functionality within the game (flash dialogue perhaps?) again though, well done super-truite! 1
1PL-Husar-1Esk Posted November 29, 2022 Posted November 29, 2022 Great work, it is possible that coordinates could be passed from in game chat. i see this as player should first spott objects, then fly near AAA and input the coordinates, simulating communication with AAA crew. As example for WW1 . 1
super-truite Posted November 29, 2022 Author Posted November 29, 2022 23 minutes ago, Flashy said: Holy crap! this is amazing! well done! I have often wondered if the server input MCU could be used for this exact purpose, but I didnt know enough about how to use it to test.. How does the discord thing work? Can anyone just join that channel and call in artillery, or can it be restricted to only the spotters on the friendly side etc? Is there anyway to create a "nicer" interface to the server (maybe a web interface or something?) I really hope the dev's see this and give us this kind of functionality within the game (flash dialogue perhaps?) again though, well done super-truite! so far anyone registered as an admin on the discord bot can fire the artillery. I am trying to find a way to allow only some players in some specific planes or tank to use it. This is still under testing and the discord bot was the easier for me because I already developed it, but regarding the final interface, I think I will go with the in game chat. This way there is no need to ALt + Tab. But yes, in theory this could be added in any web interface. And yes, it would be awesome to be able to interact with the serverinput MCUs directly from the game UI... Just now, 1PL-Husar-1Esk said: Great work, it is possible that coordinates could be passed from in game chat. i see this as player should first spott objects, then fly near AAA and input the coordinates, simulating communication with AAA crew. As example for WW1 . lol, we wrote at the same time. And yes it is possible 1
1PL-Husar-1Esk Posted November 29, 2022 Posted November 29, 2022 This could be useful for WW1 mission makers , worth make attention to @J5_Matthias-Sch27b @J5_Baeumer@JG1_Butzzell@J99_Sizzlorr@=IRFC=Artun 1
super-truite Posted November 29, 2022 Author Posted November 29, 2022 (edited) 4 minutes ago, 1PL-Husar-1Esk said: This could be useful for WW1 mission makers , worth make attention to @J5_Matthias-Sch27b @J5_Baeumer@JG1_Butzzell@J99_Sizzlorr@=IRFC=Artun will add the WW1 guns in the list of allowed guns then. I do not know the max range of them though. If someone could help ? I just need the name of the model in the editor (graphics\vehicles\_m4a2\_m4a2.mgm for instance) + the max range Edited November 29, 2022 by super-truite 1
1PL-Husar-1Esk Posted November 29, 2022 Posted November 29, 2022 I'm sure someone will help with information specific to WW1.
Flashy Posted November 29, 2022 Posted November 29, 2022 Please let us know if and when you want to test it online.. would love to try it!
super-truite Posted November 29, 2022 Author Posted November 29, 2022 code updated (it was not working on all the maps due to some offset in coordinates)
super-truite Posted November 29, 2022 Author Posted November 29, 2022 (edited) Regarding WW1 artillery units, I have those so far (not sure about the max distance): "qf45in": 6Km "fk96na": 5Km "sfh13": 8Km Edited November 29, 2022 by super-truite
=AD=uumembwa Posted November 29, 2022 Posted November 29, 2022 I think it affect on performance in case of spam. What if player start call arts every second?
1PL-Husar-1Esk Posted November 29, 2022 Posted November 29, 2022 2 hours ago, super-truite said: Regarding WW1 artillery units, I have those so far (not sure about the max distance): "qf45in": 6Km "fk96na": 5Km "sfh13": 8Km I saw a spreadsheet with this information but i don't remember where exactly. Eventually someone will help. You can try ask in FC subforum. 13 minutes ago, NHK295M said: I think it affect on performance in case of spam. What if player start call arts every second? This can be sorted out i suppose, arty call should be available only from specific limited plane in mission. I saw this implemented already in some online events.
super-truite Posted November 29, 2022 Author Posted November 29, 2022 yes and on top of that, the calling system is separated from the mission editor stuff;, so it is easy to limit spamming. I could implement restrictions on the players authorized, cooldowns etc. in the calling code (in my case discord and soon frm the ingame chat)
DD_Friar Posted November 29, 2022 Posted November 29, 2022 I need to explore issuing commands from the console, never done it for the Dogz server. Being able to call in a strike via the chat box will be amazing. I am following this thread with extreme interest. Many thanks for all you do for the community @super-truite Salute Friar
super-truite Posted November 29, 2022 Author Posted November 29, 2022 it works from the chat box now ! 6
migmadmarine Posted November 29, 2022 Posted November 29, 2022 @PatrickAWlson Think this could be adapted for use with PWCG co-op, or even single player? Flying in a FC campaign and actually having the observer directing fire would be phenomenal fun.
Flashy Posted November 30, 2022 Posted November 30, 2022 (edited) 12 hours ago, super-truite said: it works from the chat box now ! Thats brilliant! well done! We have to try this online! I have been looking for a way to direct artillery in MP since the days of RoF.. its unbelievable that you have managed to do something in a few days that the devs couldnt do in 15 years.. Edited November 30, 2022 by Flashy
super-truite Posted November 30, 2022 Author Posted November 30, 2022 To be fair to the devs, the solution is not elegant and would not be fitting for an official release. An official release would require some significant changes in the mission edition logic (a scripting language maybe)...
Flashy Posted November 30, 2022 Posted November 30, 2022 Yes that is true, but I think your solution of calling it from within the game chat is elegant enough.. if we had to use an external site or something to do it, then I would agree more that its not good enough for anything official, but calling it from in-game is perfectly fine IMO.. A nice flash interface would be better sure, but that does take development away from other things..
DD_Friar Posted November 30, 2022 Posted November 30, 2022 @super-truite What do I need in place on a server for this functionality to work please?
super-truite Posted November 30, 2022 Author Posted November 30, 2022 (edited) You first need the remote console setup. p:173 of JimTM's guide (https://forum.il2sturmovik.com/topic/26303-il-2-sturmovik-mission-editor-and-multiplayer-server-manual/). Then you can either: Use the vanilla remote console in the game bin\console folder Use my discord bot: https://github.com/Super-truite/il2_discord_bot Use my new in game chat monitoring tool: https://github.com/Super-truite/il2_chat_monitoring Those will allow to call the serverinput commands in the mission. For a target located at grid 0303 7 8 9 (8 and 9 are sub and subsub keypads you have to imagine inside the 7 keypad), the syntax is: serverinput artillery_allies_0303_7_8_9 in the remote console. With my discord bot it would be : $RC serverinput artillery_allies_0303_7_8_9 In the ingame chat, it would be: request artillery at grid 0303 7 8 9 (in the coalition chat) 1 hour ago, Flashy said: Yes that is true, but I think your solution of calling it from within the game chat is elegant enough.. if we had to use an external site or something to do it, then I would agree more that its not good enough for anything official, but calling it from in-game is perfectly fine IMO.. A nice flash interface would be better sure, but that does take development away from other things.. sure for the interface I agree this could be developed. What I think is problematic here is the way I generate hundreds of MCUs. This needs to be done differently for any official release I think. A scripting language like in arma would be perfect. In arma you just have to know the coordinates of the target and then execute this : Mortar commandArtilleryFire [[3000, 120, 1000], "8Rnd_82mm_Mo_shells", 3]; Instead of populating the map with a bunch of stuff Edited November 30, 2022 by super-truite 2
DD_Friar Posted November 30, 2022 Posted November 30, 2022 @super-truite Many thanks for the above reply, just one more question, when building a mission to use this feature do I place the artillery or does the command add units when required? If the function adds the units, what conditions do you use to decide where they are placed, I assume within a range, but what about location?
super-truite Posted November 30, 2022 Author Posted November 30, 2022 you need to place the artillery before. Yo place the artillery, import the group (EditorGroup folder in https://github.com/Super-truite/il2_artillery_RC). You have all the names of the artillery leaders and objects used for the script logic (boundary of the map + boundary of the allowed artillery zones) inside this group. Then run the script to populate the map with artillery commands. There is some documentation here : https://github.com/Super-truite/il2_artillery_RC The artillery needs to be in range of some part of the authorized area chosen. If not, no firing solution will be available. Tell me if you have issues 1
LLv34_Temuri Posted December 5, 2022 Posted December 5, 2022 Do you have the effective shooting distances of all the artillery pieces somewhere?
super-truite Posted December 5, 2022 Author Posted December 5, 2022 13 minutes ago, LLv34_Temuri said: Do you have the effective shooting distances of all the artillery pieces somewhere? not completely sure about it, but this is what I use for the max range (this is a mix of wikipedia and forum info + a mix of effective / max range ): range_artillery = {"qf45in": 6000, "fk96na": 5000, "sfh13": 8000, "bm13" : 8000, "sdkfz251-szf" : 2000, "124bm13": 8000, "batterytodt": 47000, "m272":21000, "r669":10000, "r683":33000, "lefh18": 11000, "ml20": 17000, "m1gun": 15000 ,"m30": 11000,"bl55in": 14000 } 1
dbuile Posted December 9, 2022 Posted December 9, 2022 Very interesting! I know so little about IL-2! Soooo, when running an IL-2 server, you can dynamically execute/inject MCUs in? Heck, that makes me think I could make a system of morse code comm between a night fighter and/or bomber (puts dot/dashes into chat), and play morse sound files from the Jaegerleitoffizier...
super-truite Posted December 9, 2022 Author Posted December 9, 2022 you can dynamically execute MCUs already there on the mission (check serverinput command in the mission editor manual) 1
Roshko Posted September 7, 2023 Posted September 7, 2023 (edited) @Sketch has done some research into effective ranges of all (or most) of the artillery-pieces in the game: https://docs.google.com/spreadsheets/d/1bjt4tMz0JwXfN80FnpB9Oo4lupGdgE3ybcDRFqyvvro/edit Edited September 7, 2023 by Roshko 1 1
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