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Guided mk6 mortar shells unusable in indirect fire #8890

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Tanin69 opened this issue Apr 24, 2022 · 3 comments
Open

Guided mk6 mortar shells unusable in indirect fire #8890

Tanin69 opened this issue Apr 24, 2022 · 3 comments

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@Tanin69
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Tanin69 commented Apr 24, 2022

Mods :

  • Arma 3: 2.08.149102
  • CBA: 3.15.6
  • ACE3: 3.14.1

Description:
When using laser guided or IR guided shells, mk6 mortar guided shells seems to take mortar target rangefinder elevation and azimut in place of turret elevation and azimut. This behavior is the same as with Arma 3 vanilla guided shells without ACE and CBA

Steps to reproduce:
Normal behavior with HE shells

  1. place a mk6 mortar with gunner
  2. place a target at azimut 0 (for simplicity) and (for example) 700 m. away
  3. set turret elevation to 1404 mils charge 1 (40/50 m. too long) and azimut 0
  4. fire 3 shells : one with the mortar rangefinder on the target, the other one with the rangefinder looking at the ground, even just in front of the mortar and the third one, high in the sky.
    -> result : all shells land approximatively at the same distance, with the normal dispersion
    Unexpected behavior with guided shells
  5. Place a darter and give the gunner a drone terminal. For the test, I placed the drone at a 90 deg angle between the target and the mortar, 100 m. on the right. Fly (alt. 50 m. or 100 m.), take turret control, lock on target (ctrl + t) and illuminate the target with the laser (LMB)
  6. load guided shells : addMagazineTurret ["8Rnd_82mm_Mo_guided", [0], 5]; in the debug console
  7. set turret elevation to to 1404 mils charge 1 and azimut 0
  8. fire first shell with mortar rangefinder on the target
    -> result : the shell strongly corrects its trajectory and hits exactly on target
  9. fire a second shell looking at the ground
    -> result : the shell falls 50 m. in front of the mortar
  10. fire a third shell looking at the sky
    -> result : the shell falls far far behind HE impacts.
    Drone laser is ignored in favor of mortar rangefinder target coordinates at time of fire

To visualize shell trajectories : [player, 3] call BIS_fnc_traceBullets; in the debug console

Expected behavior:
The shell should take turret azimut and elevation and should lock on unit laser (drone, observer rangefinder, etc.)

Where did the issue occur?

  • Dedicated / Self-Hosted Multiplayer / Singleplayer
@Tanin69 Tanin69 changed the title laser-guided mk6 mortar shells unusable in indirect fire Guided mk6 mortar shells unusable in indirect fire Apr 24, 2022
@Tanin69
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Tanin69 commented Apr 24, 2022

Probably related to #8867 (comment) ?

@LinkIsGrim
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@PabstMirror I can reproduce this (and talked about it with LorenLuke regarding the artillery extension PR, could also reproduce and confirmed this is vanilla behavior). Might be a good idea to add handling using laser component?

@PabstMirror
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I'll try to get #8210 going again (code would make it easy to add 82mm shells as well)

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