Arma 3: Drongo's Artillery - How to call in a basic fire mission
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- Опубліковано 21 сер 2024
- This guide tells you how to call in a basic fire mission with Drongo's Artillery and how to adjust fire. The mod is not yet public, but will get a release after the final Arma 3 patch.
/ drongomods
I realy like the looks of this mod. I am new to your mods (as of last week) and I really ike your stuff. Can't wait until this one is out to the public. Keep up the good work. I think I will contribute to you on Patreon.
Looking forward to your new release!
Tried this mod on my server last night, my buddy who was a JFO in the Army was calling in fire missions and they were oh so inaccurate. Couldn't figure out why as well. We were using the RHS artillery.
This mod is super neat now that I know how to use it, I'm not a milsim type of guy but I want something slightly more realistic than the vanilla fire support. I do wish that there was a slightly more in-depth explanation on that extra number you put at the end of the base grid numbers. Other than that, excellent video and really cool mod.
Its a 4 fig grid ref, meaning that arty becomes more accurate
Hi, I love your mods, thank you for such a great work :)
If you don't mind, I want to ask for advice. I noticed something different from teaching, there is no "Shell cam" option in my interface. Is it because the newer version removed it? thanks
(English is not my native language, please forgive me if there are any inconsistencies in the words and sentences)
I think I took it out in one update because I ran out of space.
If you have any other questions, it is best to contact me at my drongomods email.
That's amazing
What sound mod do you use??
Shell sound feels cool. Suggest Mods for Shell sound ??
Hello, when I try to use grid method it doesn’t work, hints shows spotter must have line of sight to target. I’m trying different targets but every time same hint. Target is in front of me 900m range. Any suggestions?
Polar and map pin method works great.
As a current FO, I really want this mod to work. The issue I find is that I can’t seem to get the guns to come close to where I make an initial call. Regardless of if it’s polar or grid plot, it’s just not working. I’ll set my grid for the “spotter position”, then I’ll call in a direction and distance. The initial shot is always between 200-600 meters short. Left and right is 50/50 with being within 5 degrees. At longer distances like 2,000M +, it gets worse.
Am I doing something wrong? Or is it just the mod not being close?
The problem may be with the mod. Which mods and map are you using? There is an update coming soon that will fix most problems, as well as adding in C-RAM, arty radar, loitering munitions and some other stuff.
trying to use the mod but keeps saying no radio How do I get around that
When are you releasing it again? I have only seen the old version
My artillery wont fire even tho it says that they should have fired.
Mod is good, but the author forgot to do important thing:
1.) update and instruct his users on how to properly install this mod (including the only mods that works with this and other things related, in order to prevent complaints like 'It doesn't work with ACE, RHS, etcs, no menu showing when pressing home button and so on..' Its 2024 and #ArmaholicIsDead
Subscribe on steam like you would any other mod. There is usage info on the mod page and extensive info in the readme in the mod folder. It works with ACE and RHS, all of this info is in the readme. Read the readme.
Did you ever make a video showing how to call in a polar mission
How do I set an artillery (Like a RHSUSAF M109) to be an asset? I Can’t find out how. And don’t tell me “Just look at the README” Because window’s ass.
So I've just downloaded the mod and I love it. However I don't get all of the options when I pull up the screen. I only get the artillery systems, their weapon options and number of rounds I want fired along with the target options. I don't get the option to input grid coordinate, shape of sheath, fire for effect or impact type. Is there something I'm doing wrong?
the arty pieces i have on the map dont show on the tablet
Link of the module that shows the green dots on MAP for shells please!
Soon release, and the already been waiting for?The old version of the mod already gives a lot of errors.
when using this mod, sometimes the guns will fire as the unit is adjusting its barrel angle making a round go way off course. some shots will explode in front of the gun because all of a sudden during the mission the unit lowers its barrel. Dont know if there is a way to slow down the time between adjusting barrel angle and firing
Vanilla or mods?
@@drongomods rhs
drongo is this module still working. Are there instructions on setup. Do you need to sync module to arty units
what is the artillery sound effects mod name ?
Please please please how I am new in arma 3 and I love your mod how could I download it please please.
Simply click that subscribe button, here you go: steamcommunity.com/workshop/filedetails/?id=1675485070
Or download this: www.armaholic.com/page.php?id=23984
and read the "readme" file that comes with the zip or find FAQ on the website.
If you can't do any of the above, try this: store.steampowered.com/steam_refunds/#:~:text=Valve%20will%2C%20upon%20request%20via,for%20less%20than%20two%20hours.
Does it work with pook scud lunch er?
Yes, Pook and RHS launchers.
Is it possible to make AI forward observer call for support himself?
I want the AIs to call for support from AIs. Is it possible?
I know VCOM and FFE mod make it kinda possible. But i really want to make only one single AI solider (FO) can be able to call for artillery fire (call for effect).
I succeed in doing AI JTAC by simply make him high command of whatever i air vehicle i want, may it be AH64 or a10. But I'm currently really frustrating with making AI observer who is smart and indeed happen to be the one who can call for support.
Vcom make artillery fire, but they fire upon whatever enemy thier side found. Simply not that realistic. Same with FFO.
To simply put, i want an AI forward observer that is smart.
If there's a mod, can you please show me? Or if there isn't one, can you please make one?:) hehehe I know you have made many many mod like this so plz
Check my mod "Drongo's AI Fire Support".
@@drongomods I already made a test battle and you know what, this is exactly what i have been wanting all my Arma life!!!!!!!!!!!
Thank you man!
This is my first time using your mods and it's great.
I love how it comes with debug where i can watch how things exactly turn out. Thanks again.
One suggestion though, it would be great if one can choose FO by simply syncing a unit or two. For example if i only want this FO and JTAC on the map to be able to call for support, i can simply sync both of them on your module. Is it possible? That would solve this rank issue (tiny one) I've facing with initial testing, where i don't really want these platoon leader and Marine recon team leader calling fire for effect, instead, i only want the specific FO or navy liason dude attached to their platoon or campany to be. Is it possible?
Instead of distinguish by team/group, is it possible to assign the job to specific unit(i.e this single FO(sergeant/specialist) in a recon Marine team which is lead by a lieutenant)? If so, wouldn't be great if it works simply by syncing the unit/s?
Just my idea man. I don't mean to be mean. I don't really know what is even possible or not in arma modding as i don't really have those knowledge.
Only if you have spare time of your life, please do consider my requests.
Thank you very much
@@drongomods what does "Sheaf size" mean?
It is default at 100.
@@thureintun1687 That's the size of the area the shells will land in.
@@drongomods can you make a mod where one could simply sync between an artillery piece and the intended FO to make him able to call for support, with a module between the two? That would be so great.
Current state of your mod is indeed completed for it's own purposes. And it indeed helps me allot with my scenario making and story telling. But my only problem now is it make AI observer base on "ranks". You've to choose which minimum rank in particular side has able to call for support, which tbh make things harder for me when platoon leaders or NCO alikes are to involved. For example, most FAC or even the CCT of air force(whom attached to SOCOM) are usually corporal-lieutenant-captain (and ranks between) if I'm correct (they attend specific school/training to become call for effect capable). There are Air Force A1C/airman first class from 24th special tactics who are qualified CCT, and got attached to SOCOM operations. That being said, if I've a platoon leader in my mission, who should be a lieutenant, the whole communication chain for call for support or forward air controlling will be crack. I want a feature where i can be able to make only the specific unit in mission to be able to call for support. But first of all i want to make sure is it even possible. Becuz i don't want to be the guy who whining a modder(you) for a feature that is impossible to implanted in the game Arma. Is it even possible?
Extra idea: it would be great if one can able to make which unit is able to call which particular support assets. For example let's say there's an A-10 and a m777 piece in my mission, and just via syncing(and maybe modules) i can make an air force CCT or TACP who will be accessible to call for A-10 support (not the m777), and also there's a Marines FO who can only access to call M777 bombardment but not the A10. That would be really helpful, and things will become allot more realistic and smooth.
Thank you for all the works.