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Posted: Sat Dec 29, 2018 10:47 pm     Super secret spam barrier
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3CB BAF Weapons M6 60mm Mortar


Hello

I use the M6 60mm mortar on a regular basis, and a common issue is that the rounds will go too far past the target. Below is the test protocol I followed, I repeated this many times over to make sure it was not a feature that they went too far, and the results proved that using the built-in range table, the rounds will go too far past the target.

More testing have been done with different range/elevation, and the issue is always the same. Currently I just take away about 80-100 meters, so if a target is 600m away, I will count that as 500m on the range table, and it works, but it would be nice if the range table were accurate to make the rounds go out faster, because the beauty of the 60mm is that i can move around, and deploy and fire quickly. I really enjoy all the content that the 3CB makes, so I thought it would be nice to hear any thoughts on this on the forum.

Appriciate any feedback, thanks for reading.

On Altis:

Charge 0 - 600m - 5 rounds: ca 40m too far past the target, against the wind.
Charge 1 - 600m - 5 rounds: ca 60m too far past the target, against the wind.
Charge 2 - 600m - 5 rounds: ca 80m too far past the target, against the wind.
Charge 3 - 600m - 5 rounds: ca 50m too far past the target, against the wind.

On Cherno:


Charge 0 - 600m - 5 rounds: ca 40m too far past the target, Side wind.
Charge 1 - 600m - 5 rounds: ca 60m too far past the target, Side wind.
Charge 2 - 600m - 5 rounds: ca 80m too far past the target, Side wind.
Charge 3 - 600m - 5 rounds: ca100m too far past the target,Side Wind.


Posted: Sat Dec 29, 2018 10:50 pm     Super secret spam barrier
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Hi Sireuz,

Thanks for the report. Could you also post a list of all the mods you are running during the test please? Even better a link to your rpt log on hastebin.com would be ideal.


Posted: Sun Jan 06, 2019 11:39 pm     Super secret spam barrier
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I reproduced this issue on the vr map with no wind using the current public server modset (rpt) and had the similar results to Sireuz. I have a video demo of this:


Posted: Mon Jan 07, 2019 7:34 am     Super secret spam barrier
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Hi Frogman, thanks for that. Could you do it without ACE3 as well please and see if you get the same results?

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Posted: Mon Jan 07, 2019 10:44 pm     Super secret spam barrier
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Hi Evrik I have now tested without ACE (using 3CB Equipment, Units, Vehicles, Weapons and CBA only) all of the mortar rounds landed in the correct position. I noticed that the range table changes depending on if ACE3 is installed. If I follow the elevation values of the non ACE range table while ACE is loaded the rounds will land in the correct position, it seems ace is changing the range table but the mortar trajectory is not affected leading to rounds missing. I tested with and without ace advanced ballistics being enabled this had no effect.


Posted: Mon Jan 07, 2019 10:46 pm     Super secret spam barrier
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That is what I thought. ACE3 is overwriting things. I'll make a note and see if we can stop it changing the range table. Thanks for the feedback.

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Posted: Mon Jan 07, 2019 10:55 pm     Super secret spam barrier
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Just a note of clarification. 

ACE cannot change the actual range table, as this is a bitmap.  If its inaccurate as a result of ACE being installed, then it means ACE is changing the actual ballistics of the round.  


Posted: Mon Jan 07, 2019 11:00 pm     Super secret spam barrier
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Check the accompanying image in the link. Frogman has the two cards lined up with different values showing.

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Posted: Mon Jan 07, 2019 11:11 pm     Super secret spam barrier
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Yep there are two versions, but ACE cannot change the values in the tables, they're just bitmaps that I created.


Posted: Mon Jan 07, 2019 11:18 pm     Super secret spam barrier
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ACE may think the ballistics have changed but the trajectory of the round is the same with or without ACE


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