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=VG= SavageCDN

VG Clan Administrators 2A (Inactive Duty)
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Everything posted by =VG= SavageCDN

  1. haha Blud.. you have more grey than I do!! I beat you on noses though !winker
  2. That is a strange file path there.. are you sure that path is where your BF2 is installed? Also did you try running bf2.exe directly rather than thru the desktop shortcut?
  3. haha..spartan guy looks like a Sens fan!!
  4. You are already under consideration.. give it a few days and you'll have your answer.
  5. Good info Iffn..thanks. I'll be updating this as things progress...there are some quirks I need to iron out in-game.. actually I'll probably need some help at some point in testing on an empty server.
  6. Elevation and Distance You have three options when it comes to elevation: 1 - Totally ignore it. This works on mainly flat maps or at short ranges (less than 700m). 2 - Make an educated guess (a good spotter can really help here). Most of the time this choice is better than ignoring it entirely 3 - This involves pre-planning - let a heli land next to your mortars and write down your elevation (taken from the heli pilot spot). Then send him to different spots and let him transmit his elevation. When it comes to distance remember that the distance to target on the map can be +\- 25 metres off from the actual target distance... no easy way to correct for this !angry Also good to remember is that there is ALWAYS some deviation when firing mortars. If you are danger close to the mortar attack area, don't be surprised if the first few rounds miss but the next hit you dead on (just ask Badploy !dntknw)
  7. The Mortar Squad Squadmembers - When manning the mortars, you can also see distance to the target using the squad screen just like the SL, the trick is that there has to be an active fire mission and the person(s) manning the mortars have to be in the ballistic calculator/weapon slot 4. Once the calculator is up, press the squad screen button, default caps lock or home and you will see the distance at the bottom of the map to the SL's move/observe/attack marker. Squad members that are actually firing the mortars should always be riflemen unless you have a dedicated ammo guy. If the mortars are close together you can just drop your ammo bag between them to re-supply both. SquadLeader - If you have enough grunts in the squad to keep the ammo flowing then you should move to a relatively safe forward position and observe your targets. This is far more effective than relying on 3rd parties to accurately describe where your rounds are hitting, and as such, makes it easier to correct fire with your squad. I have also read that if you are the mortar team squad leader and you are not using the Squad Leader kit your range can be off as high as 150 metres. Not sure if this is true for COOP - need to test this. A good mortar team can get accurate rds on target in less than 1 minute after a fire mission is called. If you join a mortar squad after the squadleader has marked a target on the map you may not be able to see the target - just ask the SL to re-mark and it will show up. I've also seen a bug where the target direction indicator on the compass (the little ^ thingy) never lines up with the actual target (it seems like the ^ is always off to one side of the compass or the other). This is also fixed by asking the SL to re-mark the target on the map, or in extreme cases destroying the mortar and replacing with a new one (this seems to happen more often if the mortar is not on level ground). When receiving corrections keep in mind that the minimum deviation on the mortars is 25-50 meters at upto 1,000 meters range and moving the mortar left or right 5 degrees equates to roughly 75-100 meters at that distance (decreases at shorter ranges and increases at greater ranges) so be careful when adjusting. If you have to go more than 10 degrees left or right of the target direction given...request for a new grid and/or fire mission.
  8. Calling in Fire Missions: Step 1: Place a move, observe or attack marker on the desired location of the fire mission using the sqd screen (default key caps locks or home) and right click on the map grid and place the marker or if you have eyes on, place it via commo rose on the specific enemy location. remember the distance given at the bottom of the screen or in your GLTD to make it faster later,when you get the hang of things. Step 2: Move a bit in the direction of the move, observe or attack map marker you just placed, for best accuracy. Step 3: Pull out your binoc's and right click and use the "main radio" commo rose to set the distance (you will find the distance in the squad screen below the map and only the SL can see the distance, unless you are manning one of the mortars...explained below.), at this time you do not have to have a visual of the target...just be pointed in the direction of the desired location of fires. Step 4: Immediately after setting the distance, request the type of mission you want (right above the "set distance" in the commo rose) HE/AB or smoke. once this is done the fire mission map marker will be placed on the map for all to see. Of course you can always just request a fire mission in team chat - ie: 4 rounds PRX on G7KP5
  9. FACTS and CAPABILITIES Max Range: 1,500m Max Rate of Fire: 1 rd every 6 sec. 10rds a minute per tube Time of Flight: 15-20 seconds from shot to splash Max load out: 12 HE/AB rds, 6 smoke rds Rearming rds: 1 ammo bag is = to approximately 4 HE/AB or 2 smoke rds You can set a maximum of 2 mortars a map within 200m of a built fob and the 2 mortars can be no further apart than 50m - they can be destroyed and rebuilt in a different location at any time. Place the mortars between 20-40meters apart for maximum effect. Insurgent mortars have little over twice the deviation of conventional ones. They also only have IM rounds..no PRX (is this true?) When Air Burst is requested, ensure you know the approximate elevation difference and adjust accordingly. If you don't, the rounds may end up being extremely ineffective. (Note that elevation is rarely a factor in game) Reloading bug: When you are firing the mortar you will notice that the ammo count actually goes down to zero regardless if you are being re-supplied.. just keep firing...after the next round the counter will go back up to 11. I think if you hop on/off the mortar it resets the counter as well.
  10. "Artillery adds dignity to what would otherwise be a vulgar brawl." - Frederick II of Prussia "God fights on the side with the best artillery." - Napoleon "The infantry exists to get the forward observers to the next hill." - Anonymous Mortars are a lot of fun and an excellent team-building exercise, so I thought I'd gather what material I could find (mostly in PR forums) and post it here so others can join in the fun!! This is a Work In Progess!! Note also that COOP mode things are a bit different (ammo is one example).. so be aware.
  11. I'm no modder but always ready to help with testing
  12. Also if you get shader errors check out the PR forums there is a fix for that
  13. Probably your best bet at this point.. then when Windows (XP right?) is back up and running install BF2/PR first: Before installing Project Reality 0.95, make sure you install Battlefield 2 and update it to Version 1.5. The correct installation order is listed below: 1) Battlefield 2 2) Add-On: Special Forces (if available) 3) BF2 Patch to 1.41 4) BF2 Patch to version 1.5 5) Project Reality 0.95 full installer part 1 6) Project Reality 0.95 full installer part 2 7) Project Reality 0.95 full installer part 3 If you have a previous installation of Project Reality on your computer, you should completely remove the PR directory which is located in the mods folder of your BF2 installation. Also if you have a previous installation of Project Reality, you should delete the existing shortcuts before installing a newer version. Please use the shortcut provided by the PR 0.95 installers to start the game
  14. But you can use them to cross big holes in existing bridges, correct?
  15. **sniff...sniff** and here all this time I just thought you didn't want to be my fwend... !sad
  16. Depending on your ISP, DNS updates can take upto 24 hours to spread across das interweb... hence the delay for some peeps.
  17. Yep I was Badploy's unfortunate gunner :) ENEMY TREE SPOTTED!!!
  18. Well if we want to put some VG videos together this is a good place to start - battlerecorder FTW!!
  19. With ESAI in FH2.3 the bots are much better at moving around the map, climbing stairs, and most noticable - they can use artillery effectively.
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