Don't expect math Q from me , I'm X3mly bad it that
Thank god for that
I understood enough to convert the principle to OFP scripts, but thats about it. I just thought that if you could adjust an existing ballistics model to "look like" OFP's ballistics model. Then you're a step close to understanding how OFP works.
Everything worked but I had a crash to destop once when I checked the version with the Forward spotter.
I noticed it lagged everytime when revealed a target and I guess it's that what caused the crash.
What system specs do you have?
I'm suprised, the Forward Observer example is quite simple, it just checks a trigger every four seconds for any enemy you detect.
For me the Multiple Mortars example was the biggest Lag monster. Then more with the SEB Nam Mortars than the Invasion 1944 ones, I think that's down to the way the explosions are created.
I don't know how it is in real life but are mortars that accurate?
Perhaps now with GPS and all that, but not in 1944. In the examples the Mortars check range to target every four seconds, which is excessive. It should take at the most, minutes rather than seconds to range and launch a spotting round, then the spotter would adjust the fire accordingly.
I'm having trouble creating a decent AI spotter, as they refuse to use Binoculars for more than 4 to 5 seconds. But he should then report back Target position, heading and speed. The Mortars would then estimate the target depending on how long it will take a round to reach it. Each element of the process should be prone to error.
Once I get a better idea of how the above worked in real life, I hope to create some proper missions as examples.
I'm sure the way I'm using triggers is half of the problem. If you can spare the time, could I send you a revised version to see if it solves the problem?
Either way, thanks for the feedback.