Projectiles
Every projectile is modelled by VBS2Combined Arms throughout its flight. VBS2Combined Arms provides a user interface component so that rounds can be visualised in an easy tabular format. This user interface component is available in Instructor and Stand Alone mode.
To activate this window, in the main menu system: Analysis -> Fires Projectiles
Using the ‘Projectiles’ component, the user is able to quickly identify which rounds are currently in flight, which rounds have detonated, and their payload and fuse of those rounds.
When a projectile is fired it will be added to the ‘Projectiles’ window on the VBS2Combined Arms terminal that is controlling the gun-line that fired the projectile. Rounds that are currently in flight will have details written in black in the table. During the first 15 seconds of flight, the details will be highlighted in yellow which will gradually fade, allowing the user to easily distinguish new projectiles from older ones. 5 seconds prior to the round impacting the ground, the detail will be highlighted in red. When a round detonates, the details will change to red.
Every projectile has four camera buttons associated with it. Clicking these buttons will result in VBS2 changing its camera to look at the specified camera target.
The four buttons are:
- Bullet: This sets the camera behind the projectile which follows it through flight.
- Firer: This sets the camera looking at the gun or fire platform that fired the round.
- Observer: This sets the camera which looks over the shoulder of the observer, so as to mirror what the observer is seeing.
- Target: This is a top-down view of the expected impact area of the projectile.
At the bottom of the projectile table is a button called ‘Default Camera’. Clicking this button will return the VBS2 camera view to the standard first person view.
At any time, the ‘Clear Old Projectiles’ button can be clicked to remove all projectiles which have already detonated or impacted.