Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Air combat rework

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> Air combat rework Page: [1] 2 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
Air combat rework - 5/1/2014 5:41:00 PM   
Dragunov

 

Posts: 15
Joined: 4/4/2014
Status: offline
I think the air combat, or parts of it, urgently needs some rework. I mostly play 1980s scenarios either on Soviet or US side.

Following situations:

1.

12 Backfires approach a CVBG and 2 Tomcats intercepts them. The Tomcats launch 8 AIM-54C from a range of about 70 NM. Not a single Backfire is killed. Then the Tomcats attack with 4 Sparrows and after that with 4 Sidewinders. At the end 3 of 12 Backfires are down.

2.

One Su-27 moves back to airport (480 kts) and 2 Tomcats try to shoot it down directly from behind. The range is 30 NM. Not one of the 8 launched AIM-54C hit the target. (How long does the rocket motor of an AIM-54C burns?)


Is a 20% success chance for chaffs realistic (some chaffs even got a success chance of 30%)? Is the success chance of defensive jammers realistic?

I slowly get the impression as if air combat in Command is too much based on luck. My only other reference for air combat are flight simulators like Falcon 4 but maybe these simulators are no realistic.
Post #: 1
RE: Air combat rework - 5/1/2014 6:55:42 PM   
ComDev

 

Posts: 5735
Joined: 5/12/2006
Status: offline
Hi Dragunov, thank you for your feedback

It would be very helpful if you could post up the log from these engagements, and also a savegame of each. That will allow us to dissect & analyze what happened and why.

Thanks!

_____________________________



Developer "Command: Modern Air/Naval Operations" project!

(in reply to Dragunov)
Post #: 2
RE: Air combat rework - 5/6/2014 1:09:03 AM   
Rebel Yell


Posts: 470
Joined: 6/21/2003
From: The Woodlands, TX USA
Status: offline
1. The Phoenix was a very expensive missile that never lived up to the hype. Against a non-maneuvering target like a bomber, you should have gotten a kill or two. Run that several times. If you never get any kills, there's a problem. When the Turkey's close in to Sparrow/Sidewinder range, they should do quite well. You may have just been unlucky again.

2. The Phoenix is next to worthless against fighters. Run that one a bunch of times. A kill will be rare.

_____________________________

I used to enjoy these forums. So many people that need the green dot now.

(in reply to ComDev)
Post #: 3
RE: Air combat rework - 5/6/2014 7:10:58 AM   
Dobey455

 

Posts: 445
Joined: 12/28/2007
Status: offline
The Phoenix was almost never used in combat (by the US) and on the few occasions it was fired, it missed.

There are several accounts of the missile in use by the Iranians in the Iran - Iraq war that claim much success, but I suspect that Iranian claims are well and truly on the "creative" side of the spectrum.

Ultimately we don't have any reliable source to suggest the Phoenix was the sort of threat it is often made out to be - at least in terms of ability to kill fighters.

< Message edited by Dobey -- 5/6/2014 9:37:12 AM >

(in reply to Dragunov)
Post #: 4
RE: Air combat rework - 5/6/2014 4:36:50 PM   
AlmightyTallest

 

Posts: 279
Joined: 2/25/2014
Status: offline
A few things to consider.

1. How is the AI set for both sides of your scenario. Do you have the Tomcats set at novice and the Russian side set up as Expert? This allows the endgame calculations to give the expert rated aircraft a larger margin to evade missiles.

2. Are you supporting your Phoenix missiles? Are the F-14's set up with their radar's on, and when the missiles are fired, are you keeping the enemy aircraft within the cone of the F-14's radar? I've seen better results doing it this way because I think the simulation takes into account the computed intercept point for the missiles before they go active themselves.

3. Before firing the Phoenix, try setting your altitude and speed as fast as possible to give extra energy to the missiles. After they fire, slow down to avoid closing with them too quickly.

Regarding the AIM-54A in Iran, you have to consider that these Tomcats were going after export Soviet and French aircraft that were from the 70's to early 80's time period, and that in many cases, it seems the enemy aircraft didn't have sufficient coverage or sensitive enough Radar warning receivers to warn the pilots of an AIM-54A attack other than the detection of an export AN/AWG-9.

As you get to later generations of aircraft, or the same aircraft from the 90's and later, they become more capable of detecting, and evading the threat.


(in reply to Dobey455)
Post #: 5
RE: Air combat rework - 5/6/2014 11:28:45 PM   
Feltan


Posts: 1160
Joined: 12/5/2006
From: Kansas
Status: offline
The OP's results seem off. I would think that he would have gotten better results.

The Phoenix did in fact shoot down Iraqi fighters. This was investigated (to the extent possible) by intelligence and vetted. I agree, the Iranian claims are bit much (like downing three MIG-23's in formation with a single Phoenix), but it is also clear that the Phoenix was capable of taking out older generation MIGs; it wasn't an unguided cannon ball.

However, it was meant for bombers attacking a CVBG back in the day, and the OP's results are dismal and not like anything I've seen before.

There must be other variables in play.

Regards,
Feltan

(in reply to AlmightyTallest)
Post #: 6
RE: Air combat rework - 5/6/2014 11:32:53 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
Savefile & message log...

_____________________________


(in reply to Feltan)
Post #: 7
RE: Air combat rework - 5/7/2014 1:52:19 AM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
Okay guys did some validation testing tonight.

Its definitely not all misses but its pretty low. I tested with A and C variant of Phoenix. A variant has 34% chance and C 36% chance if not zapped or spoofed against a modern backfire which does have a nice defensive EW suite btw.

We'll talk this one out and see what makes sense.

In the future it would save us time if you'd post files or parts of your logs.Thanks for reporting though!

Mike





< Message edited by mikmyk -- 5/7/2014 2:53:25 AM >


_____________________________


(in reply to Dimitris)
Post #: 8
RE: Air combat rework - 5/7/2014 1:57:23 AM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
I hate the Habs


Just saying

< Message edited by mikmyk -- 5/7/2014 2:57:18 AM >


_____________________________


(in reply to mikmykWS)
Post #: 9
RE: Air combat rework - 5/7/2014 10:30:05 AM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
Kudos to Mike for doing what the OP should have.

Alright, let's look at some engagements and see if we can spot unrealistic steps.

--------------------

AIM-54A against "Regular" Libyan Su-22M-3K at less than half range:

quote:


21.02.1983 09:07:10 - : Decoy (Generic Chaff Salvo [4x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 1970s)(Guiding weapon: AIM-54A Phoenix #330). Final probability: 30%. Die Roll: 33 - FAILURE

21.02.1983 09:07:10 - : Defensive jammer (SPS-141MVG-E Gvozdika; Tech: Early 1970s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 1970s)(Of: AIM-54A Phoenix #330). Final probability: 15%. Die Roll: 47 - FAILURE

21.02.1983 09:07:10 - : Weapon: AIM-54A Phoenix #330 is attacking Su-22M-3K Fitter J with a base PH of 80%. Su-22M-3K Fitter J is maneuvering with agility: 2 (Nominal: 2,5 - Proficiency: Regular)(-20%). Final PH: 60%. Die Roll: 71 - MISS


Overall Pk = 70% (probability chaff won't work) * 85% (probability jammer will be ineffective) * 60% (probability manouvering will be ineffective) = 35%

---------------

AIM-54C at less-than-half range against "Regular" Libyan Su-22M-3K:

quote:


21.02.1983 09:06:53 - : Decoy (Generic Chaff Salvo [4x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 1970s)(Guiding weapon: AIM-54C Phoenix #317). Final probability: 30%. Die Roll: 44 - FAILURE

21.02.1983 09:06:53 - : Defensive jammer (SPS-141MVG-E Gvozdika; Tech: Early 1970s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 1970s)(Of: AIM-54C Phoenix #317). Final probability: 15%. Die Roll: 76 - FAILURE

21.02.1983 09:06:53 - : Weapon: AIM-54C Phoenix #317 is attacking Su-22M-3K Fitter J with a base PH of 85%. Su-22M-3K Fitter J is maneuvering with agility: 2 (Nominal: 2,5 - Proficiency: Regular)(-20%). Final PH: 65%. Die Roll: 67 - MISS


Overall Pk = 70% (probability chaff won't work) * 85% (probability jammer will be ineffective) * 65% (probability manouvering will be ineffective) = 38%

------------------------

AIM-54A against "Regular" Soviet Su-27S, at just over half range:

quote:


21.02.1983 09:07:22 - : Decoy (Generic Chaff Salvo [4x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 1970s)(Guiding weapon: AIM-54A Phoenix #332). Final probability: 30%. Die Roll: 87 - FAILURE

21.02.1983 09:07:22 - : Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 1970s)(Of: AIM-54A Phoenix #332). Final probability: 25%. Die Roll: 37 - FAILURE

21.02.1983 09:07:22 - : Weapon: AIM-54A Phoenix #332 is attacking Su-27S Flanker B with a base PH of 80%. PH adjusted for distance: 75%. Su-27S Flanker B is maneuvering with agility: 3,6 (Nominal: 4,5 - Proficiency: Regular)(-36%). Final PH: 39%. Die Roll: 41 - MISS


Overall Pk = 70% * 75% * 39% = 20%

------------------------

AIM-54C against "Regular" Soviet Su-27S, at just over half range:

quote:


21.02.1983 09:07:04 - : Decoy (Generic Chaff Salvo [4x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 1970s)(Guiding weapon: AIM-54C Phoenix #323). Final probability: 30%. Die Roll: 89 - FAILURE

21.02.1983 09:07:04 - : Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 1970s)(Of: AIM-54C Phoenix #323). Final probability: 25%. Die Roll: 89 - FAILURE

21.02.1983 09:07:04 - : Weapon: AIM-54C Phoenix #323 is attacking Su-27S Flanker B with a base PH of 85%. PH adjusted for distance: 84%. Su-27S Flanker B is maneuvering with agility: 3,6 (Nominal: 4,5 - Proficiency: Regular)(-36%). Final PH: 48%. Die Roll: 4 - HIT


Overall Pk = 70% * 75% * 52% = 27%

-----------------------------

AIM-54C against "Regular" Soviet Tu-22M-3, at slightly over half range:

quote:


21.02.1983 09:07:06 - : Decoy (Generic Chaff Salvo [8x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 1970s)(Guiding weapon: AIM-54C Phoenix #316). Final probability: 30%. Die Roll: 77 - FAILURE

21.02.1983 09:07:06 - : Decoy (Generic Chaff Salvo [8x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 1970s)(Guiding weapon: AIM-54C Phoenix #316). Final probability: 30%. Die Roll: 80 - FAILURE

21.02.1983 09:07:06 - : Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 1970s)(Of: AIM-54C Phoenix #316). Final probability: 25%. Die Roll: 34 - FAILURE

21.02.1983 09:07:06 - : Weapon: AIM-54C Phoenix #316 is attacking Tu-22M-3 Backfire C with a base PH of 85%. PH adjusted for distance: 77%. Tu-22M-3 Backfire C is maneuvering with agility: 1,6 (Nominal: 2 - Proficiency: Regular)(-16%). Final PH: 61%. Die Roll: 55 - HIT


Overall Pk = 70% * 70% * 75% * 55% = 20%

_____________________________


(in reply to mikmykWS)
Post #: 10
RE: Air combat rework - 5/7/2014 11:55:53 AM   
Feltan


Posts: 1160
Joined: 12/5/2006
From: Kansas
Status: offline
I have absolutely no quantitative data to base this opinion on, but those Pk's seem a bit low at first blush.

Regards,
Feltan

(in reply to Dimitris)
Post #: 11
RE: Air combat rework - 5/7/2014 1:26:51 PM   
thewood1

 

Posts: 6529
Joined: 11/27/2005
Status: offline
Is that data saying that it is easier to kill an Su-27 than a Tu-22. Just want to make sure I am reading that right. Is it because of the Tu-22's ECM capabilities?

(in reply to Feltan)
Post #: 12
RE: Air combat rework - 5/7/2014 1:34:41 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
quote:

ORIGINAL: thewood1
Is that data saying that it is easier to kill an Su-27 than a Tu-22. Just want to make sure I am reading that right. Is it because of the Tu-22's ECM capabilities?


I assume you refer to the last two examples.

Notice two things:

1) The Pk-degradation-due-to-distance is greater in the case of the Tu-22M (ie. the shot was taken at greater distance, hence the missile arrives with less energy and thus maneuverability. This was the impetus behind AIM-120D and Meteor, BTW). If the distance was the same then the Pk vs. the Tu-22M would be higher.

2) The Tu-22M gets two chaff opportunities (ie. a 0.7 * 0.7 modifier) because of its two chaff launchers. We are discussing this internally to decide if chaff salvoes should have a higher probability of seduction than single launches and if yes by how much.

Thanks.

< Message edited by Sunburn -- 5/7/2014 2:35:38 PM >


_____________________________


(in reply to thewood1)
Post #: 13
RE: Air combat rework - 5/7/2014 1:37:07 PM   
AlmightyTallest

 

Posts: 279
Joined: 2/25/2014
Status: offline
The Pk is about the same for most things it seems.

Here's my scecario with late F-14D's using AIM-54C's against 1984 French Mirage F1CR's, and a 1992 era Foxbat B. The U.S. Side is set to maximum proficiency, Russian side set to normal. Getting similar results using other various aircraft, from later time periods, you can use the editor to swap out the Mirage's etc. with whatever you want to go up against and see the end game results.

In the attached scenario, you can just tell the F-14's to attack the formation heading toward them from the north, and watch the results, I got the following.

quote:

8:35:00 PM - All weapon seekers were neutralized - weapon will not impact
8:35:00 PM - Defensive jammer (SPS-151/152; Tech: Late 1970s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 1970s)(Of: AIM-54C Phoenix #36). Final probability: 20%. Die Roll: 4 - SUCCESS

8:35:04 PM - Weapon: AIM-54C Phoenix #38 is attacking MiG-25RBT Foxbat B with a base PH of 85%. PH adjusted for distance: 85%. MiG-25RBT Foxbat B is maneuvering with agility: 1.6 (Nominal: 2 - Proficiency: Regular)(-16%). Final PH: 69%. Die Roll: 45 - HIT

8:35:19 PM - Decoy (Generic Chaff Salvo [5x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 1970s)(Guiding weapon: AIM-54C Phoenix #39). Final probability: 30%. Die Roll: 13 - SUCCESS

8:36:20 PM - Weapon: AIM-54C Phoenix #48 is attacking Mirage F.1CR with a base PH of 85%. Mirage F.1CR is maneuvering with agility: 3.2 (Nominal: 4 - Proficiency: Regular)(-32%). Final PH: 53%. Die Roll: 49 - HIT

8:36:20 PM - Weapon: AIM-54C Phoenix #46 is attacking Mirage F.1CR with a base PH of 85%. Mirage F.1CR is maneuvering with agility: 3.2 (Nominal: 4 - Proficiency: Regular)(-32%). Final PH: 53%. Die Roll: 70 - MISS

8:36:20 PM - Decoy (Generic Chaff Salvo [5x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 1970s)(Guiding weapon: AIM-54C Phoenix #46). Final probability: 30%. Die Roll: 32 - FAILURE

8:36:19 PM - Weapon: AIM-54C Phoenix #42 is attacking Mirage F.1CR with a base PH of 85%. Mirage F.1CR is maneuvering with agility: 3.2 (Nominal: 4 - Proficiency: Regular)(-32%). Final PH: 53%. Die Roll: 95 - MISS

8:36:19 PM - Decoy (Generic Chaff Salvo [5x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 1970s)(Guiding weapon: AIM-54C Phoenix #42). Final probability: 30%. Die Roll: 100 - FAILURE

8:36:20 PM - Weapon: AIM-54C Phoenix #43 is attacking Mirage F.1CR with a base PH of 85%. Mirage F.1CR is maneuvering with agility: 3.2 (Nominal: 4 - Proficiency: Regular)(-32%). Final PH: 53%. Die Roll: 33 - HIT

8:36:20 PM - Decoy (Generic Chaff Salvo [5x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 1970s)(Guiding weapon: AIM-54C Phoenix #43). Final probability: 30%. Die Roll: 90 - FAILURE

8:36:20 PM - Weapon: AIM-54C Phoenix #44 is attacking Mirage F.1CR with a base PH of 85%. Mirage F.1CR is maneuvering with agility: 3.2 (Nominal: 4 - Proficiency: Regular)(-32%). Final PH: 53%. Die Roll: 89 - MISS

8:36:20 PM - Decoy (Generic Chaff Salvo [5x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 1970s)(Guiding weapon: AIM-54C Phoenix #45). Final probability: 30%. Die Roll: 9 -


8:36:21 PM - Weapon: AIM-54C Phoenix #56 is attacking Mirage F.1CR with a base PH of 85%. Mirage F.1CR is maneuvering with agility: 3.2 (Nominal: 4 - Proficiency: Regular)(-32%). Final PH: 53%. Die Roll: 76 - MISS

8:36:21 PM - Weapon: AIM-54C Phoenix #55 is attacking Mirage F.1CR with a base PH of 85%. Mirage F.1CR is maneuvering with agility: 3.2 (Nominal: 4 - Proficiency: Regular)(-32%). Final PH: 53%. Die Roll: 68 - MISS

8:36:21 PM - Weapon: AIM-54C Phoenix #54 is attacking Mirage F.1CR with a base PH of 85%. Mirage F.1CR is maneuvering with agility: 3.2 (Nominal: 4 - Proficiency: Regular)(-32%). Final PH: 53%. Die Roll: 90 - MISS

8:36:21 PM - Weapon: AIM-54C Phoenix #53 is attacking Mirage F.1CR with a base PH of 85%. Mirage F.1CR is maneuvering with agility: 3.2 (Nominal: 4 - Proficiency: Regular)(-32%). Final PH: 53%. Die Roll: 7 - HIT

8:36:21 PM - Weapon: AIM-54C Phoenix #52 is attacking Mirage F.1CR with a base PH of 85%. Mirage F.1CR is maneuvering with agility: 3.2 (Nominal: 4 - Proficiency: Regular)(-32%). Final PH: 53%. Die Roll: 63 - MISS

8:36:21 PM - Weapon: AIM-54C Phoenix #51 is attacking Mirage F.1CR with a base PH of 85%. Mirage F.1CR is maneuvering with agility: 3.2 (Nominal: 4 - Proficiency: Regular)(-32%). Final PH: 53%. Die Roll: 45 - HIT

8:36:21 PM - Weapon: AIM-54C Phoenix #50 is attacking Mirage F.1CR with a base PH of 85%. Mirage F.1CR is maneuvering with agility: 3.2 (Nominal: 4 - Proficiency: Regular)(-32%). Final PH: 53%. Die Roll: 3 - HIT

8:36:21 PM - Weapon: AIM-54C Phoenix #49 is attacking Mirage F.1CR with a base PH of 85%. Mirage F.1CR is maneuvering with agility: 3.2 (Nominal: 4 - Proficiency: Regular)(-32%). Final PH: 53%. Die Roll: 83 - MISS

8:36:21 PM - Weapon: AIM-54C Phoenix #47 is attacking Mirage F.1CR with a base PH of 85%. Mirage F.1CR is maneuvering with agility: 3.2 (Nominal: 4 - Proficiency: Regular)(-32%). Final PH: 53%. Die Roll: 93 - MISS

8:36:21 PM - Decoy (Generic Chaff Salvo [5x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 1970s)(Guiding weapon: AIM-54C Phoenix #47). Final probability: 30%. Die Roll: 91 - FAILURE



Should the AIM-54C from 1985 be considered a late 70's tech seeker? I can see the AIM-54A being such.

My simple test scenario is attached.

Attachment (1)

< Message edited by AlmightyTallest -- 5/7/2014 2:39:12 PM >

(in reply to thewood1)
Post #: 14
RE: Air combat rework - 5/7/2014 1:45:24 PM   
ComDev

 

Posts: 5735
Joined: 5/12/2006
Status: offline
Okay think maybe we should make some adjustments.

1. Chaff effectiveness is too high
2. DECM effectiveness is probably also too high
3. Seeker gen needs to be reviewed (should probably check all of them)

I'll send some suggestions to Dimitris. Please have patience with us, we're not in sprint mode so making changes take longer than what they used to.

Thanks for your feedback guys

_____________________________



Developer "Command: Modern Air/Naval Operations" project!

(in reply to AlmightyTallest)
Post #: 15
RE: Air combat rework - 5/7/2014 1:50:11 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
quote:

ORIGINAL: AlmightyTallest
The Pk is about the same for most things it seems.

The log you posted clearly shows that this isn't the case.

quote:


Should the AIM-54C from 1985 be considered a late 70's tech seeker? I can see the AIM-54A being such.

That's a good question. We'll discuss this internally.

_____________________________


(in reply to AlmightyTallest)
Post #: 16
RE: Air combat rework - 5/7/2014 1:53:58 PM   
AlmightyTallest

 

Posts: 279
Joined: 2/25/2014
Status: offline
No problem guys, glad to help.

My experience with using other aircraft appeared to be the same Pk, something around 50% but the dice rolls and other factors being considered by the engine and randomness make it interesting at times.

Same scenario, but against Su-35S's


quote:

8:35:19 PM - Weapon: AIM-54C Phoenix #69 is attacking Su-35S Flanker with a base PH of 85%. PH adjusted for distance: 81%. Su-35S Flanker is maneuvering with agility: 3.6 (Nominal: 4.5 - Proficiency: Regular)(-36%). Final PH: 45%. Die Roll: 12 - HIT

8:35:19 PM - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 1970s)(Of: AIM-54C Phoenix #69). Final probability: 25%. Die Roll: 79 - FAILURE

8:35:19 PM - Weapon: AIM-54C Phoenix #68 is attacking Su-35S Flanker with a base PH of 85%. PH adjusted for distance: 81%. Su-35S Flanker is maneuvering with agility: 3.6 (Nominal: 4.5 - Proficiency: Regular)(-36%). Final PH: 45%. Die Roll: 15 - HIT

8:35:19 PM - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 1970s)(Of: AIM-54C Phoenix #68). Final probability: 25%. Die Roll: 84 - FAILURE

8:35:19 PM - Decoy (Generic Chaff Salvo [4x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 1970s)(Guiding weapon: AIM-54C Phoenix #68). Final probability: 30%. Die Roll: 82 - FAILURE

8:35:19 PM - Weapon: AIM-54C Phoenix #67 is attacking Su-35S Flanker with a base PH of 85%. PH adjusted for distance: 81%. Su-35S Flanker is maneuvering with agility: 3.6 (Nominal: 4.5 - Proficiency: Regular)(-36%). Final PH: 45%. Die Roll: 65 - MISS

8:35:19 PM - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 1970s)(Of: AIM-54C Phoenix #67). Final probability: 25%. Die Roll: 75 - FAILURE

8:35:19 PM - All weapon seekers were neutralized - weapon will not impact

8:35:19 PM - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 1970s)(Of: AIM-54C Phoenix #66). Final probability: 25%. Die Roll: 12 - SUCCESS

8:35:19 PM - Decoy (Generic Chaff Salvo [4x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 1970s)(Guiding weapon: AIM-54C Phoenix #66). Final probability: 30%. Die Roll: 69 - FAILURE

8:35:18 PM - All weapon seekers were neutralized - weapon will not impact

8:35:18 PM - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active

Radar Seeker(Tech: Late 1970s)(Of: AIM-54C Phoenix #61). Final probability: 25%. Die Roll: 2 - SUCCESS
8:35:18 PM - Weapon: AIM-54C Phoenix #60 is attacking Su-35S Flanker with a base PH of 85%. PH adjusted for distance: 82%. Su-35S Flanker is maneuvering with agility: 3.6 (Nominal: 4.5 - Proficiency: Regular)(-36%). Final PH: 46%. Die Roll: 19 - HIT

8:35:18 PM - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 1970s)(Of: AIM-54C Phoenix #60). Final probability: 25%. Die Roll: 35 - FAILURE

8:35:18 PM - Decoy (Generic Chaff Salvo [4x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 1970s)(Guiding weapon: AIM-54C Phoenix #60). Final probability: 30%. Die Roll: 71 - FAILURE

8:35:18 PM - Weapon: AIM-54C Phoenix #59 is attacking Su-35S Flanker with a base PH of 85%. PH adjusted for distance: 82%. Su-35S Flanker is maneuvering with agility: 3.6 (Nominal: 4.5 - Proficiency: Regular)(-36%). Final PH: 46%. Die Roll: 27 - HIT

8:35:18 PM - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 1970s)(Of: AIM-54C Phoenix #59). Final probability: 25%. Die Roll: 95 - FAILURE

8:35:18 PM - Weapon: AIM-54C Phoenix #58 is attacking Su-35S Flanker with a base PH of 85%. PH adjusted for distance: 82%. Su-35S Flanker is maneuvering with agility: 3.6 (Nominal: 4.5 - Proficiency: Regular)(-36%). Final PH: 46%. Die Roll: 9 - HIT

8:35:18 PM - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 1970s)(Of: AIM-54C Phoenix #58). Final probability: 25%. Die Roll: 51 - FAILURE

8:35:18 PM - Decoy (Generic Chaff Salvo [4x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 1970s)(Guiding weapon: AIM-54C Phoenix #58). Final probability: 30%. Die Roll: 58 - FAILURE

8:35:18 PM - All weapon seekers were neutralized - weapon will not impact

8:35:18 PM - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 1970s)(Of: AIM-54C Phoenix #65). Final probability: 25%. Die Roll: 1 - SUCCESS

8:35:18 PM - All weapon seekers were neutralized - weapon will not impact

8:35:18 PM - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 1970s)(Of: AIM-54C Phoenix #62). Final probability: 25%. Die Roll: 25 - SUCCESS

8:35:18 PM - All weapon seekers were neutralized - weapon will not impact

8:35:18 PM - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 1970s)(Of: AIM-54C Phoenix #57). Final probability: 25%. Die Roll: 20 - SUCCESS
8:35:18 PM - Weapon: AIM-54C Phoenix #56 is attacking Su-35S Flanker with a base PH of 85%. PH adjusted for distance: 82%.

Su-35S Flanker is maneuvering with agility: 3.6 (Nominal: 4.5 - Proficiency: Regular)(-36%). Final PH: 46%. Die Roll: 74 - MISS

8:35:18 PM - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 1970s)(Of: AIM-54C Phoenix #56). Final probability: 25%. Die Roll: 42 - FAILURE

8:35:18 PM - Decoy (Generic Chaff Salvo [4x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 1970s)(Guiding weapon: AIM-54C Phoenix #56). Final probability: 30%. Die Roll: 83 - FAILURE
8:35:18 PM - Weapon: AIM-54C Phoenix #55 is attacking Su-35S Flanker with a base PH of 85%. PH adjusted for distance: 82%. Su-35S Flanker is maneuvering with agility: 3.6 (Nominal: 4.5 - Proficiency: Regular)(-36%). Final PH: 46%. Die Roll: 21 - HIT

8:35:18 PM - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active

Radar Seeker(Tech: Late 1970s)(Of: AIM-54C Phoenix #55). Final probability: 25%. Die Roll: 45 - FAILURE
8:35:18 PM - All weapon seekers were neutralized - weapon will not impact
8:35:18 PM - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active

Radar Seeker(Tech: Late 1970s)(Of: AIM-54C Phoenix #54). Final probability: 25%. Die Roll: 21 - SUCCESS
8:35:18 PM - Decoy (Generic Chaff Salvo [4x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar

Seeker (Tech: Late 1970s)(Guiding weapon: AIM-54C Phoenix #54). Final probability: 30%. Die Roll: 33 - FAILURE
8:35:18 PM - Weapon: AIM-54C Phoenix #64 is attacking Su-35S Flanker with a base PH of 85%. PH adjusted for distance: 82%.

Su-35S Flanker is maneuvering with agility: 3.6 (Nominal: 4.5 - Proficiency: Regular)(-36%). Final PH: 46%. Die Roll: 63 - MISS

8:35:18 PM - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 1970s)(Of: AIM-54C Phoenix #64). Final probability: 25%. Die Roll: 59 - FAILURE

8:35:18 PM - Decoy (Generic Chaff Salvo [4x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 1970s)(Guiding weapon: AIM-54C Phoenix #64). Final probability: 30%. Die Roll: 84 - FAILURE

8:35:18 PM - Weapon: AIM-54C Phoenix #63 is attacking Su-35S Flanker with a base PH of 85%. PH adjusted for distance: 82%. Su-35S Flanker is maneuvering with agility: 3.6 (Nominal: 4.5 - Proficiency: Regular)(-36%). Final PH: 46%. Die Roll: 99 - MISS

8:35:18 PM - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 1970s)(Of: AIM-54C Phoenix #63). Final probability: 25%. Die Roll: 80 - FAILURE
8:35:18 PM - Decoy (Generic Chaff Salvo [4x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 1970s)(Guiding weapon: AIM-54C Phoenix #63). Final probability: 30%. Die Roll: 58 - FAILURE


< Message edited by AlmightyTallest -- 5/7/2014 3:08:46 PM >

(in reply to Dimitris)
Post #: 17
RE: Air combat rework - 5/7/2014 7:54:00 PM   
Coiler12

 

Posts: 1203
Joined: 10/13/2013
Status: offline
I'm honestly not really seeing what the problem is with the combat engine, since missiles have had lower-than-advertised pK in almost every engagement they were fired in.

(in reply to AlmightyTallest)
Post #: 18
RE: Air combat rework - 5/7/2014 9:22:48 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
No its validation stuff which is good because better values and models shake out of it.

Its good that people report issues but sometimes the way they report isn't so hot

"It Broke" "Game Sucks"

Our hope is that they realize we do respond and will make changes if needed.

Mike

< Message edited by mikmyk -- 5/7/2014 10:26:37 PM >


_____________________________


(in reply to Coiler12)
Post #: 19
RE: Air combat rework - 5/8/2014 12:16:18 AM   
ryszardsh

 

Posts: 93
Joined: 1/4/2007
Status: offline
Related note:

I do not have the nice data set prints as above, but I notice much the same sort of issue. E.G., play the Battle of the First Salvo scenario - and just watch the Syria/Israel air combat. Historically, in that time frame, the Israeli side routinely wipes up the Syrian Air Force - but in the simulation the Israelis lose several Eagles every time I run the scenario. Just struck me the last time I ran it that the on screen results should at least be near the ball park of real results.

RAS

(in reply to mikmykWS)
Post #: 20
RE: Air combat rework - 5/8/2014 12:45:35 AM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
Just out or curiosity are the proficiency levels set in the scenario making the Israeli's to be significantly better?If not this could be a way to get the result you would like.

Mike

Although it could have something to do with leadeship as well





< Message edited by mikmyk -- 5/8/2014 1:50:03 AM >


_____________________________


(in reply to ryszardsh)
Post #: 21
RE: Air combat rework - 5/8/2014 12:56:20 AM   
Coiler12

 

Posts: 1203
Joined: 10/13/2013
Status: offline

quote:

ORIGINAL: ryszardsh

Related note:

I do not have the nice data set prints as above, but I notice much the same sort of issue. E.G., play the Battle of the First Salvo scenario - and just watch the Syria/Israel air combat. Historically, in that time frame, the Israeli side routinely wipes up the Syrian Air Force - but in the simulation the Israelis lose several Eagles every time I run the scenario. Just struck me the last time I ran it that the on screen results should at least be near the ball park of real results.

RAS


The Israeli Bekaa Valley victory was achieved by thorough preparation, the Syrians playing right into their hands by just sending up fighters without any real purpose, and the Israelis doing repeated swoop-and-run attacks with extremely great skill and coordination.

To get anything like a similar result in Command you'd have to micro the Israelis extensively, and the computer ally doesn't do that.

(in reply to ryszardsh)
Post #: 22
RE: Air combat rework - 5/8/2014 1:48:50 AM   
ryszardsh

 

Posts: 93
Joined: 1/4/2007
Status: offline

quote:

ORIGINAL: mikmyk

Just out or curiosity are the proficiency levels set in the scenario making the Israeli's to be significantly better?If not this could be a way to get the result you would like.

Mike

Although it could have something to do with leadeship as well






just checked to make sure, Israel set at veteran, Syria set at novice...and as to leadership, that was the AI running both Syria & Israel ;)

(in reply to mikmykWS)
Post #: 23
RE: Air combat rework - 5/8/2014 3:29:52 AM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
Bummer. Well if you want us to do anything about it grab a log or something we can use to figure out what the issue is.

Mike

< Message edited by mikmyk -- 5/8/2014 4:35:54 AM >


_____________________________


(in reply to ryszardsh)
Post #: 24
RE: Air combat rework - 5/8/2014 6:22:53 AM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
quote:

ORIGINAL: mikmyk
Its good that people report issues but sometimes the way they report isn't so hot.

"It Broke" "Game Sucks"

And for anyone wondering what's wrong with that, try telling your doctor "I hurt, and it's your fault", without any further elaboration, and observing his reaction.

quote:


Our hope is that they realize we do respond and will make changes if needed.

Mike

The OP is becoming conspicuous, and suspect, with his absence.

< Message edited by Sunburn -- 5/8/2014 8:45:09 AM >


_____________________________


(in reply to mikmykWS)
Post #: 25
RE: Air combat rework - 5/8/2014 7:39:26 AM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
quote:

ORIGINAL: ryszardsh
I do not have the nice data set prints as above,

Yes you do. It's the message log at the left side of your map. Learn to love it, and it will answer all (or most of) your questions.

quote:


but I notice much the same sort of issue. E.G., play the Battle of the First Salvo scenario - and just watch the Syria/Israel air combat. Historically, in that time frame, the Israeli side routinely wipes up the Syrian Air Force - but in the simulation the Israelis lose several Eagles every time I run the scenario. Just struck me the last time I ran it that the on screen results should at least be near the ball park of real results.


...and right there lies one of the biggest pitfalls for generic (ie. not battle/theater-focused) wargame/simulation engines: Over-specializing in order to closely match a specific historical result, at the expense of everything else.

Let's take another similar example to make the peril more obvious. Say we're developing a tactical land combat engine (think Steel Panthers), and our first litmus test is 73 Easting. We do some trial runs, and although US/UK forces trounce the Iraqi units as in RL, allied losses are usually higher than the minimal ones historically attained. This does not please our target audience (mil/gov or consumers, depending on the game) so we go back and endlessly tweak both data and algorithms until the game consistently recreates the absolute wipe-out of the real battle. Great job! Or we think so.

Now we take that engine and data and go to our next test, a WW3-CentFront scenario. We run it and NATO forces effortlessly shrug off massive Soviet attacks. Oops.

What happened? We overspecialized for 73 Easting's kill scores.

A simulation does not need to consistently recreate (in terms of bean-counting) a specific historical outcome in order to be realistic. The outcome must certainly be one of the possible results (otherwise you have a real problem) but the true litmus test is whether the game results are often close to the historical outcome. If Iraqi forces are rolling all over allied armor in 73 Easting then definitely something is wrong. If allied forces are dominating but taking losses here and there, it is probably realistic enough.

Let's say you're simulating the first night of Desert Storm. If the game flows pretty much like the historical route, the bulk of the Iraqi IADS should be neutralized; that right there is your authenticity criterion. If a few F-117s are lost does this mean there is a problem in the sim? It is possible (and you have to check the logs to determine that), but a more likely explanation is that the RL Nighthawk crews were simply very lucky. (Many F-117 pilots have openly stated exactly that, and the campaign planners in fact expected several losses). Can you tweak the models & data so that no F-117 ever gets lost? Sure. But then you'll probably never be able to recreate the Kosovo shootdown (and the second one that limped back to Aviano and was written off after crash-landing). Overspecializing again.

(As an aside, this is one of the reasons many wargame/sim designers prefer their releases to focus on a single battle or theater at a time. If all you have to worry about is 73 Easting or Medinah Ridge or Desert Storm in general, you're free to massage your models and data to consistently recreate historical outcomes. Fulda Gap? Simply re-tweak the engine for that on the next release.)

So, back to Bekaa. Like 73 Easting this is an unusual mismatch that tempts you to tweak your engine to closely match it, but we've seen the dangers of doing that. Let's break down the factors that enabled the IAF to dominate these engagements:

* Strong sensors jamming, particularly standoff radar jamming. Command supports this already.

* Very strong comms jamming, which effectively forced Syrian aircraft to rely almost exclusively on their own (usually inadequate) sensors instead of sharing a common tactical picture with the Syrian IADS. You can _sort of_ simulate this in Command right now by not having the big Syrian EW/GCI radars present (the end-user effect of not receiving cues from your IADS is the same one as the IADS not being there in the first place) but you still have the limitation of Syrian fighters freely communicating among themselves. We plan to model comms jamming better in the future.

* Sub-optimal placement of Syrian IADS elements (see here for elaboration: http://www.ausairpower.net/APA-SAM-Effectiveness.html). You can do this in Command already.

* Vast differences in pilot proficiency. Command supports this, but still allows a rookie pilot to pull the same tactical and evasive maneuvers as an ace (albeit with reduced evasion benefit). This is crucial, because in Bekaa many Syrian aircraft were attacked and destroyed while literally flying straight and level. Now, could we modify the code so that "advanced" evasion techniques are available only to highly proficient crews? We could, and fairly easily so, but this would then create a very strong incentive for a player handling the Syrian side to micromanage (e.g. "my pilots are not beaming by themselves so I'll do it manually for them"). This runs contrary to one of our chief design tenets of Command: the player should not have to micromanage to win. So it's a bind.

* Substantial differences in pilot visibility. This doesn't matter much if a fighter has good onboard sensors and solid communication with the IADS, but when (a)your sensors are crap and/or jammed, (b)you are cut off from anyone else on your side because your comms are solid static and (c)your limited side- or rear- visibility prevents you from seeing the IAF fighter coming up on you under his own perfectly working IADS guidance, you end up exactly in the situation of being attacked and killed while flying straight and level. (As Coiler correctly pointed out, most IAF kills were the result of surprise slashing hit-and-run atacks, not artful dogfights). Command currently assumes a JSF-like 360-deg visibility for all aircraft and it is definitely something we want to improve (our DB master cries for mercy).

* Superior hardware and weapons (particularly AIM-9L vs AA-2). Nothing much to say about this, Command of course already models this.

* Superior grand-tactical/operational management of air assets. This is pretty much what Command expects of you, as the player, to achieve. Manouvering your aircraft to get in optimal engagement positions while preventing the enemy from doing the same, selecting the most suitable weapons for the task, reacting on-the-fly to changes in the tactical situation etc. The AI does a reasonable job at this (most of the time) but human intuition is still hard to beat, and AI vs AI clashes cannot reproduce the imbalance of skill that characterized Bekaa.

So, as you can see there is a whole range of factors that have to be taken into account when considering mismatches like Bekaa, and very few of them have to do with the weapon endgame interactions that the OP was inquiring about.

< Message edited by Sunburn -- 5/8/2014 12:41:07 PM >


_____________________________


(in reply to ryszardsh)
Post #: 26
RE: Air combat rework - 5/8/2014 9:17:20 AM   
dillonkbase

 

Posts: 177
Joined: 5/2/2009
Status: offline
"
* Vast differences in pilot proficiency. Command supports this, but still allows a rookie pilot to pull the same tactical and evasive maneuvers as an ace (albeit with reduced evasion benefit). This is crucial, because in Bekaa many Syrian aircraft were attacked and destroyed while literally flying straight and level. Now, could we modify the code so that "advanced" evasion techniques are available only to highly proficient crews? We could, and fairly easily so, but this would then create a very strong incentive for a player handling the Syrian side to micromanage (e.g. "my pilots are not beaming by themselves so I'll do it manually for them"). This runs contrary to one of our chief design tenets of Command: the player should not have to micromanage to win. So it's a bind. "

So when I look at the log, or watch the display its hard to tell what evasive act my pilot is taking. Are they Beaming(I'm not even to sure what this is) or are they trying a split S(not really sure what this is either, but I'm pretty sure airplanes do it?) I ask because sometimes when my planes go defensive their behavior is hard for me to understand, I think gee wiz, why aren't you turning tail, diving, and getting lost in the terrain clutter? If I turn off automatic evasion turn tail and hit the burner, what does that do to my odds?

Sometimes evasion turns into a dogfight instead of an attempt to extend... is there any way to give us options for evasive logic? Is there a way to command evasive actions instead of always changing the ROE?

(in reply to Dimitris)
Post #: 27
RE: Air combat rework - 5/8/2014 9:47:09 AM   
Tomcat84

 

Posts: 1952
Joined: 7/10/2013
Status: offline
1. I would agree that chaff effectiveness is too high, slightly situation dependent but for example the following situation was 6 Flanker Bravos approaching a 2014 F-15C. Each target got a single AIM-120D. The Flankers were non maneuvering and kept flying straight at the missiles

Now in the log you see this:

8:03:49 - F-15C Eagle is dropping BOGEY #7 from its target list (Reason: The target is not auto-targeted, and no outstanding weapons or assignments against it exist).
8:03:49 - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 2000s)(Of: AIM-120D AMRAAM P3I.4 #27). Final probability: 5%. Die Roll: 49 - FAILURE
8:03:49 - Decoy (Generic Chaff Salvo [4x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 2000s)(Guiding weapon: AIM-120D AMRAAM P3I.4 #27). Final probability: 20%. Die Roll: 2 - SUCCESS
8:03:40 - F-15C Eagle is dropping BOGEY #6 from its target list (Reason: The target is not auto-targeted, and no outstanding weapons or assignments against it exist).
8:03:40 - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 2000s)(Of: AIM-120D AMRAAM P3I.4 #26). Final probability: 5%. Die Roll: 18 - FAILURE
8:03:40 - Decoy (Generic Chaff Salvo [4x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 2000s)(Guiding weapon: AIM-120D AMRAAM P3I.4 #26). Final probability: 20%. Die Roll: 16 - SUCCESS
8:03:33 - F-15C Eagle is dropping BOGEY #5 from its target list (Reason: The target is not auto-targeted, and no outstanding weapons or assignments against it exist).
8:03:33 - Weapon: AIM-120D AMRAAM P3I.4 #25 is attacking Su-27SM Flanker B with a base PH of 95%. PH adjusted for distance: 92%. Su-27SM Flanker B is maneuvering with agility: 3.6 (Nominal: 4.5 - Proficiency: Regular)(-36%). Final PH: 56%. Die Roll: 58 - MISS
8:03:33 - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 2000s)(Of: AIM-120D AMRAAM P3I.4 #25). Final probability: 5%. Die Roll: 24 - FAILURE
8:03:33 - Decoy (Generic Chaff Salvo [4x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 2000s)(Guiding weapon: AIM-120D AMRAAM P3I.4 #25). Final probability: 20%. Die Roll: 38 - FAILURE
8:03:30 - Weapon: AIM-120D AMRAAM P3I.4 #24 is attacking Su-27SM Flanker B with a base PH of 95%. PH adjusted for distance: 90%. Su-27SM Flanker B is maneuvering with agility: 3.6 (Nominal: 4.5 - Proficiency: Regular)(-36%). Final PH: 54%. Die Roll: 51 - HIT
8:03:30 - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 2000s)(Of: AIM-120D AMRAAM P3I.4 #24). Final probability: 5%. Die Roll: 98 - FAILURE
8:03:30 - Decoy (Generic Chaff Salvo [4x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 2000s)(Guiding weapon: AIM-120D AMRAAM P3I.4 #24). Final probability: 20%. Die Roll: 42 - FAILURE
8:03:27 - Weapon: AIM-120D AMRAAM P3I.4 #23 is attacking Su-27SM Flanker B with a base PH of 95%. PH adjusted for distance: 88%. Su-27SM Flanker B is maneuvering with agility: 3.6 (Nominal: 4.5 - Proficiency: Regular)(-36%). Final PH: 52%. Die Roll: 21 - HIT
8:03:27 - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 2000s)(Of: AIM-120D AMRAAM P3I.4 #23). Final probability: 5%. Die Roll: 64 - FAILURE
8:03:27 - Decoy (Generic Chaff Salvo [4x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 2000s)(Guiding weapon: AIM-120D AMRAAM P3I.4 #23). Final probability: 20%. Die Roll: 91 - FAILURE
8:03:23 - Weapon: AIM-120D AMRAAM P3I.4 #22 is attacking Su-27SM Flanker B with a base PH of 95%. PH adjusted for distance: 87%. Su-27SM Flanker B is maneuvering with agility: 3.6 (Nominal: 4.5 - Proficiency: Regular)(-36%). Final PH: 51%. Die Roll: 21 - HIT
8:03:23 - Defensive jammer (SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) is attempting to spoof sensor: Active Radar Seeker(Tech: Late 2000s)(Of: AIM-120D AMRAAM P3I.4 #22). Final probability: 5%. Die Roll: 93 - FAILURE
8:03:23 - Decoy (Generic Chaff Salvo [4x Cartridges]; Tech: NotApplicable) is attempting to seduce sensor: Active Radar Seeker (Tech: Late 2000s)(Guiding weapon: AIM-120D AMRAAM P3I.4 #22). Final probability: 20%. Die Roll: 53 - FAILURE


The chaff has a 20% chance and the jammer only 5%. It's an old jammer but I would still expect the jammer to have a slightly better chance than chaff. Especially because the AMRAAM and the F-15 have doppler radars which really don't care very much about chaff in a head on situation. Of course this is one of those things where it's one specific situation so it's hard to model everything, I understand that.

But I agree that 20% in this case, is high for chaff. And in many other cases too I think the chaff effectiveness is on the high side.

2. DECM effectiveness I think is on the correct side. In some cases I think it might be too low. Again there is an extremely wide range of combos but I think this is more in the ballpark than chaff right now

3. Agreed. Also maybe also loadouts, at least jammer wise, if I take a 2013/14 SU-35S or SU27SM it gets a 1980s SPS-171/172 Sorbtsiya [L-005]; Tech: Early 1980s) jammer? I would expect these guys to have something more modern, maybe DRFM capable ? Of course if there is no data it's tough.


Lastly, I think two other contributing factors are:
- still agility effect on missile PH. I know it can be adjusted with proficiency, but that also affects things like OODA loop correct? Also the big thing is it does not take aspect, airspeed or loadout into effect.
A heavily laden F-16 should have a worse evasion than a clean one, and after one evasion the airspeed should be bled down and it should have a reduced effect against a second missile that is quickly following up

- also there is the evasion logic. The AI always seems to want to go to the notch, which is not always the smart thing to do. At long range a drag maneuver might be way more efficient, which is why I always turn auto evasion off and manually control them. Also to me it does not seem like the fact that a fighter is in the notch changes the PH numbers compared to a head/tail on fighter? I may be wrong on that though.


Always room for improvement: but if there is no or little data or something is very specific (or classified), I understand it can be hard to do it :) Keep up the good work guys. I'm glad you're listening :)


quote:

ORIGINAL: emsoy

Okay think maybe we should make some adjustments.

1. Chaff effectiveness is too high
2. DECM effectiveness is probably also too high
3. Seeker gen needs to be reviewed (should probably check all of them)

I'll send some suggestions to Dimitris. Please have patience with us, we're not in sprint mode so making changes take longer than what they used to.

Thanks for your feedback guys



_____________________________

My Scenarios and Tutorials for Command

(Scenarios focus on air-warfare :) )

(in reply to ComDev)
Post #: 28
RE: Air combat rework - 5/8/2014 10:00:39 AM   
dillonkbase

 

Posts: 177
Joined: 5/2/2009
Status: offline
could explain the whole notch thing versus the drag thing?

(in reply to Tomcat84)
Post #: 29
RE: Air combat rework - 5/8/2014 11:33:19 AM   
Feltan


Posts: 1160
Joined: 12/5/2006
From: Kansas
Status: offline

quote:

ORIGINAL: Sunburn


... A simulation does not need to consistently recreate (in terms of bean-counting) a specific historical outcome in order to be realistic. The outcome must certainly be one of the possible results (otherwise you have a real problem) but the true litmus test is whether the game results are often close to the historical outcome. If Iraqi forces are rolling all over allied armor in 73 Easting then definitely something is wrong. If allied forces are dominating but taking losses here and there, it is probably realistic enough.

Let's say you're simulating the first night of Desert Storm. If the game flows pretty much like the historical route, the bulk of the Iraqi IADS should be neutralized; that right there is your authenticity criterion. If a few F-117s are lost does this mean there is a problem in the sim? It is possible (and you have to check the logs to determine that), but a more likely explanation is that the RL Nighthawk crews were simply very lucky. (Many F-117 pilots have openly stated exactly that, and the campaign planners in fact expected several losses). Can you tweak the models & data so that no F-117 ever gets lost? Sure. But then you'll probably never be able to recreate the Kosovo shootdown (and the second one that limped back to Aviano and was written off after crash-landing). Overspecializing again.

(As an aside, this is one of the reasons many wargame/sim designers prefer their releases to focus on a single battle or theater at a time. If all you have to worry about is 73 Easting or Medinah Ridge or Desert Storm in general, you're free to massage your models and data to consistently recreate historical outcomes. Fulda Gap? Simply re-tweak the engine for that on the next release.)

So, back to Bekaa. Like 73 Easting this is an unusual mismatch that tempts you to tweak your engine to closely match it, but we've seen the dangers of doing that. Let's break down the factors that enabled the IAF to dominate these engagements:



Quite right, and good insight as well. Essentially, you have to model things without an eye to the die roll.

Run a simulation a million times, and see if the "expected" results happen frequently enough -- then you are on the mark.

Too often, folks don't realize the great dice-god is playing games with them! :-)

Regards,
Feltan

(in reply to Dimitris)
Post #: 30
Page:   [1] 2 3   next >   >>
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> Air combat rework Page: [1] 2 3   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.906