SkyJumpys MortarCalc - Mortar Calculator

SkyJumpy
Posts: 27
Joined: 2008-04-17 17:28

SkyJumpys MortarCalc - Mortar Calculator

Post by SkyJumpy »

some people had problems finding the calculator on the forum, so this is why i move my post into this new thread:


Here's how I calculate at the moment: Using the ImageJ analyzing software and a selfmade macro-script.

*calculates direction to target based on mortar position and target
*calculates barrel elevation based on distance (mil and deg) and height-to-target
*easy corrections by manipulating top or base of arrow
*incl. minimaps of all maps

biggest benefit here is that you can communicate all settings to the mortarteam without them having to calculate anything or setting markers. = speed increase.


I uploaded the version i use so if someone wants to give it a try:
Download:

Mirror 1
Mirror 2
!requires java runtime environment!

v1.2:
*added relative height to target to the calculator.


followed by a quick guide on what to do:
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open a map

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select image ("program folder / minimaps")

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select the macro!

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notice the log-window.


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drag arrows on map and see what happens.


so yeah, its all put together pretty sloppy for now but it works - faster than a spreadsheet i'd guess (no typing) so i'm happy. Still some stuff to do thought (like displaying grids and keypads so you know where u are while zoomed in etc.)

pls tell me what you think.


edit*
notes on what to add in the future:

*fix for maps with higher res than 1024x1024 (reset first digit of mapname to 1km or 2km for now)
*performance optimisations (calculations are done when left mousebtn is pressed, not the best way i imagine..)
*grid/kp-system features
*multible arrows if possible? (just open 2nd window for now)
*target-manager = caching of predefined or saved target pos. and access to fast switching
* ...

-------------------------------------------------------------------------------------------------
formulas used in the script:

Distance to Target
Barrel Elevation with v=121.306 and g=9.81 and x = distance, y = height
direction to target := atan2(vectorX,vectorY) * (180/PI)


-------------------------------------------------------------------------------------------------
some notes about using the mortars:

The fastest way for me to use the mortars is still using a list with chosen distances and the correct elevation for that distance. (not very precise tough)

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So when you sit inside the mortar you usually wait there with the calculator selected and the squad-map open, so you get the distance as soon as the marker is changed. after that you get the correct elevation from the list, close the map and start shifting the mortar horizontally and vertically. (experienced mortards will do everything at the same time after getting the distance)

Also remember that firing more than 2 rounds each on the same position is mostly waste of ammo as most targets are in cover by then. Better send more rounds after a short break.
Last edited by SkyJumpy on 2010-11-05 14:50, edited 8 times in total.
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qsmith
Posts: 70
Joined: 2009-04-26 14:21

Re: SkyJumpys MortarCalc - Mortar Calculator

Post by qsmith »

this guy is awsome, gives us pin point mortor distances. downloading this now :)
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: SkyJumpys MortarCalc - Mortar Calculator

Post by Jigsaw »

Moved to In-game Tactics & Strategies
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
Gozjh
Posts: 186
Joined: 2010-10-17 17:12

Re: SkyJumpys MortarCalc - Mortar Calculator

Post by Gozjh »

Awesome sauce. thanks alot for this gem. where did you find the elevation maps?
[R-DEV]Rudd: "its project reality...not an episode of bob the builder or something...."
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SkyJumpy
Posts: 27
Joined: 2008-04-17 17:28

Re: SkyJumpys MortarCalc - Mortar Calculator

Post by SkyJumpy »

Gozjh wrote:Awesome sauce. thanks alot for this gem. where did you find the elevation maps?
in your pr-folder under levels -> *mapname* -> server.zip -> HeightmapPrimary.raw
you can open that in photoshop. (might need a special plugin though, not sure anymore)

you can get most info about heightmaps from this thread afaik: (2nd post)
https://www.realitymod.com/forum/f388-pr-bf2-community-modding/31270-hud-topographical-minimaps.html
Last edited by SkyJumpy on 2010-11-04 21:07, edited 1 time in total.
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Wh33lman
Posts: 667
Joined: 2008-07-16 23:30

Re: SkyJumpys MortarCalc - Mortar Calculator

Post by Wh33lman »

were you the guy i was playing with the other night?
"all hail my spreadsheet of win"?
SkyJumpy
Posts: 27
Joined: 2008-04-17 17:28

Re: SkyJumpys MortarCalc - Mortar Calculator

Post by SkyJumpy »

Wh33lman wrote:..."all hail my spreadsheet of win"
well i moved away from spreadsheets pretty fast cause any kind of typing slows you down. One thing i might add in the future though is a field where the grid/keypad of target can be typed and final calculations come out. For that to be precise enough you'd need to use a refinded grid/keypad system though. (another keypad inside a keypad etc)
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Gozjh
Posts: 186
Joined: 2010-10-17 17:12

Re: SkyJumpys MortarCalc - Mortar Calculator

Post by Gozjh »

thanks alot
[R-DEV]Rudd: "its project reality...not an episode of bob the builder or something...."
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Andy[EEF]
Posts: 62
Joined: 2010-02-13 19:52

Re: SkyJumpys MortarCalc - Mortar Calculator

Post by Andy[EEF] »

Wh33lman wrote:were you the guy i was playing with the other night?
"all hail my spreadsheet of win"?
No that was me, I was using a different spreadsheet made for EEF. You still have to type the values in but it's still just as accurate as this one is.
illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: SkyJumpys MortarCalc - Mortar Calculator

Post by illidur »

you know of a program that increases your aim? oh and nobody likes walking, i want to teleport.
Total_Overkill
Posts: 144
Joined: 2007-07-24 19:26

Re: SkyJumpys MortarCalc - Mortar Calculator

Post by Total_Overkill »

How is this not cheating? o_O
SkyJumpy
Posts: 27
Joined: 2008-04-17 17:28

Re: SkyJumpys MortarCalc - Mortar Calculator

Post by SkyJumpy »

illidur wrote:you know of a program that increases your aim? oh and nobody likes walking, i want to teleport.
this program improves your aim:
missionred.com | reflex.te
:thumbsup:

.. and for for teleportation i'd recommend the built-in cheat called "request transport". :roll:
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illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: SkyJumpys MortarCalc - Mortar Calculator

Post by illidur »

SkyJumpy wrote:this program improves your aim:
missionred.com | reflex.te
:thumbsup:

.. and for for teleportation i'd recommend the built-in cheat called "request transport". :roll:
can you make me a program that aims for me? aiming is slower.

i dont want to request stuff.... thats too much work. cant i just instantly teleport? :roll:
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: SkyJumpys MortarCalc - Mortar Calculator

Post by mat552 »

illidur wrote:you know of a program that increases your aim? oh and nobody likes walking, i want to teleport.
Pretty much this. Skill and time learning the map is overrated, let's just let the program handle it for us.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
Mr.Deadish
Posts: 1
Joined: 2010-11-06 23:58

Mac/Linux fix

Post by Mr.Deadish »

SkyJumpy: i tried out your macro/program, but your plugin does noe work on mac/unix because you have forcely used backslash (folder-seperator windows) instead of slash (folder-seperator in unix) when including the height map.

in the file macros/StartupMacros.txt change the line# 210

Code: Select all

from:   open("..\\minimaps\\heightmaps\\" + gettitle + "_height.png");
to:     open("../minimaps/heightmaps/" + gettitle + "_height.png");
in java when seperating folders, slash works as folder-seperator for both windows and unix, therefore will it still work in windows afterwards

BTW: thanks, this made mortaring much, much easier!
SkyJumpy
Posts: 27
Joined: 2008-04-17 17:28

Re: SkyJumpys MortarCalc - Mortar Calculator

Post by SkyJumpy »

thanks for the tip, i'll change that then. Overall its a terrible way to load the map as it does now anyway, especially cause ImageJ supports image-stacking so nicely. well i should fix that and more later (when i learned java..^^)
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Cpt.Kawakowitsch
Posts: 261
Joined: 2007-06-02 10:09

Re: SkyJumpys MortarCalc - Mortar Calculator

Post by Cpt.Kawakowitsch »

Really nice work there.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: SkyJumpys MortarCalc - Mortar Calculator

Post by cyberzomby »

Its nice that you can build stuff like this but is this allowed? The point about overpowered mortars was coordination and a forward observer to not make them overpowered. This defeats that whole argument and makes mortars the wtf bbq pwn tool we all feared it to be. Or at least some of us.
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: SkyJumpys MortarCalc - Mortar Calculator

Post by AfterDune »

Why not? I'd say this is totally hardcore :) .

I really like it if I read about people printing maps, or using third party tools to calculate the ideal coordinations for a mortar strike. Awesome stuff! :)
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: SkyJumpys MortarCalc - Mortar Calculator

Post by cyberzomby »

But if I understand correctly this totally eliminates the need for a forward observer. All you need is a fire mission, you open the map, click where the contact report came in in the mortar calculator and input pin point accurate coordinates. Dont forget you can see the 252 meters instead of the 250 meters. You might as well enable the 3d marker than if people are allowed to use this program.

As well as the height! No more going by experience/memory or adjustments called in by a man with eyes on target. Thats all not needed. Ofcourse you can have people checking out how your rounds land but the round will be that much more accurate by default because of this. Any external game program that makes a game mechanic easier is a form of cheating right? Any player that has not got this has a disadvantage. Just like a wallhack or aimbot.

Or am I totally misunderstanding the function and need for this program?
Last edited by cyberzomby on 2010-11-08 21:11, edited 1 time in total.
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