Artillery animation

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Blakeseven

FNG / Fresh Meat
Aug 13, 2006
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steamcommunity.com
Hi i wondering if they will have artillery animation near spawn with canon engineer bot on big map when player call a arty.

Field-artillery-beaumont-france.gif
 
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FlyXwire

FNG / Fresh Meat
Feb 1, 2006
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Would be cool!

Especially if the game will/does plan on having AT guns with such animation too (AT guns are direct-fire artillery btw, and the Soviet's GP 76mm Crash-Boom was used indirectly and directly also).

Along the same lines, tanks would be exhausting spent shell casings externally also.

All this animation stuff would be cool and welcomed (just matters on how much TWI can/has accomplish with their alloted development time till release).
 

FlyXwire

FNG / Fresh Meat
Feb 1, 2006
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The artillery is off map.
Because of the size of the campaign's joined maps, and having armored/mechanized forces available for combat and exploitation, overruning a side's tactical support positions would be expected. Having artillery support animation, which includes mortars is needed, and it would be disappointing not be able to engage an enemy's supporting positions on the battlefield (fact is it's what happens when a force breaks through).

Blakeseven, I'm sure TWI has foreseen the need for this type of animation, especially for AT artillery (as I mentioned), and also for mortars too, so you're thinking makes perfect sense in the context of RO2's new and future capabilities.
 
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Sgt.NightFire

FNG / Fresh Meat
Mar 26, 2006
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This is not plausible for infantry maps, maybe for large tank maps, but that's about it.

BUT what would be great is if you saw in the distance the flashes of the guns when they fire, in Ostfront you only hear the guns firing in the distance, as seen in the first Call Of Duty during the Stalingrad mission, you can see it here in a video at 5:53, it really gives a more intense feeling that there really is a battery of artillery firing.

YouTube - Call Of Duty Russian Stalingrad
 

FlyXwire

FNG / Fresh Meat
Feb 1, 2006
589
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Good stuff NightFire! :)

Most of the Soviet field artillery was on the eastern side of the Volga during the battle, so even for small infantry maps, if the opposite side of the river is visible, then these sort of fire effects could be possible to see.

Since Stalingrad involved vertical warfare also, elevated positions from the buildings would make wide panoramic views expected.
 

The_Emperor

FNG / Fresh Meat
May 9, 2009
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Milkyway
I just was thinking about impact animations, it would be nice of a shell finds its way into water to have water spark animation rather than having the same mud animations. This is actually what happens when arty hits rivers which are not very deep. Imagine artillery shells hitting the Volga river like that.
 

Xendance

FNG / Fresh Meat
Nov 21, 2005
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This is not plausible for infantry maps, maybe for large tank maps, but that's about it.

BUT what would be great is if you saw in the distance the flashes of the guns when they fire, in Ostfront you only hear the guns firing in the distance, as seen in the first Call Of Duty during the Stalingrad mission, you can see it here in a video at 5:53, it really gives a more intense feeling that there really is a battery of artillery firing.

YouTube - Call Of Duty Russian Stalingrad

Back when I was in the army, and I was a forward observer (ie me and my group spotted artillery targets), I never ever saw any flashes from artillery. Note that that includes night time artillery fire too.
They just don't produce a gigantic flash, airbombs do that :p
 
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Fedorov

FNG / Fresh Meat
Dec 8, 2005
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Of course, nothing is better than have all maps sized like Perekop from the RO Mod's Summer Offensive Pack. :D

Ah, I don't remember it, anyone have screenshots of it?

BTW, I now think about the SO map pack and I miss the map Wicked Penguin made, Korsun Airfield, it was sunset/night map with captured Panthers for the Russians

:IS2:
 

Oldih

Glorious IS-2 Comrade
Nov 22, 2005
3,414
412
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Finland
The thing with artillery flashes (besides what Xendance said that they don't produce massive flashes) is also hindered by the fact your artillery battery\section\whatever would be located 5-10km+ behind the frontline and you would need very clear line of sight under excellent weather conditions to even see something is firing there. Let's add plenty of rubble and buildings and you're not really going to see anything. Of course mortars are closer, but they don't produce any flashes either.

Sgt.NightFire said:
it really gives a more intense feeling that there really is a battery of artillery firing.

TWI should just model speed of sound accurately and then you would have a feeling there's a real battery firing, as only after the first shells fall you can start hearing the sound when the shell was incoming, making it huge "WTF" for many as they weren't expecting that typical artillery doesn't give that much warning given the trajectory is 'right' :p

Actually that would make firefights also more interesting at longer range, as the bullets (given muzzle velocity is high enough) would hit you\near you before you can even hear the sound.
 
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zeroethics

FNG / Fresh Meat
Jan 12, 2006
131
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Mortars are short range, aren't they? With the inclusion of mortar support, this is a great idea.
 

FlyXwire

FNG / Fresh Meat
Feb 1, 2006
589
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Mortars are short range, aren't they? With the inclusion of mortar support, this is a great idea.
Yep, short ranged types (projectiles around 50mm caliber in size), these are mostly used as direct line of sight weapons (basically as "grenade throwers"), medium ranged weapons (generally of 60-82mm caliber), targeted directly by the observing firing crew, or indirectly onto target by a forward observer, and then larger mortars which are used mostly as indirectly targeted artillery.

The light and medium mortars were tactical weapons found in the inventory of most WW2 infantry companies and battalions, so they were part of what was encountered on the battlefield at the small unit level of action. The light mortars were used with their platoon's infantry squads, and maneuvered with them on the battlefield to provide direct fire support.