Hey, Spooner/trooper543,
Thanks for the input guys...
Spooner, I take your point about 'automation' and it pretty much being the same as an AI player using the artillery...
But the idea of the player having to input elevation and azimuth by mouse pointer isn't very good.
At 10km range the slightest deviation from the firing solution could mean a wasted fire-mission, or worse still friendly fire...
DANGER CLOS... BANG!
The accuracy of the input is crucial for the system to be useful/usable.
The challenge here for the artillery guys, rather than just plugging in numbers, is to figure out what they need to do given the course solution and adjustments by the FO to zero in on target.
I would hope to implement a sliding scale for deviation (m) per degree of change in elevation and azimuth for a given range. This could then be used by the artillery to do a bit of simple math to achieve a hit.
eg. up 50, left 10, 10m @ 1.2km = x degrees elevation, y degrees azimuth. Therefore add 5*x for elevation and subtract y for azimuth.
trooper543, The reason I thought of this was as you say to promote team work. I want to try and make the role of artillery more important but without making it too easy. It was actually the Real Artillery addon that got me thinking about this...
The FDC I think would make team work between FOs and artillery very important, without being too clunky to be fun... Although, I guess that depends on what you find fun..?
I just remember how good the COC artillery and WGL mortar systems were for OFP and kinda miss it... Yeah, the COC system was AI manned, but it was very powerful... The WGL system was player/time intensive, but was very satifying when you finally got a round to hit on target after adjusting fire. Both rewarded players spending time with the interface and getting good at observing and adjusting fires.
Maybe this is a bit geeky, but hell, isn't that why we play a simulator..?
Anyway, I'm gonna be offline for the next couple of days, but keep the input coming... All good stuff...