In my mind it seemed fair, there would still be a decent amount of travel time, meaning that if you know you are scouted, or you are capturing a point you likely have a shell on its way, so don’t stay out in the open, or in one spot. Also idk how accurate you can be with indirect fire in game, I struggle to accurately hit something unless it’s direct fire
I also wonder if that’s a mod gaijin would consider cheating? If I had a mod that would tell me what range my gun is aimed for as far as indirect fire purposes would that be considered unfair (in a hypothetical map where enemies were outside your minimum engagement distance)
Now that I think about it, you could just create a custom gunsight for an SPH that would serve the same purpose
thanks
Same spawn location as the one above, shelling a house roughly halfway between the ground vehicle spawns with APFSDS. Hang time is 13.21 SECONDS @ 1455m/s MV. From my estimations the building with the impact splash is roughly 19,221 meters away. LRFs don’t range that far on ground vehicles so I have to guesstimate. Won’t have any worry about shells being unavoidable cross-grid.
good
if you need help testing i have no problem helping
Thus far I’ve managed to make most of the spawns function flawlessly. The only issue I’m working on is getting the helipad points to spawn the whirlybirds on the ground instead of at 92% throttle and speed maximum.
I believe I have found the solution for that though.

