This is the Observer's Manual for the Chain of Command Unified Artillery, version 1.0 (UA). It serves as instructions and reference for the player.
This menu covers:
What is UA?: a description of the Chain of Command Unified Artillery system.
Radios: UA Assets, and how to contact them.
Using the Menu System: basics on the UA action menu system.
Reading the Status Display: the elements of the hint displays.
Command Menu: the structure of the main asset menus, and how to create a call for fire.
Fire Menu: the options available when an asset is processing, ready or firing a mission.
Troubleshooting: common problems and solutions in UA.
Using the Laser Designator: UA's Laser Designator support.
Unit Reference: the capabilities of the standard units (range, rate of fire, lethality).
Hints and Tips: additional pointers.
Unified Artillery (UA) is a system of addons, scripts, interfaces and effects designed to bring believable artillery to Operation Flashpoint Single-Player and Multi-Player missions of all varieties. UA requires OFP v. 1.91 or better.
Addons. The addons that form the initial package ("Battle Kings") have been contributed by many prestigious OFP mod teams:
SEB M252 81mm Mortar
BAS M101 105mm Howitzer
DKM M109 155mm SP Howitzer
UKF M270 MLRS
Technical information about the capabilities of these addons can be found on the Unit Reference page
Note that third parties can and may release addons compatible with the CoC UA system.
In addition, the player should be aware of the CoC Obelisk, a monolith that reifies the CoC UA. Without the Obelisk, UA does not work. When UA comes up, the Obelisk flashes and makes a sound not unlike a turbine starting up, then settles down to glow and hum. At that point, "Putting out the Obelisk" does not hamper UA functionality.
Scripts and Functions. UA Uses the following sorts of scripts:
1.A master server-side script. (Initiates registration, called by the Obelisk at mission start)
2.A master client-side script. (Completes registration, loads libraries, initializes support, started at Obelisk "ignition")
3.Asset-specific scripts that handle registration, movement, status, and firing.
4.Command scripts that control unit access in MP.
5.A shared targeting routine that uses a neural network to generate super-precise solutions.
6."Fired" eventhandlers to ensure that the round fired is the round that flies to its target.
7.Several auxiliary scripts and functions for things such as shell radar, MP radio messages, laser designator support and scripted fire missions.
For more details on these, consult the master documentation included in the UA package.
Interfaces. UA is designed to be extremely flexible:
Hint and Action Menu. UA's design specifies that it work without any scripting; that is, it must run on the bare mission.sqm file alone. Therefore the lowest level of control available is that supplied by the Action Menu with a hint display. Both the display and the individual asset menu structure are entirely dynamic; that is, through a combination of self-modifying code and a DLL system, the addon specifies what the display looks like, what the menu options are, what the conditions for those options are, and what actions those options take. The hint-and-action menu therefore in theory can control everything from artillery to a pizza delivery truck to a platoon of tanks.
Dialog. A Forward Entry Device (FED) is currently under development at the Chain of Command. Third parties may decide to take advantage of the built-in support UA offers and design their own dialogs.
Effects. In addition, UA features several exciting effects:
Firing Effects, submunition effects, radio chatter, shells that fly clear across the map, recoil, and several others.
At heart, UA is a way of remotely commanding AI units and groups.
OFP deals in units and groups: a unit is a person or a vehicle, and a group is a collection of 1-12 persons.
UA deals in units and assets: a unit is a person or vehicle (almost always a vehicle), and an asset is a collection of 1 or more units that respond to the same orders.
For example, a single M109 is a unit, but all M109s in a group form an asset. So a 4-m109 platoon would be a single UA asset composed of four units.
Alternatively, the MLRS is sufficiently powerful and unique in its capabilities that every M270 MLRS unit is a separate asset.
The asset is represented by a commanding unit. This unit is the same one that contacts the observer on the radio (the asset RATELO). If the commanding unit is destroyed, there may be an interval until the next commanding unit responds.
All UA commands are transmitted to the Asset.
To command an asset, the player needs a radio. UA supports several types of radios:
Integrated FO radios: the CoC "Forward Observer" unit has a "use radio" action that appears with UA initialization.
Separate Radio Units: the CoC Radio is a small object that, on UA initialization, gets the action "Grab Radio". Doing so gives the player radio control. Selecting "End IF Comms" places the radio on the ground. If a player dies with a radio in possession, that radio is lost (destroyed). (This is a feature)
Third-Party Radio Weapons: many addon makers have made radios as secondary weapons. If the scenario designer enables the optional feature (by placing a Gamelogic/CoC_UA "Enable Radio Weapons"), any player with a radio can use UA.
Other means: There is an option for Tank Commanders to use radios (but this doesn't work too well with the map click system). In any case, the scenario editor can give the player access to UA by the simple command [player, player] exec "\CoC_Arty\scripts\openmenu.sqs".
The main menu system lists the assets and their status, and facilitates the commanding of assets.
Here the observer selects the assets, acquires and releases exclusive command over them, and passes to command them.
Menu Options:
IF Menu: opens the main (Indirect Fire) menu.
Next Asset: select the next asset on the list.
Acquire Asset: send a request to the asset to obtain command. If the asset has no commander, it will usually respond by granting command. This response may take some time. The player will then command the asset until A)Release asset is selected, B)Radio communications are terminated, by death, "End IF Comms" or by dropping the radio, or C) by disconnection from an MP game.
Release Asset: instruct the asset that the player no longer wishes to issue commands to the asset. Releasing an asset can take up to a minute.
Command Asset: pass to the asset's command menu.
Close Menu:Remove all UA actions except "IF Menu".
End IF Comms:Release asset and terminate IF communications. If the player is using a CoC_Radio, the radio will be dropped at the player's feet.
The purpose of acquiring and releasing assets:
The action menu gives control over the asset at the lowest level. Most command menu selections change a setting on the asset immediately (whereas the dialog system will be transaction based). To prevent two or more observers from "stepping on" each other in MP, the acquire/release ensures that only one observer commands an asset at any given time.
Thus in a multiplayer situation, a courteous observer says "Thank You" when done, and releases the asset.
1 - (>) indicates selected asset.
2 - Asset Callsign.
3 - Number, type of Units in Asset.
4 - Asset Posture:
OPER = OPERATIONAL
MOBL = MOBILE
BUSY = PROCESSING
REDY = READY TO FIRE
FIRE = FIRING
AMMO = OUT OF AMMO
INOP = INOPERATIONAL
5 - Asset grid location.
6 - Name of player in command of asset.
7 - MLRS: Maximum number of rockets to fire.
Each asset specifies a "main menu" for issuing commands to it when it is in any non-firing state. (Firing states are: BUSY, REDY and FIRE)
The menu items are specific to the type of asset, but some common options are:
Set Aimpoint: establish a (first) aimpoint for the asset.
Add Aimpoint: establish an additional aimpoint.
Clear Aimpoints: reset aimpoints.
See the section on Setting Aimpoints
Set Waypoint: set a destination for the asset to move.
Move: move to waypoint.
See the section on Setting Waypoints.
Fire Options: set more advanced options pertaining to the fire mission. If Easy Mode is enabled, this option will not be available.
In addition, there are some asset-specific options. For example, the M101s have the option "Limber" and "Unlimber". This tells them to prepare for transport and to set up after transport. The MLRS gives an option of specifying the number of M26 rockets to fire at each aimpoint, 1, 2 or all.
Call Fire: Request that the asset process the current settings and, if possible, generate a fire mission.
Repeat: Fire For Effect on the same settings.
Previous Menu: this option is available at all levels of the command menu and fire menu. At the highest level, it returns to the "main menu", where all the assets are listed. At sublevels (such as in Fire Options or Adjust Fire), it returns to the next highest menu.
An aimpoint is the point in space that a unit or asset targets (aims at). In UA, the player sets the asset's aimpoints via "set aimpoint", and controls the relative unit aimpoints under "Fire Options/
Most of the targets in OFP will require only one aimpoint, but particularly large or irregularly-shaped ones may require more. Multiple aimpoints can also be used for special effects ("Rolling Barrages") and preparatory fire.
The M101 and M109 Howitzers and the M270 MLRS will fire at up to 6 aimpoints. The M252 Mortar supports only one.
The number of rounds (volleys) fired at each aimpoint is calculated by dividing the rounds in effect requested by the number of aimpoints, and dropping the remainder. For example, on a 4-round mission with three aimpoints, one round will be fired at each aimpoint. If the number of aimpoints exceeds the number of rounds, the unit will return an error, and will not fire.
To set an aimpoint, select "Set Aimpoint" or "Add Aimpoint" and bring up the map (M key). If markers are enabled, the asset location will be indicated. Around the asset, a red circle shows the area inside the minimum range. The green circle indicates the area inside the maximum range. With the mouse, Left-Click once on the aimpoint location. If you have a laser designator, and UA Laser Designator support is enabled, turn on the Laser Designator, and initialize if necessary. The action "LD Transmit" will appear. Laze the target, and hit "transmit".
In a second or two after clicking on the map or transmitting the Laser Designator Dot's position, the hint display should read "New Aimpoint: Aa00". Then (if the Scenario Designer has enabled markers), a target marker should appear on the location.
The hint message indicates that the new aimpoint has registered locally. The target marker's position indicates that the asset has received and processed the aimpoint. Note that in a multi-player mission, desync can cause a lag between the transmission of the target and its reception. Be patient.
If any aimpoints are within the minimum range (red zone) or outside the maximum range (green zone) of the asset, at the time of the call for fire, the asset will return an error and will not fire.
The M270 MLRS and the M109 Howitzer are mobile vehicles. Setting a waypoint lays in a destination, but does not order them to move. To set a waypoint select "Set Waypoint" and bring up the map (M key). If markers are enabled, the asset location will be indicated, and any current waypoint (if the Scenario Designer has enabled markers) will be shown with a flag symbol. Left-Click once with the mouse on the desired waypoint. In a second or two after clicking on the map, the hint display should read "New Waypoint: Aa00". Then a flag marker should appear on the location, and the option "Move" will be added to the menu.
The hint message indicates that the waypoint has registered locally. The flag's position indicates that the asset has received and processed the waypoint. Note that in a multi-player mission, desync can cause a lag between the transmission of the waypoint and its reception. Therefore, when plotting a Multiplayer "shoot and scoot" mission, the player should lay in the waypoint (but not move) before the call for fire. An MLRS attack does a lot of damage, and it can take time for all clients to catch up.
The move command instructs the asset to move to the waypoint. Note that moving the M109 from a firing position means that, during the next "Call For Fire", it will have to spend time maneuvering to a firing position.
1 - Mission Type
i/e = in effect
i/a = in adjust
2 - Trajectory (Howitzers Only)
LA = Low Angle
HA = High Angle
3 - Number of volleys in mission
4 - Distribution (Howitzers Only)
BCS = Circular Sheaf
CVGD = Converged Sheaf
OPEN = Open Sheaf
RNGD = "Ranged" Sheaf
PARL = Parallel Sheaf
5 - Method of Control
FWR = Fire When Ready
AMC = At My Command
For greater control over how an asset engages the target, there are some options that can be set.
Mission Types: currently supported are In Effect (Default) and In Adjust missions.
Add/Subtract Rounds: adjust the volume of a fire mission.
High/Low Angle: howitzers by default fire a low-angle trajectory, but in some cases, high-angle fire is preferable.
Distribution: control over the various patterns (sheaves) produced by howitzers.
Method of Control: default is "Fire When Ready". "At My Command" is also available.
Warhead/Projectile: specify the type of ordnance to deliver.
In Effect (I/E): fire for effect immediately at target.
In Adjust (I/A): Adjust Fire mission. Fire spot (marker) round(s) at target until observer calls Fire For Effect.
The number of "rounds in effect" is the maximum number of volleys each unit in the asset will fire during the mission. The actual number is obtained by dividing Rounds In Effect by number of aimpoints and dropping the remainder. If the ammunition available is less than the requested rounds in effect, UA will adjust this number during the call for fire. If the number of rounds requested is less than the number of aimpoints, the call for fire will result in an error.
For a given charge and a given range and elevation, there are a maximum of 2 and a minimum of 0 (out of range) firing solutions. In general, in the cases of two solutions (which are the majority of the real-life cases), one involves elevating the barrel above 45-degrees and one below.
The M252 Mortars are high-angle weapons, and the M270 MLRS is a low-angle weapon, but howitzers are capable of both high- and low-angle solutions. By default, a howitzer will fire low-angle for greater accuracy and lesser time of flight. In some cases, however, high-angle fire is desirable, for example, when trying to hit a target on a hilltop, or when the low-angle solution is blocked by terrain.
When an asset targets an aimpoint, the units that compose the asset can have different aimpoints. For example, when a mortar section targets an aimpoint, all mortars fire on the same setting of azimuth and elevation. The result is that each mortar unit has a different aimpoint, roughly the same distance from the asset aimpoint as the specific mortar is from the lead unit. (parallel distribution) The distribution setting therefore affects the pattern of shell bursts around the aimpoint.
For the howitzers (M101 and M109) it is possible to specify the distribution according to the needs of the target.
The available distributions are:
BCS (Ballistic Computer System). "Automatic" mode. The FDC's BCS plots the unit aimpoints assuming a circular target 100m in diameter.
OPEN Open Sheaf. Each unit fires along a line perpendicular to the G-T line, with horizontal spacing at the effective range of the shell bursts.
CVGD Converged Sheaf. Each unit fires at the same aimpoint.
RNGD "Ranged" Sheaf. Each unit fires at a point along the G-T line with spacing equal to the effective blast radius of the shell.
PARL Parallel Sheaf. Each unit fires at the same azimuth and elevation setting.
Select the sort of ordnance to deliver. Currently this option is not available.
When an asset has an aimpoint, the player may issue a "call for fire". When it receives the Call for Fire, the asset will pass into "BUSY" mode as it adjudicates the request. If it rejects the request (due to insufficient ammunition for aimpoints or aimpoints out of range), the asset will call "UNABLE" on the radio. If it accepts the mission, it will issue a "Message To Observer" (MTO). Currently, the only part of this message reported is "MIKE TANGO OSCAR". This indicates that the fire mission has been accepted, and the asset is preparing the mission.
When the asset passes into BUSY mode, the
Fire Menu becomes available.
After a fire mission, the observer has the option of "repeating" the mission. This instructs the asset to fire the same mission on the same settings again, and is much quicker than issuing another "call for fire"
Any changes to the original call for fire settings will remove the repeat option. The observer may adjust fire, and then repeat. This is a useful way to walk rounds on to target.
Repeating keeps any adjustments made to the initial aimpoint. Issuing a new call for fire replots on the aimpoint.
When an asset's posture is BUSY, REDY or FIRE, the observer has access to the fire menu. The contents of the fire menu vary according to the type and posture of asset.
Options include:
Cancel Fire Mission: cancel and return to the Command Menu without firing.
Cease Loading: fire the round being loaded, then cancel and return tot he Command Menu.
Fire Spot Round: in an adjust fire mission, fire a single projectile (spot round) at the asset's first aimpoint. N.B., with method of control FWR, the first spot round is automatically fired.
Fire For Effect: Instruct the asset to fire the requested mission.
: Build a targeting correction and transmit it to the asset.UA supports adjustments in three dimensions: Add/Drop, Left/Right, Up/Down. All adjustments are made along the imaginary line that runs from the observer to the first aimpoint (O-T line). The observer enters the adjustments via the menu, and when ready, hits "Transmit Adjust". UA uses the observer's position at the moment of hitting transmit to calculate the O-T line. Then the asset's FDC transforms the adjustment into an adjustment along the Gun-Target line (G-T Line), and translates it into a change in degrees azimuth and elevation (and for TIME fuzes, fuzing).
Tips for an effective Adjust Fire Mission:
A. Move to a position from which you can observe the target. An ideal position is along the line from the gun to the target.
B. Before issuing a call for fire, select the menu option "Fire Options". Select "Mission Type", and ensure that "i/a" and not "i/e" appears in the hint display. Select "Previous Menu", set an aimpoint and select "Call Fire".
C. When the platoon is ready, the lead unit will fire a round, calling "Marker On Way". Observe the target without binoculars, and note where the round hits.
D. Estimate the difference between where the round hits and the target in terms of Long/Short, Left/Right, Above/Below, for example: 100m long, 30m right, 20m high.
E. Select "Adjust Fire" and enter double the estimated values (so Add 200, Right 60, Up 40).
F. Select "Transmit Adjust", and then "Fire Spot Round".
G. Repeat C-F until you have spottings on both sides of the target ("bracketed").
H. Estimate how much you need to adjust within the bracket to hit the target, transmit the adjustment, and select "Fire For Effect"
Some common problems.
Problem: The asset keeps saying "UNABLE" or "INCAPABLE" and refuses to fire.
Cause: The requested firing mission is outside of parameters.
Solution: Make sure the asset has at least one round of ammunition for each aimpoint (if posture says AMMO, asset has no ammunition at all), and that the number of rounds in effect (or MAXRCKTS) is greater than the number of aimpoints. Then make sure the aimpoints are not too close to the firing unit or too far (out of range).
Problem: the message "Please Place CoC_Obelisk" appears when I fire weapon.
Cause: There is no CoC_Obelisk object on the map, or CoC_Obelisk has tipped over before initializing.
Solution: Place the CoC_Obelisk object on the map, and make sure it stays pointing up (hint: it will float). The Obelisk is not window dressing, but performs a vital role in OFP.
Problem: the human player cannot fire the Howitzers or Mortars as accurately as the AI can.
Cause: The "manual fire mode" is approximate and limitations in the OFP game engine prevent us from getting better accuracy.
Solution: none.
Problem: the MLRS does not fire rockets manually.
Cause: although in the field some enterprising individuals might make the modifications to a MLRS Launcher, in the simulation world, MLRS launches are controlled by the fire control computer in the cab. The computer runs the turret and the fuzing, not some dude with a nintendo gamepad.
Solution: It's supposed to be that way.
Problem: the CoC_Obelisk scares me with its humming and glowing.
Cause: the awesome power of Unified Artillery by nature strikes fear into mortals.
Solution: deletevehicle CoC_Hummer or CoC_Hummer inflame false .
Problem: OFP Crashes to Desktop (CTDs) after a long, involved mission with UA and lots of AI.
Cause: bug in versions up to 1.94.
Solution: at last report, BIS was actively pursuing this bug. Hopefully, 1.95 will solve the problem.
In some missions, the scenario editor may enable the use of the Laser Designator. To use, turn on the Laser Designator and point it at the ground. In some configurations, you may have to select the option "Initialize LLD". In that case, select "Initialize LLD", turn the laser on and it point it at the ground. For vehicles such as the OH-58, point the laser straight down.
When the laser is initialized, the message "Laser Mode: No Display" will come up. In regular play, there are the following rangefinding modes available:
Mils: Bearing to nearest Milliradian, and distance to nearest ten meters.
Degrees: Bearing to nearest Degree, and distance to nearest ten meters.
Grid Coords: Aa00 coordinates of target.
Debug modes are also available for scenario editors. Consult the CoC_Arty master documentation for detials.
To use the LLD to set an aimpoint, select "Set Aimpoint", initialize the LLD, point it at the target, and select "LD Transmit".
The LD support should work in Multiplayer crewed vehicles, but I'd appreciate it if someone tested this.
Select a unit for data. Data relates to OFP in-game values, and do not reflect those of the real world.
81 mm crewed mortar.
Standard Ammunition: 42 Rounds.
Minimum Range: 80 meters.
Maximum Range: 5000 meters.
Muzzle Velocity: 250 m/s
Reload Time: 3.5 seconds.
Mission Reaction Time: 55 seconds.
by SEB.
Add/Drop
Add 50
Drop 50
Add 10
Drop 10
Left/Right
Left 50
Right 50
Left 10
Right 10
Up/Down
Up 5
Down 5
Up 1
Down 1
Transmit Adjust
Reset Adjust
Fire For Effect
Fire Spot Round
Cease Loading
Add/Drop
Add 50
Drop 50
Add 10
Drop 10
Left/Right
Left 50
Right 50
Left 10
Right 10
Up/Down
Up 5
Down 5
Up 1
Down 1
Transmit Adjust
Reset Adjust
Cancel Fire Mission
105mm Towed Howitzer.
Standard Ammunition: 36 Rounds.
Minimum Range: 500 meters.
Maximum Range: 12000 meters.
Muzzle Velocities: 300, 400 m/s
Reload Time: 6 seconds.
Mission Reaction Time: 55 seconds.
by Ballistic Addon Studios.
Add/Drop
Add 50
Drop 50
Add 10
Drop 10
Left/Right
Left 50
Right 50
Left 10
Right 10
Up/Down
Up 5
Down 5
Up 1
Down 1
Transmit Adjust
Reset Adjust
Break Down
Set Up
Fire For Effect
Fire Spot Round
Cease Loading
Add/Drop
Add 50
Drop 50
Add 10
Drop 10
Left/Right
Left 50
Right 50
Left 10
Right 10
Up/Down
Up 5
Down 5
Up 1
Down 1
Transmit Adjust
Reset Adjust
Cancel Fire Mission
155mm SP Howitzer.
Standard Ammunition: 20 Rounds.
Minimum Range: 500 meters.
Maximum Range: 20000 meters.
Muzzle Velocities: 400, 600 m/s
Reload Time: 12 seconds.
Mission Response Time: 80 seconds.
(in position): 35 seconds.
by Decisive Killing Machines Mod.
Add/Drop
Add 50
Drop 50
Add 10
Drop 10
Left/Right
Left 50
Right 50
Left 10
Right 10
Up/Down
Up 5
Down 5
Up 1
Down 1
Transmit Adjust
Reset Adjust
Move
Fire For Effect
Fire Spot Round
Cease Loading
Add/Drop
Add 50
Drop 50
Add 10
Drop 10
Left/Right
Left 50
Right 50
Left 10
Right 10
Up/Down
Up 5
Down 5
Up 1
Down 1
Transmit Adjust
Reset Adjust
Cancel Fire Mission
Multiple Launch Rocket System.
Standard Ammunition: 12 Rockets.
Payload: Mk77 DPICM
Effect field radius: 200m
Target Burst Alt: 150m
Minimum Range: 2000 meters.
Maximum Range: 32000 meters.
Rocket Velocities: 400, 600, 800 m/s. (in "realistic mode", fires only at 800 m/s)
Reload Time: 6 seconds.
Mission Response Time: 50 seconds.
by Project: UK Forces.
Move
All Rockets
1 Rocket per Aimpoint
2 Rockets per Aimpoint
Fire For Effect
Cancel Fire Mission
Artillery is precious. Waste your enemy's, not your own.
Suit the ordnance to the target:
Mortars and DPICM (Dual-Purpose Improved Combat Munition: the submunitions loaded into the MLRS' M26 rockets) are good against infantry and light vehicles.
HE155 should be effective against Light Armor.
An observer being shot at needs his rifle more than his radio.
Use AMC to prepare a fire mission and have it "on tap" in an emergency.
To speed up M109 reaction time, move them into a firing position early. To do this, transmit an AMC (At My Command) fire mission. When the platoon reports ready, cancel the fire mission. The next time a mission is transmitted, they will respond in about half the time.
If the enemy has the capability to attack your artillery, keep it moving.
Terms used in this manual:
Unit: a single person or vehicle, for example one M109.
Asset: one or more units that makes up a single UA command entity, for example one platoon (4) of M109s.
Scenario: an Operation Flashpoint Mission. I use "Scenario" to avoid confusion with Fire Mission.
Mission: a fire mission. A discrete engagement of a target or set of targets by an artillery unit.
Aimpoint: the spot in space a given asset or unit targets.
GT Line: Gun-Target Line: the line running from the Firing Unit to the plotted target. For massed-fire missions, GT line refers to the line from the adjusting platoon to the target.
OT Line: Observer-Target Line: the line running from the Observer's position to the plotted target.
Angle T: The angle made by the intersection of the GT and OT Lines.
Shell: The cannon round considered in terms of the munition it carries. Shell types in this simulation are: HE, ICM, SMOKE and ILLUM.
Fuze: The device used to activate the cannon round. Fuze types in this simulation are: QUICK, TIME, VT and CP.
Projectile: The cannon round considered as a combination of shell and fuze (without the charge).
Round: Can refer to either: the combination of projectile and charge, or the salvo fired by the firing unit. One round means that each tube firing on a given target will fire once.
Adjusting Point: The point on the map the adjusting unit targets its spot rounds. Here this corresponds to first asset aimpoint.
Distribution: the settings of relative aimpoints among units in an asset that results in a pattern of shells on the target area (=sheaf).
Sheaf: the pattern made by the shells fired from an asset.
TacFire: the section of an artillery unit (usually BTLN) that determines which targets to engage, and with which firing units.
FDC: Fire Direction Center: the "brains" of an artillery unit that determines how to engage the target.
Observer: the "eyes and ears" of the artillery unit, the person or persons who determine the location of targets, and request and monitor fire. Observers can be Forward Observers (FOs) attached to maneuver units, Fire Support Teams (FISTs) attached to the field artillery unit, ANGLICOs, or similar trained personnel.
LLD: the Laser Designator used by FISTs and other trained personnel
Mils: Milliradians. 180 degrees is equal to pi (3.14159) radians, or 3141.59 mils. OFP rounds this to 3140 mils. Therefore there are 6280 mils in 360 degrees and 17.3 mils per degree.
Bias Error: the deviation in meters from the aimpoint to the center of the impact pattern (sheaf). Measured in:
BE Range: The distance (near and far) from the aimpoint along the G-T line.
BE Deflection: The distance (left and right) from the aimpoint perpendicular to the G-T Line.
BE Time (height): TIME fuzes -- The average deviation in seconds from optimal fuzing.
Probable Error: the distance in meters from the impact point to the point within which half the shells in a pattern fall.
PE Range: The distance (near and far) from the impact point within which half the shells should fall.
PE Deflection: The deviation (left and right) from the impact point point within which half the shells should fall.
PE Time (Height): TIME fuzes -- The deviation (in seconds) from the average fuzing time, within which half the shells burst.
Mission Reaction Time: The time (in seconds) from when a call for fire is received to when the firing asset is ready.
RATELO: The FDC's RAdio TELephone Operator, in the simulation, the person who talks to the observer.
SHOT: When the asset fires the first round of a mission (or a spot round) the RATELO calls out "SHOT".
SPLASH: 5 seconds before impact of the first round, the RATELO calls out "SPLASH". Aerial observers should take appropriate action.
ROUNDS COMPLETE: After the last round of a mission is fired, the RATELO calls out "ROUNDS COMPLETE". Warning: there are still rounds in the air.
M252 Model and Texture: SEB
M101 Model and Texture: Ballistic Addon Studios
M109 Model and Texture: Decisive Killing Machines
M270 Model: Project: UK Forces
M270 Texture (temporary): Denoir
Monolith Model and Texture: Jostapo
Monolith Inscription: Dinger
M101 and M109 firing and shell sound effects: Bn880
M270 sound effects: Jostapo
Monolith sound effects: Dinger
M270 RATELO: Jonno
Other radio transmissions (temporary, I swear): Dinger
Map Symbols: Bn880 and Dinger
CoC Shields: Denoir
UA Logo: Denoir
BK Logo: Dinger
Logo 3D Implentation: Bn880
Shell Data Collection: Dinger and Denoir
Adaptive Neural Network Programming, Training and Implementation: Denoir
Command and Control Scripts: Dinger
Hint-and-Action Menu Interface: Dinger
Dialog Design: Jostapo
Firing Effects: Jostapo
Magical Stuff that makes it all work: Dinger and Jostapo
Additional Magic by: Bn880, Walker
.cpp-Fu: Jostapo and Dinger
Contributor Coordinator: Jostapo
Dev and Test Server Admin: Jostapo
Documentation: Dinger
UA Mission Design: Dinger
Cutscenes: Dinger
Tutorial Voiceover: Dinger
All original elements copyright (c) 2003
Not for commercial use
website: http://www.thechainofcommand.com
UA contact: dinger@thechainofcommand.com
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