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Picture of Foehammer-1
Posted
Problem.

Every time I try to create a mission where there is multiple rocket launch systems such as MLRS, Grad, Smerch, or else, they don't work!

Here is a typical scenario. Setting up a bunch of Turkish tanks defending a city. I place a battery of Grad systems 5-7km away and set primary target as the said tank group.

Mission starts, and they just sit there.

I placed a Turkish MLRS behind their tanks and tried setting it to attack a Russian armor column.

They just sat there.

In frustration, I moved the Grad to 500 meters or so from its target, and what do you know, a volley of missiles flew.... high up into the sky and over 8km into nothingness...

Is there anything I am missing? Have no idea how to make these work.

Besides, conventional howitzers work just fine in exactly the same conditions


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[insert large percent] of people [insert arbitrary decision]. If you are one of the [insert small percent] of people who do not/would not [reinsert arbitrary decision], put this in your sig.
 
Posts: 2613 | Registered: Thu October 21 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Brit_Radar_Dude
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One thought is the direction that the rocket units are facing? They cannot fire beyond certain angles, so you have to be careful that the rocket uits are roughly facing the correct direction.

Also I think some rocket units have a minimum range that they cannot fire at anything nearer?

Also could they see the target vehicles?

Haven't messed with rocket units for ages, but dimly seem to recall that they need to see the targets themselves or at least have friendly units that can see the targets?

Here is some stuff about artillery and rockets that I copied from a Forum post years ago that might be of interest........


Artillery info from a post by JEFX

Some units have a minimum distance (under which they wont shoot):
MLRS has a 5 km. min. (30 km max) and a reload time of 9 minutes
GRAD a 10 km min. and a reload time of 8 minutes
SMERCH has 20 km minimum dist. and a reload time of 15 minutes

I am not sure but I think that the BEREG has a 10 km min too?
(still need to try?)


Then, some units have angles limitations:

MLRS (I think some limitation but I havent experimented with it??)
SAU Nona : only 35° Left and right are possible
GRAD : only 120° Left and 60° right
BEREG : only 120° left and 120° right
SMERCH : only 30° left or right

The big winner is the SMERCH that can shoot 12 300mm rockets all the way to 70 km!!!

Artillery supplementary data
(experiments made June 11, 2007)
by JEFX

GROUND ARTILLERY

-All ground artillery units shoot their maximum number of rounds in 2 bursts (one big one and one small one), separated by approx 1’30’’ of waiting time.

-All of them take approx. 40 minutes to reload, ad infinitum.-All of the SAU family shoot approx. 8 rounds/min. while the M109 is roughly only one round/min.

-All three multiple launchers have been discussed before.Here is the number of rounds for each artillery unit between reloads :

SAU-Msta : 50 rounds
SAU-Akatsia : 46 rounds
SAU-Nona : 25 rounds
SAU-Gvodzika : 70 rounds
SAU-Bereg : 48 rounds
M109 : 56 rounds


SHIP ARTILLERY

-All ship-based artillery units have the same behavior : they shoot a 41 rounds burst, wait for a variable number of seconds, (see below) and shoot 41 rounds again, this pattern repeated a total of 5 times (except for the Perry, 4 times). For some of them, the last time is a smaller number of rounds (about 10). Then they all stop to shoot forever…

-All of them shoot at an approximate rate of 1 round/second (some faster, Molnya and Albatros, most of them a bit slower than 1 round/sec)Here are the peculiarities of each of them and the number of seconds between 41 rounds bursts:

Oliver Perry : 30 sec. wait
Ticonderoga : 30 sec. wait, 2 cannons simultaneously (one at the bow, one at the stern)
Molniya : 30 sec. wait (shoots faster)
Albatros : 13 sec. wait
Neustrahimy : 45 sec. wait
Rezky : 45 sec. wait, 2 cannons simultaneously (side by side at the stern)Moscow : 45 sec. wait, twin barrel cannon

I hope you guys find this helpful (it is a bit dry to gather... thanks to the acceleration functions of the game!)



Sorry Death, you lose! It was Professor Plum....
 
Posts: 2541 | Registered: Sun February 15 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
What a great and informative post Brit
 
Posts: 227 | Registered: Fri February 06 2009Reply With QuoteEdit or Delete MessageReport This Post
Picture of Foehammer-1
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Thanks!!!

<slaps forehead>

Yes, they were definitely facing more than 30 degrees to the side. I assumed, since they are on trucks, they can turn by themselves..


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[insert large percent] of people [insert arbitrary decision]. If you are one of the [insert small percent] of people who do not/would not [reinsert arbitrary decision], put this in your sig.
 
Posts: 2613 | Registered: Thu October 21 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Brit_Radar_Dude
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Fingers crossed, that'll fix it for you.

Cobe1 - can't take all the credit mate, maybe 50%

Myself and JEFX (a Lockon nut from Canada) had a couple of artillery related threads going on the Eagle forum a couple of years ago where we were trying to help each other out with arty and rocket related issues.
I copied out the relevant bits and saved them on my hard drive as I have a memory like a sieve and sometimes struggle to find what i want with the search function.

Any more arty related probs/questions, feel free to post. The next question is usually "I've set up a buch of arty, but only one of them will open fire".



Sorry Death, you lose! It was Professor Plum....
 
Posts: 2541 | Registered: Sun February 15 2004Reply With QuoteEdit or Delete MessageReport This Post
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I have done a ton of testing to help myself learn the ins and outs of this sim and I know how difficult and time consuming it is to get into deep study and understanhding of the fine points.

So I appreciate the effort required to come up with the data you provided.
 
Posts: 227 | Registered: Fri February 06 2009Reply With QuoteEdit or Delete MessageReport This Post
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