Replies: 5 comments 8 replies
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Thanks starting off the discussion and copying the ingame table. Haven't played with it yet, would definitely be interested to get it into the app. Most parts are already there:
Once we have calculated the velocity for this new mortar, we'll just need to make it available to the user the same way we do it for PostScriptum. Side note regarding But that shouldn't keep anyone from from implementing the above bullet points. Otherwise I'll probably tackle this when v2 comes out and I can test the new mortar in game. I'll create an issue for this. thanks again for gathering the necessary information! |
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No, the initial speed/velocity of the mortar shell should be the same, no matter the angle. That's the whole "thing" about SquadMC: Instead of interpolating between table values, try to estimate the initial shell velocity based on the provided data points/table rows. The benefits are (1) better accuracy and (2) ability to calculate angles for distances outside of table range (so far only relevant for some PostScriptum mortars).
I would have been surprised if the new mortars would have used the same velocity as the standard ones. So, we'll have to find the velocity for those... Some time later... Ok, so I've played around with the calculation script, check it out here: https://gist.github.com/Endebert/eddea8ba47a9d75366c0c9658daa2bb2 This is the result As you can see, the velocity increases per table row. This leads me to the following conclusion: Either the ingame table is incorrect/imprecise, or they changed the mortar shell behaviour (e.g. by adding air resistance). Because you said max range is rather 1230m, for testing purposes, this is how it looks like when forcing the velocity to 110.5: If possible, could you please compare the calculated angles for 110.5 with the table angles, and let me know which ones are more precise? I'm currently on vacation and can't check myself. |
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Oh, btw just to clarify, this is the function SquadMC calculations are based on: https://en.wikipedia.org/wiki/Projectile_motion#Angle_%CE%B8_required_to_hit_coordinate_(x,_y) Thanks to the table, each table row gives us range x, and angle θ, with altitude y = 0. The script solves for v for each row, takes the average, and shows the angle deviation when applying the original function compared to the table row angle. |
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That was my observation too and why i was confused : every other squad mortar (i don't know about PS but i assumed it was the same) use a single velocity, but not this one. But you are surely right it must be a single velocity with air resistance or something else altering the results. First thing i did was to test if they didn't change the other mortars behaviour : they didn't.
I wasn't clear : the max distance is around 1230m not because of the mortar velocity but because of the lower angle you can go on these mortars when the vehicule is completly horizontal : 38.3. You can in theory go lower by leaning the vehicule (screenshot below) but it's not recommanded : the car will move at each shot. You can even do direct shots. Obviously the angles calculated with an average 110.5 velocity are either too short (eg: 170m too short when shooting at 1000m !) or impossible too use (<38.3) We can either use a different velocity according to the distance based on owi's angle or ask OWI what they changed on the formula. I've checked wikipedia air resistance formula but it's out of my competences. For futur reference :
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A quick but dirty and imprecise solution would be to stock an array with those values and ajust the velocity according to how far you are from the closest value : EG: the distance to shoot is 570m.
Just tested this fix at several range with my calculator and it's doing the job pretty fine. |
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Squad v2 should be out in January according the OWI latest update and will introduce mortars mounted on pickups (or "mortar technicals"). I'm creating this thread to discuss the possibilities and research for an implementation.
After playing with these new toys on the squad testing branch, it looks like it's using same properties on the paper than traditional mortars :
BUT OWI decided that the elevation should be different, and they are not using MIL/Nato MIL :
It look like it's using classic degrees, and the mortar calculator could be ajusted by just skipping the DegToMil conversion but after some test the method RadianToDeg return values a little bit off.
I'm not sure if OWI Screenshot values are off or if they are using a different velocity/property for these mortars :
Have you played with it yet ? Would you want these implemented ?
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