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Re:Artillery Effects in SOW
Posted: Thu Mar 04, 2010 8:18 am
by Gfran64
Great post K,
You have got to figure that those guys knew that math cold. If you retire by prolonge or recoil then it only gets worse for the infantry as their target is moving away from them as they move toward it and they spend more time out in the open, under fire. On the other hand, if the artillery is firing while retiring then the shots become more difficult to make because the gun is in a new position each time as is the target. Whereas if the guns are stationary then only the target's position needs to be factored.
I've always felt that the soldiers of the day probably figured out the best way to do things within their command structure.
Regards,
Greg B)
Re:Artillery Effects in SOW
Posted: Thu Mar 04, 2010 11:01 am
by BOSTON
What I'd like to see, is the projecttiles in flight.
Re:Artillery Effects in SOW
Posted: Thu Mar 04, 2010 11:28 am
by Kerflumoxed
BOSTON wrote:
What I'd like to see, is the projecttiles in flight.
Many years ago when I was heavily involved in CW Living History, had a couple of opportunities to observe and/or participate in live firing including both rifles (3 Inch Ordnance) and a six pound smoothbore. The crew on the rifle was amazing! They put 4 successive rounds in a 2 foot square at over 200 yards. It was possible to watch the round exit the gun, move downrange and then impact the target.
The smoothbore crew I served on was in a competition that was held at Fort Sill, OK. The most exciting part was firing canister at about 150 yards! What a sound they made.
J
PS: Here is a book that perhaps some of you have read (I have a copy on order) and others might be interesed in:
Double Canister at Ten Yards: The Federal Artillery and the Repulse of Pickett's Charge It is available on Amazon.
Re:Artillery Effects in SOW
Posted: Thu Mar 04, 2010 2:17 pm
by BOSTON
As far as the game is concerned, a quick overview of the field watching (projectiles) for who is getting pummeled by artillery, where it is coming from, is of interest to me, plus I thought it would look cool.
BOSTON

Re:Artillery Effects in SOW
Posted: Thu Mar 04, 2010 7:50 pm
by Shirkon
BOSTON wrote:
As far as the game is concerned, a quick overview of the field watching (projectiles) for who is getting pummeled by artillery, where it is coming from, is of interest to me, plus I thought it would look cool.
BOSTON

Might look cool but the hit on performance would be too big to make it worth it. Believe me, in a battle with over 15,000 men on each side, adding flying cannon balls would be too much for most machines. I can just imagine the sudden drop in fps everytime a cannon fired if the cannon balls became visible.
Re:Artillery Effects in SOW
Posted: Fri Mar 05, 2010 2:49 am
by Hancock the Superb
Plus, would you really see it, in the smoke of battle. Even now you would half to know exactly what you are looking for - on an unsmokey field.
Re:Artillery Effects in SOW
Posted: Fri Mar 05, 2010 7:33 am
by DrMike1997
Great hat Shirkon! I've got one in blue and one in grey just like it!
Re:Artillery Effects in SOW
Posted: Fri Mar 05, 2010 10:16 am
by Shirkon
DrMike1997 wrote:
Great hat Shirkon! I've got one in blue and one in grey just like it!
Is the only one I wear anymore. Hate to think what I'll do if I ever lose it.
Re:Artillery Effects in SOW
Posted: Fri Mar 05, 2010 11:35 am
by Chonaman
Kerflumoxed wrote:
Many years ago when I was heavily involved in CW Living History, had a couple of opportunities to observe and/or participate in live firing including both rifles (3 Inch Ordnance) and a six pound smoothbore. The crew on the rifle was amazing! They put 4 successive rounds in a 2 foot square at over 200 yards. It was possible to watch the round exit the gun, move downrange and then impact the target.
The smoothbore crew I served on was in a competition that was held at Fort Sill, OK. The most exciting part was firing canister at about 150 yards! What a sound they made.
I've seen video of live firing for many of the guns used, and they appear to be
extremely accurate, so that is one reason I've hoped we'd see a reflection of that accuracy (and damage thereto) reflected in the new game (if it is born out historically, especially).
I think there has been much misinformation regarding the effect of artillery on casualties in the civil war. Artillerists of the day seem to have been shortchanged, in my view, in terms of the credit deserved for their deadly work.
Re:Artillery Effects in SOW
Posted: Fri Mar 05, 2010 6:31 pm
by BOSTON
Shirkon wrote:
BOSTON wrote:
As far as the game is concerned, a quick overview of the field watching (projectiles) for who is getting pummeled by artillery, where it is coming from, is of interest to me, plus I thought it would look cool.
BOSTON

Might look cool but the hit on performance would be too big to make it worth it. Believe me, in a battle with over 15,000 men on each side, adding flying cannon balls would be too much for most machines. I can just imagine the sudden drop in fps everytime a cannon fired if the cannon balls became visible.
Don't know squat about how anything that would affect a machine's performance. I do know in some games those shots are visable. Another method was in the Sid Mier's games where a kind of pointer (arrow), showed where both sides targets were located and from whom. So in my simple mind, I thought why not in this game? It would be a nice feature, but ya can't always get what you want!
BOSTON
