Author Topic: MOBILE ARTLLERY  (Read 5594 times)

Offline luftwaffe.be

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MOBILE ARTLLERY
« on: 26-06-2009, 12:06:17 »
I start to think that the mobile artillery is beeing forgotten in FH2.

I sort of liked in FH1 to blow up a sherman, sitting in a wesp. Generaly, I think I understand why it has been left out in first instances IE the fear that there whould occure baserape with such weapon.

Indeed, I recon this partially, in that sence that something like this would be suited for evry map. However, I do think there are some maps where this would be apropriate.

The first map that occurs in my mind would be EL alamein. It would be impossible to spawnrape with one of these on that map, becouse of the constant airsupport. An other one could be mareth. Alam halfa and matruh also have that potential, providing these vehicles where available at that time ofcourse.

I agree that maps such as tobrouk whould be a problem for these things.

Anybody esle wants to see wesps, priests and bishops here ?


Cheers, Lufty

Offline Ionizer

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Re: MOBILE ARTLLERY
« Reply #1 on: 26-06-2009, 12:06:31 »
I think it's difficult to adapt mobile Artillery to the current spotting system in FH2.

If you notice when you place a mortar, it is always perfectly level, even it means parts of the mortar need to be sunk into the ground a bit because of uneven terrain.  The very nature of truly mobile arty (Wespes, Priests, Sextons, etc) mean that they cannot always be level, which means the current arty system can't work with them (the dials and such would be inaccurate because the gun isn't perfectly level).  Another problem would be constantly updating the dials every time the the vehicle moves the slightest bit (perhaps because of the recoil of the gun, or just the normal sliding down hills that BF2 vehicles suffer from).

I don't know what the Devs are doing to try to work around this (or even if they are trying right now), but there are a few suggestions to make it work that I've seen around the forums.  One suggestion was that, by pressing a button, or entering a certain position on the vehicle, the entire vehicle "deploys" itself to be level, which might lead to clipping into the terrain and other undesirable things, but it would make the current arty dial system work (in theory).  I think I saw someone suggest that the whole vehicle actually be immobile and replace the stationary Arty (LeFH and 25 pounders, etc) on some maps, but that's not really desirable, because it deprives the vehicle of it most important strength: it's ability to move.  Another solution would be to make an entirely new spotting system that doesn't rely on the gun being level, but that would be time consuming, if not impossible. 

I might be the first to suggest this, but is it possible to "trick" the game into thinking the gun is always level, no matter what?  Like: even if the gun is not level, it still fires as if it were.  I'm not explaining this very well, and I'm not even quite sure what I'm trying to say.  Sorry for not being clear.  But, I'm kinda tongue tied trying to convey what I'm imagining in my head.

I'd love to see truly mobile Arty in game at some point, but there are a few big challenges to overcome first.
 

Offline Von Klaveren

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Re: MOBILE ARTLLERY
« Reply #2 on: 26-06-2009, 12:06:37 »
I think it's difficult to adapt mobile Artillery to the current spotting system in FH2.
Maybe, but it looks like mobile Artillery will be in Normandy (Stuka zu Fuss) ;)

Offline Tedacious

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Re: MOBILE ARTLLERY
« Reply #3 on: 26-06-2009, 13:06:09 »
I might be the first to suggest this, but is it possible to "trick" the game into thinking the gun is always level, no matter what?  Like: even if the gun is not level, it still fires as if it were.  I'm not explaining this very well, and I'm not even quite sure what I'm trying to say.  Sorry for not being clear.  But, I'm kinda tongue tied trying to convey what I'm imagining in my head.
Don't worry, you're understandable.

Like, when firing you could "trick" the game to think that the gun is always level. so if you're like standing on a slope and fires, the shot would not exit from the actual cannon, it would just appear in the air where the game (after tricking it) thinks the gun is.
I see were you are trying to reach: "how can a 17 year old kid have such a thinking like this? why doesnt he wants to be like normal teens who whana get rich? and his plan actually makes sense, but is too damn revolutionary and good at the same time than is still doubthfull if it works..." - Damaso

Offline Ionizer

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Re: MOBILE ARTLLERY
« Reply #4 on: 26-06-2009, 13:06:50 »
Yea, that's right!  Why couldn't I just say that?  It might look a little weird, but it's just a suggestion.  Maybe something will click and it will give inspiration to the Devs or something.
 

Offline THeTA0123

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Re: MOBILE ARTLLERY
« Reply #5 on: 26-06-2009, 13:06:10 »
I guess we have to be patient on this :)

Because admit=Who doesnt want to see the Hummel in action??xd
-i am fairly sure that if they took porn off the internet, there would only be one website left and it would be called bring back the porn "Perry cox, Scrubs.

Offline Eat Uranium

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Re: MOBILE ARTLLERY
« Reply #6 on: 26-06-2009, 14:06:48 »
When ships get in, they would probably be alright with the current arty system because they are allways going to be level.

I'm not sure if your idea will work Ionizer, but it does seem like a good (if not elegant) solution.

Offline djinn

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Re: MOBILE ARTLLERY
« Reply #7 on: 26-06-2009, 14:06:25 »
I already once suggested this, but here goes:

Arty spotting should NOT show a part of the map if it can't be done like Fh1's which allowed sensible fire-shifting

Arty spotting should only highlight the enemy to be targeted on the minimap as already exists with the binocs. An arty spotter should get on HIS minimap a red ring tht represents the area within which a shell will land; bigger rings represent wider area (less accuracy, wider blast radius or both), and smaller is the opposite. A shell can land anywhere in that area so an arty gunner gets his accuracy as random as that of a rifleman etc qith a cross hair (area represnts scope, center is not alwats 'X').

Once the arty operator/ gunner adjusts elevation etc, the ring adjusts on the minimap respectively. This ring does represents coordinates so the gunner can fire 'in the dark'. With targets appearing on the minimap, all the arty crew need to do is change elevation etc until the ring on the minimap is on target and blast away... What limits the accuracy is hang time of the projectile and the ring radius... unless that radius represents the blast radius


Simple, straight foward and not innacurate for WW2 considering the use of coordinates on known enemy passes


« Last Edit: 26-06-2009, 15:06:57 by djinn »

Offline Slayer

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Re: MOBILE ARTLLERY
« Reply #8 on: 26-06-2009, 16:06:27 »
Tghis last suggestion sounds nice, so spotter and arty gunner both use the minimap. But... there is this little drawback: I really love to see my HE shells blast away an 88 gun, or a bunch of infantry hiding in a building. I'll lose that when your suggestion is implemented.

Offline djinn

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Re: MOBILE ARTLLERY
« Reply #9 on: 26-06-2009, 17:06:50 »
well, in reality an arty gunner wont get that luxury - Perhaps, with arty targets spotted, the current system could be included just for the thrill, but with its elevation and angle (180 degrees topside), it wont give you the pleasure that of FH1 had... But the idea is not mutually exclusive from the current system, just independent of it - Would make arty a whole new aspect to play if this was implemented too

Offline Safe-Keeper

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Re: MOBILE ARTLLERY
« Reply #10 on: 27-06-2009, 21:06:11 »
Quote
If you notice when you place a mortar, it is always perfectly level, even it means parts of the mortar need to be sunk into the ground a bit because of uneven terrain.  The very nature of truly mobile arty (Wespes, Priests, Sextons, etc) mean that they cannot always be level, which means the current arty system can't work with them (the dials and such would be inaccurate because the gun isn't perfectly level).  Another problem would be constantly updating the dials every time the the vehicle moves the slightest bit (perhaps because of the recoil of the gun, or just the normal sliding down hills that BF2 vehicles suffer from).
Aren't you making this more difficult than it needs to be? Surely if terrain needs to be perfectly level for artillery, you can just make parts of the map perfectly level  :) ? These level parts of the map could even be labelled somehow on the minimap or in some other way. Dunno about BF2's coding, but maybe you could have some HUD feature like a little icon going "LEVEL" or "READY TO FIRE" when the vehicle is level  :-\ ?

I'm sure the devs have some reason for not including mobile arty, though. Lobo and others are very good at arguing their side.

Offline Ts4EVER

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Re: MOBILE ARTLLERY
« Reply #11 on: 27-06-2009, 21:06:28 »
Perhaps one of them artificial horizon thingies from planes?

azreal

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Re: MOBILE ARTLLERY
« Reply #12 on: 27-06-2009, 22:06:34 »
**quick note**

no need to use all caps in your thread titles. People will still read them just the same.

Offline Rataxes

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Re: MOBILE ARTLLERY
« Reply #13 on: 27-06-2009, 22:06:06 »
I don't know much about coding but I think I have an idea :)

A pickup mortar kit must somehow check where it is on the map to get the right dials, right?
Couldn't you assign a button in en eventual mobile arty piece to give the arty script the coordinates?  

Don't know if it's possible but maybe :D

Edited for clarity  >:(
« Last Edit: 27-06-2009, 23:06:47 by Rataxes »

Offline Thamu

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Re: MOBILE ARTLLERY
« Reply #14 on: 27-06-2009, 22:06:59 »
Maybe if u press a button,and you "drop",for exemple the Wespe,and press another button,and you move to the fire position,press another button,and you can move the Wespe again,and repeat the process... I dont know if its possible,with the BF2 Engine,just thinking like the deployable mortars work...  :)