Manual artilery Mk6 Mortar resources

Cuff an I touched on this topic in another thread, and i had some people asking me how to do it in game, so I’m moving it here so we have dedicated thread for artillery related things. I recently tried using Mk 6 mortar, and since my game currently forbids me to see arty computer in multiplayer (for some reason, I’m currently investigating) and Cuff showed me the way :smiley:
EDIT: Tried it on Malden, and I have an artillery computer, so it happens only on Tanoa for me, and I saw other people having it no problem, digging into it…

So as Cuff taught me, all you basically need for manual fire is the following data:

  1. Azimuth to target (for mortar distances, degrees work ok)
  2. Distance to target (be as precise as possible. Cuff uses physical maps (AWESOME), I use in game map and grid and visual measurement)
  3. Elevation setting. You can get the number from Range tables (Cuff made general range tables for Mk 6 mortar on the bottom of this thread, together with some great tips: https://www.naksquad.net/forum/viewtopic.php?f=45&t=1387 ). However, while training I found the need to know round flight times, and corrections for elevation differences, so I found this table and printed it: 15thMEU(SOC) Mortar Range Table.xlsx - Google Sheets . So I use Cuffs tables for getting general setup, and then work the map to get more refined target solution.

Be advised, Mk 6 is a sensitive beast, meaning that very small corrections multiply down range making significant changes on impact points. Also on that point, note that some setting differ between the tables, being that elevation is set to the tenth of a second of a degree.

Also, thing to note that, rates of fire and preparations are slow compared to other systems:

setup: under a minute (find good flat clear spot)
TGT solution: Around 30- 40 seconds to minute per target point
average shell time of flight: 25- 40 sec
ROF: around 1 round per 2 second (after 8 rounds long 5 sec reload)
round types: HE, white flare, white smoke
8 round series
charge types: 3 (C0, C1, C2)
Range: 50 - 4100 m indirect

Ok, summary on how to use this little dragon.

To set up a mortar or other static weapon, you need a weapon and a base/tripod, each being a backpack carried by a player or AI. After one drops their pack (base or tube, doesn’t matter), the other looks at that pack to get the action to assemble the static weapon.
As Cuff states, it is best to have a mortar team with dedicated FO in order to be most efficient in support.

To use manual aiming:
Man mortar and ADS through mortar viewer
select ammo type with in game action menu
put aim-point on target to get range or use map to get precise range and elevation difference
use [F] (next weapon) to select the range charge setting that best suits the target - an “X” through the aim-point and a “RANGE” message at the bottom center of the screen indicates that your range setting is incorrect. Weaker charge gives less spread and lower flight times so go as low as possible.
use [page up/down] to set ELEV value- use [shift] to slow elevation change speed
fire weapon 1 round HE
time the shot (i use stopwatch to get a general idea of the drop time)
observe shell drop
input corrections,
fire one for spot, if not sure, or fire for effect is on tgt.
If you find your rounds are falling short, reduce your ELEV value in small (.1 - .25) increments to walk them in. If they are falling long, increase your ELEV value.

That’s it for now, you can find a lot of tutorials on YouTube but they all use ACE map tools for measures, but I found that for Mk6 ranges compass for bearings and map grid usage for distances is enough to get you close on target.

I will post here as we start to practice with it more…

it also will have more random spread if you fire it too fast you need to allow for settle-in time to be accurate. biggest problem is that the tube and eyepiece dont align up with where you physically at when using the sights or the computer which Ive always found annoying esp with manually shooting from the sights. only to back out to try and watch my hits to not be even facing where I just shot.

I’ll look into pushing an app onto the play store for this type of thing.

@sycholic That could be the reason for some wild rounds I observed falling in totally unexpected places. I noticed that flatness of the base plays quite a big role, but I think you can level the ground when you pick up assembled mortar from the action menu… I need to find a consistent reliable method to support a dynamic inf push or something like that

@Chris cool thx!

I know this is an older topic, but I located a resource today that may help players. The first link is to a manual Artillery Computer App http://app.tymek.cz/a3ac/. The Second link is to a video that tries to explain the use. The video is not great but it gives you basic instructions- https://youtu.be/lqFsMVSzZ0g?t=267

Oh man, mortars never get old! Nice find! I used something similar when I was testing mortars a bit, but just to cross check the numbers from the actual game. This one is a good computer! After choosing a battery type, you can input grid ref (8 DIGIT GRID !!! Super precise) plus elevation of you and target and it outputs 2 (TWO!!!) fire solutions for every firing mode! That means it gives you direct and parabolic trajectory options as needed. It also gives you azimuth bearing and flight times of shells. (The battery- target grid coordinates input is GREAT since you eliminate the need to get fiddly azimuth bearings from point to point on a map, but you still need to know an exact positions on the map though)

In short, a gem, ty! Perfect to use for realistic artillery support. I tried doing a bit of support on our servers without arty computer with Mk 6 mortar, but I thing it is a too slow as an asset and hard to control in the midst of uncontrolled battlefield if not previously agreed by players to have it and use it. I can see it being used on NAC tac, or TAC Tuesdays? Sounds perfect for a squad lead have 2 live ppl directing artillery shots for support or to prepare a push. (Needs extra dedicated ppl though)

EDIT: ACE range tables should be checked against this app, since they can be used for quick line up on target, but is not as precise as this tool. That being said, to get the correct fire solution, like any other arty computer, or use of range tables, depends on correct input values, so the trick of the precise and effective arty support is map reading (ACE map tools are GREAT for getting 8 digit grid refs and distances of the map, yum!)

For all of those that dont know theres also an extremely useful tool if you have RHS or CUP weapons I believe, I’ll confirm a bit later, but u can equip a VECTOR in your binocular slot. VECTORs are a real life optic system that helps calculate distance, azimuth, and elevation n calculates the adjustments

This isn’t exact, but this is the ace3 version of vectors being used, it at least explains how they work, though the non ace version should still work close to the same way I think

https://youtu.be/o5wY1GhahBM

Uuu nice. I mean, it works for visual tgt calculations. But without direct sight I’m not sure how to employ it properly unless I see my tgt from the mortar position itself. I know it gives you elevation relativne to your position, but it does not give you grid refs (gps, map manual) absolute altitude values (it gives you relative angle from observer to target), all of which are needed for a fire solution.

It Could be useful when you need to engage enemy in visual range of the battery ad hoc, but for that I would use mortars optics, to make immediate threat accuisition as fast as possible.

In all honesty I think those binos were made more for snipers and sharpshooters (Relative angle, bearing and range are just the data a sniper needs for a correct shot, for mortar team, it can’t do anything with angle from observer to tgt)

Now that I think about it, mortar team COULD use relative vertical angle from observer to tgt and correct distance from obseever to extrapolate tgt grid position and absolute altitude BUT that is unnecessary and complicated. Arty team Will ALWAYS make sure that they have good grid refs for targets and WILL cross check it with their fire solutions to make sure they don’t hit you. Mortars are autonomous in calculating tgt solutions. They need observer to tell them what exactly troops need and how bad, and to guide fire if needed.
That is why target lists are made in advance and forward observers are dedicated to the given mortar battery.

I was thinking, if community is up for it, to make like a training session for those interested in artillery support operations on Malden or Altis so more players can ask questions about the system and its operations and try out some arty support action. It’s not that hard, takes a bit of patience and (basic) math (calculator or tables ftw lol) and interest in that kind of gameplay. Be prepared, it’s slow, but when infatry starts to thank you for a well executed fire mission… No better feeling than that.

EDIT: Im by no means an arty expert, just love that kind of gameplay and weapon systems, so please correct me I I said something wrong or incorrect.

Id be down, thatd be a lot of fun

The Vector from RHS and CUP are just range finders. You need to have ACE loaded to get all the fancy features (azimuth, elevation, relative positions).

I was able to use the Artillery Computer App http://app.tymek.cz/a3ac/ on the Altis server and get accurate hits 70% of the time (within 15m of my target). The other 30% were within 75m, I think that is just the built-in accuracy of the mortar, not a fault with the Artillery Computer App. Any HE rounds within 50m were at least incapacitating the enemy.

To use the mortar it does help to have a spotter. The UAV operator is a great spotter for mortars. The other option is to be the UAV operator yourself and use mortars. There is no rule against the UAV operator using mortars as long as the UAV operator is actively using a majority of the UAV resources. A spotter is helpful to adjust the position of rounds fired, but it is not required, all of the information can be accurately gathered from the map.

When you open the Arma map you get a 6 digit grip coordinate at the cursor position. To get additional digits (accuracy) I turn myself north or south to line up my compass on the map, then zoom the map until the hash marks on the compass line up with the vertical map lines. https://steamuserimages-a.akamaihd.net/ugc/796491634677514816/3D048C03D934DABB04BA956B4645BE1AB07F79CE/ Each of the major hash marks separates the grip into 10 equal parts giving yourself one additional grid number. Do the same thing turning yourself east or west and line up on the horizontal grid. An 8 digit coordinate get you 10-meter accuracy. You can add one more digit of accuracy with the Artillery Computer App, you just need to add a decimal prior to the last digit, this will give you accuracy to 1 meter.

To get the altitude of the target, place the cursor on the target location and record the number under the grip coordinates at the cursor, that is the altitude at the location of the cursor. In the picture the altitude was 28m

I will make a video (unless someone else would like to make the video for NAK Tac volunteer hours) to help players understand and use the Artillery Computer App.

Wow, this is… Vile… Thank you! Im trying this first chance I get. Sound VERY practical procedure! Did you try to engage live targets in AOs? How much time did it take you to set up for target once you knew what to shoot at? Would it be practical for use on the servers with all the infantry running about?

EDIT: I can try to make a tutorial once I get accustomed with the app and procedures if you want?