Home
ATF Scenario Builder
ATF Power Toolkit
What's new
in Raging Tiger
What's new in The
Falklands War: 1982
What's new in The
Star and the Crescent
Contact
Us |
How to Add a 'Moving Indirect Fire' Capability to a Vehicle
The Star and the Crescent introduces a new vehicle capability,
'Moving Indirect Fire'. While initially intended to replicate the
fire support provided by platforms such as the AC-130 Spectre Gunship, it
can be generalized to replicate any situation in which you want the player
to have the capability to target weapons carried by a vehicle that are not
impacted by line of site.
This topic assumes that you have opened a vehicle for editing, using the
steps found at the beginning of the previous topic, 'Add
a Radar Capability to a Vehicle'.
Add the Moving Indirect Fire Attribute
The first step is to actually add the attribute to the vehicle.
1. Select 'Add' from the 'Special Attributes' portion of the 'Vehicle
Data Dialog'. |
|
2. Select the 'Moving Indirect Fire' and 'OK' |
|
3. Enter all of the data for the 'Moving Indirect Fire Attribute'
dialog.
Accuracy. This is a fraction that indicates the dispersion of
rounds. Less than one decreases accuracy.
Left and Right Traverse. These are the traverse limits of the
weapon system (in mils). Select -99 for either or both entries
to disable traverse limits.
Compute Time. This time is added to the first round of any fire
mission planned for this vehicle.
Out Of Traverse Time. If the fire mission is outside traverse
limits, this time is also added to the first round of the fire
mission. Shot Time. This time is added to every round
of the fire mission, not just the first round. Time of Flight.
This is the base time of flight for a round at maximum range.
Actual time of flight is computed adjusted from this time. Smoke
Radius and Duration. Not used. No Graphic Traverse. The
vehicle or turret will not be drawn 'turned' to the direction of fire. High
Angle. If checked, this is a high angle indirect fire system
(like mortars) and requres a high angle FDC (see below). Min
Range. The minimum range (in 10s of meters) for fire misions.
-99 to ignore. Graphic Radius. The number of pixels that the
burst graphic will be drawn from the center of the turret or chassis
graphic. Select the "Muzzle Flash" buttons to select the
graphic pieces for each frame of the muzzle burst. |
|
4. Select the 'Fire Sound Button' to specify the sound the vehicle
will make when firing. |
|
5. Select 'Add' under ammunition to select indirect fire ammunition
for this capability. If you have not made any for this vehicle
yet, you can select 'New Type...' to generate new types of ammo. |
|
6. Select an ammo type and select 'OK'. |
|
7. Select the number of rounds of this type that the vehicle will
carry. |
|
8. Select 'OK' to complete adding the capability. |
|
9. If you select 'Yes', the vehicle will cancel, rather than
traversing to fire, fire missions outside its traverse limits. |
|
10. If you select 'Yes', the vehicle will not fire missions while
stopped. |
|
Add the Fire Direction Center Attribute
Because this capability is an indirect fire capability, the vehicle
requires a fire direction center to fire. This must either be a
separate vehicle, which has the duty of providing technical fire
direction, or, in a case such as the AC-130 Specter Gunship, the vehicle
itself.
Here, we demonstrate adding the 'Fire Direction Center' capability to
the same vehicle. If you want the FDC to be a separate vehicle,
you will have to assure that it is in the same hierarchy, in order for
this vehicle to be able to accept and execute fire missions.
1. Select 'Add' from the 'Special Attributes' portion of the 'Vehicle
Data' dialog. |
|
2. Select 'Fire Direction Center' and 'OK'. |
|
3. The Fire Direction Center 'Method of Fire' must match that of
the 'Moving Indirect Fire' capability we want it to direct.
Select 'Yes' for 'High Angle', 'No' for 'Low Angle' or 'Cancel' for
both types of fire (a 'Universal' FDC). |
|
Next Step: Add the 'Direct
Fire Burst' Capability to a Weapon |