ACE 3 Basic Mortar/Indirect Fire Tutorial | Arma 3

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  • Опубликовано: 19 июн 2024
  • Step-by-step guide on ACE 3 advanced indirect fire using the M252 Mortar from RHS in Arma 3.
    This guide is long-form. I go in order from start to finish, so feel free to skip around!
    Chapters:
    00:00 Intro
    01:40 Mortar Placement
    05:48 Range/Elevation
    10:14 Direction/Azimuth
    11:50 Maptool
    15:38 First Target
    22:30 Correcting First Target
    31:45 Second Target
    35:24 Correcting Second Target
    40:35 Altitude Adjustment
    51:46 Final Target (Mistakes made)
    53:53 Correcting Final Target (Mistakes made)
    56:24 Remarks
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Комментарии • 25

  • @OCBValour
    @OCBValour 10 месяцев назад +5

    To slow the numbers when adjusting, hold down SHIFT and it allows for a slower movement in getting elevation or azimuth correct.

    • @2ndbn17thrangersunitoffici5
      @2ndbn17thrangersunitoffici5  2 месяца назад +1

      I'm glad to be still be learning new things after nearly 10,000 hours! Thank you for this detail!!!

  • @Itk8989
    @Itk8989 5 дней назад +1

    Glad I found this tutorial, awesome video man, thanks a lot!

  • @corneliusdoug
    @corneliusdoug 3 месяца назад +3

    dude gotta tell you this is by far one of the best tutorials out there! your knowledge comes across in abundance. very well explained i honestly don`t think you could have walked through step by step any clearer than you just did mind blown thank you bud also cant believe youv only 25 subscribers wishing you the best of luck with the channel mate you definetly deserve it

    • @2ndbn17thrangersunitoffici5
      @2ndbn17thrangersunitoffici5  2 месяца назад

      I really appreciate the kind comment! This video was mostly meant for internal use, but I'm glad I decided to post it to help others! Cheers :)

  • @olivZeGeek
    @olivZeGeek 9 месяцев назад +1

    Great video thanks !!!

  • @WhiteDeVil3
    @WhiteDeVil3 3 месяца назад

    Thought for a sec my new headphones are already busted (barely just got em) till I had to rewind the vid, thank fuck. Great guide btw, preshiate it.

  • @thereese27
    @thereese27 10 месяцев назад +2

    6.9/10 extraordinarily educational

  • @SIMOCESASPANISHHUNTERS
    @SIMOCESASPANISHHUNTERS 3 месяца назад

    Thank you for your knowledge and your way of teaching. Just ask: What map are you using for this tutorial? This map looks interesting.

    • @2ndbn17thrangersunitoffici5
      @2ndbn17thrangersunitoffici5  2 месяца назад

      Thank you for your kind comment! I do believe this is Kalu Khan, though it's been a long time. It definitely looks like one of G.O.S.'s maps.

    • @SIMOCESASPANISHHUNTERS
      @SIMOCESASPANISHHUNTERS 2 месяца назад

      @@2ndbn17thrangersunitoffici5 thank

  • @Jakob6250
    @Jakob6250 10 дней назад +1

    Hey, thanks for the video Tutorial! Do you guys play with having to load each round manually? And if so, how do you find is the fastest way to load the mortar while firing?

    • @2ndbn17thrangersunitoffici5
      @2ndbn17thrangersunitoffici5  День назад +1

      I definitely prefer loading each round manually. Personally, I teach a 3-person method to working mortars, however two people can work as well. To answer your question in short, all members of the mortar team should be carrying mortar rounds in their backpacks. When setting up the mortar, they should all drop their rounds down next to the tube. One of the three will be the designated loader, and will simply load each round as fired, and will pick up rounds from the floor if they find themselves empty. To make this as fast as possible, and also just for immersion, I find it best for the loader to call out "hanging" or something of the sort when they load the round, and something like "ready" when its loaded. I find the communication helps prevent confusion on when the gunner needs to fire the round, especially if the loader accidentally runs dry in the middle of a multi round mission and has to pause to pick up rounds.
      It's been a very long time since I've taught the 3-person method, otherwise I'd explain it in detail in case you wanted to co-op some of the ideas. In short, I split the roles of the mortar team into Gunner, Assistant Gunner, and Loader. The gunner is responsible for laying the mortar for ranging rounds and for adding dispersion to fire-for-effect missions. The AG is usually the person who is communicating with whomever is calling for fire, and for most of the calculation for elevation. The Loader is responsible for loading, and for some of the calculation. They also are a sort of fact-checker, following along with any elevation/azimuth inputs and catching mistakes.
      If you want to build some procedures around using two or three people on a mortar like this, I recommend you write down all the necessary steps from setting up the mortar to firing to breaking it down. Grab a pen and paper and walk through a fire mission by yourself. Each "thing" that you do, write it down, making sure to keep order. When you're done, you should have an ordered list basically like a recipe that if you followed, each step after the one that came before it, would exactly produce a full fire mission. From there, work out which adjacent steps could be conducted in parallel. For example, the loader can find the range to the target using a CTab and the assistant gunner can find the azimuth to the target using a maptool simultaneously. The assistant gunner can give the azimuth it to the gunner. The gunner can lay the gun while the loader tells the assistant gunner the range to target. Then, again at the same time, the assistant gunner can select a charge for the right range, while the loader can determine the altitude difference between the targets. If conducted quickly, the loader can deliver the altitude difference to the assistant gunner as they select the charge, and then the assistant gunner can hand an altitude-corrected elevation to the gunner. These are just examples, though. I recommend you try and find your own process to train with your team!

    • @Jakob6250
      @Jakob6250 День назад

      @@2ndbn17thrangersunitoffici5 awsome! Thanks for a great answer! It's definitely given me a lot to think about. And I particularly like the detailed descriptions of tasks delegation for the fastest shots. Honestly, it would be a sick video. If not a full training session. Perhaps just a show of three dudes working the mortar like clockwork.
      Anyways, specifically what I was looking for, was if there was a hotkey to load each round instead of the silly interaction menu. Because we find ourselves losing speed on account of mis-clicks and other annoying stuff.
      And for the scope of the mission I'm working on, which drove me to write to you in the first place. It's a little too much training. Since it's a one off event. For an air assault platoon. Of mixed Arma units.
      But I will seek your advice though. Because, the 81mm mortar is heavy as Gucci! And my mortar Gunner can barely move as is. And with the current setup of 4 men. They can manage to bring 16 HE, and 8 smoke shots with them on foot.
      How would you go about ammunition handling a similar situation?

    • @2ndbn17thrangersunitoffici5
      @2ndbn17thrangersunitoffici5  День назад

      @@Jakob6250 Scope is definitely something you always need to consider. I personally am a massive nerd about this stuff, and I like to optimize and do things realistically and fast. With less training though, Its probably best to have a dedicated loader/assistant, a gunner, and two security/ammo mules.
      As far as a hotkey goes, I think thats the kind of thing the ACE3 devs would be receptive to. The menu is definitely a bit annoying to navigate, but its the best you have unfortunately. As far as carrying more ammo goes, besides adding another mule, or by using backpacks with more space, consider having some storage dropped in by whatever air assets you guys have. I've run mortar teams before with something like a Polaris RZR and a couple of ammo crates full of HEs. Light enough to be air dropped by anything, can easily double or triple your HE output. If you guys set up on an OP or something a helicopter could drop off some HE there, too.
      Another possibility, albeit the least effective, would be to have some crates dropped in by whichever air asset takes you into the AO. You can fire those rounds from there, and then move on with whatever you can carry. This is helpful if you have some pre-designated targets that are eating up your ammo before you even have any suppression fire missions. Additionally, if its feasible, you could even stash them and have half of your team travel back and forth once or twice to carry round to wherever you're setting up. While not ideal, it could work, depending on your circumstances.

  • @MrDjbeatsmith
    @MrDjbeatsmith 2 месяца назад +2

    Any tips for very hilly terrain?

    • @2ndbn17thrangersunitoffici5
      @2ndbn17thrangersunitoffici5  Месяц назад +2

      Hilly terrain can make mortars a lot more difficult to use, though there are a few things you can do to improve your speed/accuracy.
      TL:DR - avoid firing at your max range, place your weapon on as flat a surface as possible, pay attention to how your azimuth changes affect your weapon elevation, and consider using one charge higher than necessary to reduce the effect of weapon-target altitude difference
      First, avoid positions that will require you to fire near your maximum range. When firing at maximum range, the path the mortar round takes is flattest, and is most susceptible to changes in terrain heights. If you can, position such that you will mostly fire well within your weapon's range.
      Second, place your weapon on as flat of a surface as you can manage. On a perfectly flat surface, changing the azimuth your weapon fires on has no affect on the elevation with which you fire. On a sloped surface however, your elevation will change when you change your azimuth, increasingly so with more slope. This can make laying the weapon a slower process, but the larger effect is when firing for effect on target. When firing multiple rounds on target, best affects are achieved when the gunner swings the gun left and right, forward and back with each round for better spacing on target. With slope, laying the weapon left and right may add/drop a significant amount of elevation and result in either a poor spread or a complete miss on the target. Placing the weapon on as flat a surface as possible helps speed up target laying and helps reduce error.
      My third tip is more my personal standard procedure and does not work for every use case. I tend to use one charge up/heavier/higher than required. Specifically, if I could hit a target with charge 2, but I could also hit it with charge 3, I will usually select charge 3. There are some negative effects to going a charge up. Your round's time of flight will go up. For example charge 2>3 takes you from ~23s to ~30s from shot to splash. This added time in the air also means the round accrues more drift from wind. Again for example from charge 2>3 you get around double the error from wind. The benefit to doing this, however, is that you vastly reduce the error induced by firing on a target above or below you. For a target at 900 meters distance, the charge 2 trajectory requires you adjust 18 mils of elevation per 100 meters of altitude difference. The charge 3 trajectory, however, requires just 5 mils of adjustment. If the environment is favorable with very low wind, the charge 4 trajectory cuts the error down to just 2 mils of elevation adjustment per 100 meters of altitude. Higher charges requiring less consideration for weapon-target altitude differences is a factor of their much more up-and-down trajectory. Higher charges send rounds much higher up, which mean for the same distance, the higher charged rounds come down at steeper angles.
      This method of "charging up" is especially useful in very hilly terrain where your target will often be 150+ meters above/below your firing position. It can significantly improve first-round accuracy. From personal experience using this "method", 30-40% of the time I'm on target with my first ranging round, and almost every other time my second round is perfectly on target. I prefer getting my round to the target as quickly as possible over spending time calculating corrections for crosswind, head/tailwind, elevation differential, air temp/pressure, etc. The idea is that odds are I will need to send a second round anyway, so I can accept *relatively* small errors like a crosswind or elevation differential. This becomes even more favorable when remembering that we're firing at a target and not a point on a map. If a unit's location is misreported, the most carefully calculated and precise round that lands at exactly the intended square inch of soil will still need an observer's correction onto the actual target. In windy conditions, or very high weapon-target altitude differences, "charging up" and dropping elevation differential calculations can add more error than it removes, so consider testing the math on whether the method works for you!
      Note for the third tip, I'm referencing data from a mortar table I have in a spreadsheet for the RHS M252. Numbers may be outdated and no longer accurate, but the concepts will remain the same.

  • @johncorvus3789
    @johncorvus3789 3 месяца назад

    What map is that? It looks quite nice and I’d love to use it in a Zeus op

  • @earlgeorge7573
    @earlgeorge7573 7 месяцев назад

    base plate does not appear to be properly seated? Where are the aiming stakes?

    • @douglasd.3625
      @douglasd.3625 4 месяца назад

      Arma 3 doens't have the stakes.

  • @dragnar0512
    @dragnar0512 4 месяца назад

    can u plz give a demonstration of what happens when ur face is infront of the barrel?

  • @Lee-Ying
    @Lee-Ying Месяц назад

    Mods?

    • @2ndbn17thrangersunitoffici5
      @2ndbn17thrangersunitoffici5  Месяц назад

      Ace3 and RHS USAF are the primary mods showcased in this video. In total there are probably 60-80 I am using here, I cannot provide you with all of them. Additionally, most of the mods I use are designed for a multiplayer milsim experience, and not a singleplayer one. I recommend reddit.com/r/findaunit or the steam forums for finding milsim groups!