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Ein Übersetzungsproblem melden
For the Vertical spread it's easy and the results looks very close to in-game reality.
For the lateral dispersion, i'm curious of what your maths are. From my comprehension i draw a triangle including mortar, target, and end of spead, deduced the angles of that triangle, and apply law of sines to find the sides representing half the lateral spread.
What bother me :
- it feel close to ingame reality at long range, but at close range the ingame dispersion is still very high and it doesn't make sense, for a small angle like 50 MOA is, the spread @100m should be less than a meter. Still in game it looks like 10-20meter
- your graphic here shows 18m @ 1235m, by math i find something along 23-25m.
What are you maths for lateral dispersion?
You can hit me on discord (sh4rkm4n) if you prefer, i'm not getting notification from here
Good to know the problem wasn't with my math, I was scratching my head over the lateral dispersion being almost two times larger than I expected in my test. They probably nerfed it for balance reasons, maybe mortars have a separate MOA for vertical and horizontal spread?
And the lateral spread shouldn't change that much over different ranges anyway. The length of the arc of a mortar shell on flat ground only changes ~250m or 20% from the minimum, which should be the only variable affecting that. Theoretically there should thus be a change of only 3,5m in the horizontal diameter between the widest and narrowest impact zones.
I'm the creator of squadcalc.app, and right now, I still have no idea how the horizontal dispersion works in-game. The radius circles I have in Squadcalc are purely empirical and roughly deduced from in-game observations; there is absolutely no mathematics involved.
The in-game vertical dispersion behavior is pretty logical and accurate to reality: with a fixed MOA, the further you shoot, the more radians you need to cover the same distance. So, even if it might be confusing for some, the further you shoot, the more precise you are.
However, for horizontal dispersion, I have no idea what the developers at OWI did. Logically, it should be very precise at close distances and widely spread at long distances, but it seems like they added a fixed minimum cap spread somewhere, so that there will always be at least a 15-meter spread.