Jump to content
IL-2 Series Forum

Naval Gunfire against land targets, is it possible?


Recommended Posts

Posted

I have a Gleaves class DD offshore and am trying to get it to fire at a gun battery on a small island, and conversely trying to get the North Korean battery to fire at the ship.  I have Attack Ground MCUs set up for both of them respectively, but nothing happens.  Any way to make it so?

Posted
2 hours ago, BlitzPig_EL said:

I have a Gleaves class DD offshore and am trying to get it to fire at a gun battery on a small island, and conversely trying to get the North Korean battery to fire at the ship.  I have Attack Ground MCUs set up for both of them respectively, but nothing happens.  Any way to make it so?

It should work, definitely did in IL2 GB.

Some general thoughts - I can't see the attack distance for the Gleaves in IL2 Korea but in IL2 GB it was 16000m - are the ships close enough?

Perhaps try adjusting the priority on the attack MCUs? 

Last thought which unfortunately I cannot confirm in IL2 Korea because I cannot read the text file for the turret or the gunner bot - in IL2GB the main guns were set up as if they were flak guns and so used the targeting priorities of the flak gunner bots - which was air priority 1.0 and ground priority 0.2 - from what I have seen while testing the Naval gunnery and AI mod I believe this means that even if a ground or naval enemy is at point blank range the Gleaves main guns will ignore those enemies to target an enemy aircraft. Even if that aircraft is 14000m away. In the mod I flipped this around as the ship has adequate light AAA defense to take care of aircraft directly attacking the ship so the main guns can still fire at in range enemy ships and ground units. I also created a new bot for naval main guns both surface only and multirole turrets like the Gleaves mains so I did not impact the normal flak guns. As an FYI in IL2GB the surface only main naval guns used the tank gun bot and so was very limited in naval situations. 

There is also the danger distance (IL2B stock is 2000m for the flak gunners) and this interacts with the move waypoint priority from what I have seen. I would suggest a move waypoint priority of low (if the ship is moving) as this gives the best chance of ignoring the danger distance. I think if it is med or high the ship is very likely to ignore targets outside 2000m, but I would have thought the Attack MCU would still work.

There were some bugs (in my opinion) with ships and attack MCUs in IL2GB which I reported but I don't believe any fixes were implemented.

Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs, Monitor resolution 2560x1440 at 164kHz using G-Sync. Graphics settings maximum.

Posted

spacer.png

I have it working, at least with the ship not moving.    At first I had it set to attack ground targets, but it wiped them out in seconds, so I switched to attack ground.  

Wish I could keep the Bofors guns from firing at the ground, but I suspect that's not possible.

 

Posted
4 hours ago, BlitzPig_EL said:

Wish I could keep the Bofors guns from firing at the ground, but I suspect that's not possible

Move it further out? Bofors stock range is only 5km whereas main guns more like 16km against ground targets. Oerlikon's only 2km.

Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs, Monitor resolution 2560x1440 at 164kHz using G-Sync. Graphics settings maximum.

Posted

I will try that, good idea.  I'm attempting to have a battery of NKPA M-30 howitzers give return fire against the DD, but so far they don't seem to fire back, more tinkering needed.

Posted
1 hour ago, BlitzPig_EL said:

I will try that, good idea.  I'm attempting to have a battery of NKPA M-30 howitzers give return fire against the DD, but so far they don't seem to fire back, more tinkering needed.

In my experience, Artillery pieces cannot attack targets.. only ground.. I had to create a fairly complex group using checkzones to detect the ground objects in order to get them to actually fire where the enemy was located, otherwise they just fire anywhere in the area...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...