At 7:38 with the first miss, thats about as accurate as mortars are. If you are within 50m of the target that is good. Firing at 1800m being off target by 1 mil means missing the target by 1.8m, but the mortar chart shows dispersion at that range, which was 33m. So I would just accept that level of accuracy and fire again. Also when you were calculating the vertical interval I wouldnt worry about it unless you have a difference of 50m between target, and firing elevation. But that is largely because our mortar firing tables go down to the nearest 25m instead of 100m like in reforger. Good video.
Former 0341 (Mortarman in the Marines) when taking an azimuth or getting DOF (direction of fire) we always use Mils, since it’s more accurate than degrees.
Also you want to use the least amount of charges as possible. Charges are the increment rings around the mortar round. This is because the less increments on the round the lesser the time of flight is .
@@Gary99. True, but the trajectory is flatter. Sometimes you want to rain down from as straight above as possible. :) With a flat arc a slight miscalculation of altitude has a bigger impact on a hit or miss, too. If it's coming down straight from above (e.g. if you fire with 4 rings at only 400m) an altitude difference doesn't matter all that much.
@@benargee, in the real world you aren't going to run the elevation quick enough to get 4 rounds with different charges landing simultaneously. We also use lowest charge lowest elevation to reduce our signature to enemy counter battery radar.
Excellent guide, I imagine there's many new players who will benefit from this, in addition to one's w/o experience from mods or otherwise. I also have some additional tips for anyone looking: - Triangulate your position and measure in mils for an accurate first strike, you might hit enemies and vehicles that would otherwise respond to a near miss. - Mark your target on the map with a codename, radio that in, and have eyes on the front. - When spotting the impact site communicate in terms relative to the target, sharing azimuth corrections over the radio can reveal your mortar crew's location. - AI mortar crews will gladly use all your supplies, then resume firing as soon as they can. This is an easy way to attack a now friendly location, so don't leave them unattended. - There is a small amount of recoil that has to be accounted for every couple shots.
Tip for faster map/protractor use: Place a marker where your mortar is, when you want to find the bearing to target place a marker at the target and draw a line between them, go to your marker for the mortar and zoom in on it as far as you can, click on that marker and it will auto center your screen on it, click the protractor and it will be almost perfectly in the center of the protractor (its slightly offset but correcting it makes no difference to the number you get for direction in mils), while not moving the protractor at all zoom out until the edge of the protractor can be seen, make a note of the horizontal bearing in mils. Next, click and hold on the scroll wheel to rotate protractor, alining the black line that runs from the center of the protractor onto the red line you have drawn. By doing it this way you will always have a perfectly aligned protractor for when you measure distance and dont have to mess around trying to align the ruler later. Also, good tip for mortars, always use the minimum number of charges that will cover the distance to the target, the less charges used the smaller the circular error probable so the more accurate your shots will be, in addition the lower charges will have a larger difference in milliradians of elevation for the same distance when compared to a higher number of charges, meaning when correcting your fire on subsequent shots (if the enemy moves or your initial shots go short or long) you have more precise angle of elevation and a smaller distance per milliradian of elevation.
Protractor rotation tip, line up the black North line with the pencil line to line up your 0-10 scale and your drawn line. Ranging Protractor Tip, drop a custom marker at the 1000 marker on your Protractor.
Something we do with mortars and call for fire, when pulling data for deflection (azimuth) and elevation is using mils. Its more accurate when making adjustments. We shy away from using degrees. However as an FO you can pass a degree azimuth to the FDC and then the FDC will convert that to mils, based on their position in relation to yours. it sounds like a lot, but its fairly easy once you do it enough :D
All those Arma 3 complainers about Reforger being "dumbed down for console" should have to watch this video. Arma 3 uses an "artillery computer" that basically allows you to click a point on the map and it automatically calculates the firing solutuon. Reforger is SO much better! 7:18 that "popcorn" building destruction effect is a bit much! 🤣
Don't forget about A3 magical mortar magazine :D Those mortars show the exact direction I want reforger to go. It's far more interesting to me than shooting.
Good guide. Your shot was as accurate as it gets. I think you missed the target just due to dispersion, which is completely random. 3 Rings means about 33m of dispersion (is that radius or diameter? I'm not sure) - it says on the range card. So basically your shells could hit the half of the town at that range and with that setting. 4 Rings is even worse (42 meters dispersion). So what you're meant to do is to bombard the town with multiple shells in quick succession, which you can do by using a backpack.
Wind has no effect on trajectory of shells, however wind does effect the dispersion of smoke from smoke mortars and the illumination round after it has ignited in the air ( it will float in the direction of the wind)
I like the part where you show that it's sometime quite a bit of trial and error and you can end up missing the target by marginal miscalculations. Very interesting.
That mortar has no pinpoint accuracy, even if your calculation is 100% it still has dispersion. With 3 rings you can basically hit half the town randomly. Dispersion is 33m (see range card)
The deflection/azimuth error was likely just because you used degrees instead of mils... 1:24 you can see on the outside scale you should have aimed at approximately 1665-1670 mils, but by going off of the degrees, you input at 1:48 was actually 1688 mils. At a distance of 1800m, those 18 mils would mean a ~32.4m offset (18*1.8).
I feel like such an idiot that I didn’t know you could rotate the protractor. I kept using the equation for getting the hypotenuse and counting the grid squares.
Nice tutorial. However you should use the compass to find 2 prominent points in the field, then measure the azimuth and enter both as a line on the map. The point of intersection is your exact location.
yeah, we also used mills, 360 degrees and 6400 mills. you need to see a degree as a pizza point, and somewhere in the pizza point the bomb will drop. and 6400 mills are a lot smaller pizza points. you need to see it has a angle and not a direction. so its much more accurate. but for you this was a good shot. you only need to do adjust. is very normal in the mortar world. and when its on target instantly shoot 3 or 4 rounds in affect.
I always take the number in the 4th column and divide by 100 then multiply by the difference between my altitude and the target then either add or drop depending on your relation to the target. In his case it would be 19/100X25=4.75+1133= 1137.75 mils.
You did not rly miscalculate but its the diviation of the distance from firing a mortar , youll never hit a point perfect hit with any artilery munition unless it has a guidance system
@nikopro0926 This is on experimental branch, this is unavailable on console currently. Experimental is usually on Xbox as well, but I believe they didn’t add it this time. When the update is pushed through, all consoles and PC will have access to it.
@nikopro0926 Experimental usually means that we have to wait around a month to three months for it. But on top of mortars we will get rocket pods for helis and new vehicles for US and USSR
Say your range is 2250 but you can only range to 2200 and 2300 this is what you do to get the correct range. 2200s elevation is 931 and 2300s is 801, 931-801 that's 130, 130÷2 is 65, now subtract 65 from 931 and you have your elevation 866
Nice vid man.. 🆒️, and when you need to locate your precis position (bcuz mortar fire accuracy depends upon), use resection with declination (if arma has variation between grid north & magnetic north) by shooting azimuth of two features/objects identifiable on terrain and map with compass mils (not degrees) 🧭📐🗺🏕.. good luck.
I wohld love if you had explained the elevation correction a little more. You jinda junp around quickly in the math part and math makes my thinker box hurt
At 7:38 with the first miss, thats about as accurate as mortars are.
If you are within 50m of the target that is good.
Firing at 1800m being off target by 1 mil means missing the target by 1.8m, but the mortar chart shows dispersion at that range, which was 33m. So I would just accept that level of accuracy and fire again.
Also when you were calculating the vertical interval I wouldnt worry about it unless you have a difference of 50m between target, and firing elevation. But that is largely because our mortar firing tables go down to the nearest 25m instead of 100m like in reforger.
Good video.
Former 0341 (Mortarman in the Marines) when taking an azimuth or getting DOF (direction of fire) we always use Mils, since it’s more accurate than degrees.
Also you want to use the least amount of charges as possible. Charges are the increment rings around the mortar round. This is because the less increments on the round the lesser the time of flight is .
Depends on the attack. If you are quick enough you can have multiple rounds in flight that land around the same time if desired.
Would you calculate distance in the same way as him or do some trigonometry?
@@Gary99. True, but the trajectory is flatter. Sometimes you want to rain down from as straight above as possible. :)
With a flat arc a slight miscalculation of altitude has a bigger impact on a hit or miss, too. If it's coming down straight from above (e.g. if you fire with 4 rings at only 400m) an altitude difference doesn't matter all that much.
@@benargee, in the real world you aren't going to run the elevation quick enough to get 4 rounds with different charges landing simultaneously.
We also use lowest charge lowest elevation to reduce our signature to enemy counter battery radar.
I love how technical this is. Definitely will need a spotter in the field to help adjust the mortar
Step 1) tip your forward observer
That requires a friend, obtaining one is harder than basic trigonometry
You can always add people you vibe with in-game as friends and boom you a mortar team
shamless plug gg.jsocmilsim lol fr tho we have JTAC’s and stuff with IDF
@@mattePRL for real bro
King of battle baby
Can't wait to try out my mortar skills this weekend once i'm home, seems like good fun, and thanks for the videos Caracal :)
Really enjoying these videos
@jthom8226 yeah, i am on ps5 and completely new to Arma and these videos are very helpful
Excellent guide, I imagine there's many new players who will benefit from this, in addition to one's w/o experience from mods or otherwise. I also have some additional tips for anyone looking:
- Triangulate your position and measure in mils for an accurate first strike, you might hit enemies and vehicles that would otherwise respond to a near miss.
- Mark your target on the map with a codename, radio that in, and have eyes on the front.
- When spotting the impact site communicate in terms relative to the target, sharing azimuth corrections over the radio can reveal your mortar crew's location.
- AI mortar crews will gladly use all your supplies, then resume firing as soon as they can. This is an easy way to attack a now friendly location, so don't leave them unattended.
- There is a small amount of recoil that has to be accounted for every couple shots.
Tip for faster map/protractor use:
Place a marker where your mortar is, when you want to find the bearing to target place a marker at the target and draw a line between them, go to your marker for the mortar and zoom in on it as far as you can, click on that marker and it will auto center your screen on it, click the protractor and it will be almost perfectly in the center of the protractor (its slightly offset but correcting it makes no difference to the number you get for direction in mils), while not moving the protractor at all zoom out until the edge of the protractor can be seen, make a note of the horizontal bearing in mils. Next, click and hold on the scroll wheel to rotate protractor, alining the black line that runs from the center of the protractor onto the red line you have drawn. By doing it this way you will always have a perfectly aligned protractor for when you measure distance and dont have to mess around trying to align the ruler later.
Also, good tip for mortars, always use the minimum number of charges that will cover the distance to the target, the less charges used the smaller the circular error probable so the more accurate your shots will be, in addition the lower charges will have a larger difference in milliradians of elevation for the same distance when compared to a higher number of charges, meaning when correcting your fire on subsequent shots (if the enemy moves or your initial shots go short or long) you have more precise angle of elevation and a smaller distance per milliradian of elevation.
“It appears that I missed” 😂 so hilarious
Protractor rotation tip, line up the black North line with the pencil line to line up your 0-10 scale and your drawn line.
Ranging Protractor Tip, drop a custom marker at the 1000 marker on your Protractor.
Something we do with mortars and call for fire, when pulling data for deflection (azimuth) and elevation is using mils. Its more accurate when making adjustments. We shy away from using degrees. However as an FO you can pass a degree azimuth to the FDC and then the FDC will convert that to mils, based on their position in relation to yours. it sounds like a lot, but its fairly easy once you do it enough :D
Going to need this when this update comes out, thanks
All those Arma 3 complainers about Reforger being "dumbed down for console" should have to watch this video. Arma 3 uses an "artillery computer" that basically allows you to click a point on the map and it automatically calculates the firing solutuon. Reforger is SO much better!
7:18 that "popcorn" building destruction effect is a bit much! 🤣
Don't forget about A3 magical mortar magazine :D Those mortars show the exact direction I want reforger to go. It's far more interesting to me than shooting.
You could turn off the mortar computer in a3
Good guide. Your shot was as accurate as it gets.
I think you missed the target just due to dispersion, which is completely random. 3 Rings means about 33m of dispersion (is that radius or diameter? I'm not sure) - it says on the range card. So basically your shells could hit the half of the town at that range and with that setting. 4 Rings is even worse (42 meters dispersion).
So what you're meant to do is to bombard the town with multiple shells in quick succession, which you can do by using a backpack.
Did you remove the wind before shooting? That might be quite big factor.
I don't think wind affects ballistics. I tested it with tracer ammo and the SVD it had no effect.
@@caracal3892 true, for now wind is only a weather setting for immersion purpose, but does not affect bullets or mortar rounds.
Wind has no effect on trajectory of shells, however wind does effect the dispersion of smoke from smoke mortars and the illumination round after it has ignited in the air ( it will float in the direction of the wind)
I like the part where you show that it's sometime quite a bit of trial and error and you can end up missing the target by marginal miscalculations. Very interesting.
That mortar has no pinpoint accuracy, even if your calculation is 100% it still has dispersion. With 3 rings you can basically hit half the town randomly. Dispersion is 33m (see range card)
7:22 you allways have to factor in the random error like the weather and wind speed that’s a really good video tho super accurate
Are those really simulated here?
@ I would think so helicopters are physic based
@@DanJackielz when I tested them in the experimental version they were
When is this coming
The deflection/azimuth error was likely just because you used degrees instead of mils... 1:24 you can see on the outside scale you should have aimed at approximately 1665-1670 mils, but by going off of the degrees, you input at 1:48 was actually 1688 mils.
At a distance of 1800m, those 18 mils would mean a ~32.4m offset (18*1.8).
They could even increase the realism like the Videos Gèza Leskó has posted about using artillery sights in arma 3 mods.
I feel like such an idiot that I didn’t know you could rotate the protractor. I kept using the equation for getting the hypotenuse and counting the grid squares.
Brother…
How do u find or deploy the morter in experimental?
First step: Load into a different server 4 times after selecting the one you want to join in the menu.
cam a construction truck esemble a mortar on a individual spot ?+
The new Jester814
man the memories
Nice tutorial. However you should use the compass to find 2 prominent points in the field, then measure the azimuth and enter both as a line on the map. The point of intersection is your exact location.
yeah, we also used mills, 360 degrees and 6400 mills. you need to see a degree as a pizza point, and somewhere in the pizza point the bomb will drop. and 6400 mills are a lot smaller pizza points. you need to see it has a angle and not a direction. so its much more accurate. but for you this was a good shot. you only need to do adjust. is very normal in the mortar world. and when its on target instantly shoot 3 or 4 rounds in affect.
How he found 1,8 mils in 3:33 minuute?
I always take the number in the 4th column and divide by 100 then multiply by the difference between my altitude and the target then either add or drop depending on your relation to the target. In his case it would be 19/100X25=4.75+1133= 1137.75 mils.
You did not rly miscalculate but its the diviation of the distance from firing a mortar , youll never hit a point perfect hit with any artilery munition unless it has a guidance system
Thanks that is nice, so I did not mess up the calculation?
Can u explain how to use mortars in gamemaster? I play from ps5 i search mortar but i find only ammo box
@nikopro0926 This is on experimental branch, this is unavailable on console currently. Experimental is usually on Xbox as well, but I believe they didn’t add it this time. When the update is pushed through, all consoles and PC will have access to it.
@chwder50 thank you for replying
@@chwder50hopefully
@nikopro0926 Experimental usually means that we have to wait around a month to three months for it. But on top of mortars we will get rocket pods for helis and new vehicles for US and USSR
@@mattePRL Imagine a bm21 Grad
Each grid square is 100 meters by the way
might be the average dispersion that made you miss the building , the document say 33m average
Yeah this guys got it 😂 is he new to arma videos?
I wanted to make so AI could use it
Say your range is 2250 but you can only range to 2200 and 2300 this is what you do to get the correct range. 2200s elevation is 931 and 2300s is 801, 931-801 that's 130, 130÷2 is 65, now subtract 65 from 931 and you have your elevation 866
This is also assuming there's no elevation difference between the FDC and the target, if there is refer the the fourth table to get the correction.
i use the power of guesstimating and pray im within 50 meters of the target
Nice vid man.. 🆒️, and when you need to locate your precis position (bcuz mortar fire accuracy depends upon), use resection with declination (if arma has variation between grid north & magnetic north) by shooting azimuth of two features/objects identifiable on terrain and map with compass mils (not degrees) 🧭📐🗺🏕.. good luck.
I wohld love if you had explained the elevation correction a little more. You jinda junp around quickly in the math part and math makes my thinker box hurt
Refrogger? What?
This is way too much work for me lol. I use rpg. I point and click. Monke.
This guy could donthe best tutorial but he just mumbles the math without explaining what he see and what he calculates. Never mind off to the next one