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[FIXED B928] ASuW Strike beyond fuel range

 
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[FIXED B928] ASuW Strike beyond fuel range - 9/4/2016 9:53:51 AM   
Nightwatch

 

Posts: 127
Joined: 9/6/2015
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Hey guys

Probably another bug unless im missing something. I set up a simple Maritime ASuW Mission without a pre-planned target list (basically engaging every contact) and added some JH-7B Flounders with YJ-12s.
Works fine as far as Flounders launch on detection and engage the enemy task force.

But in this particular case I added so many Flounders that the later planes actually don’t get to fire since the engine thinks the target has already been saturated.
Which is fine on its own, but no what happens is, the later Flounders just keep on flying, well beyond their effective range.
They don’t launch missiles (not needed) but they don’t abort either when they reach Bingo.
Even worse, if the first task force is destroyed, they actually switch to targets even further out instead of returning.

Mission Doctrine is set to
Joker – terminate and RTB with 10% above Bingo
Unit leaves group and RTB as Joker is reached
Shotgun All Stand Off weapons have been expended disengage immediately
(actually it makes not noticeable difference what setting you use, they just fly on matter what).

If you change the Fuel/ordnance settings in the mission planer using 'Expend/jettison A/G ordnance at max range for max strike radius' nothing changes. They fly and crash, no ordnance will be jettisoned (afaik not implemented yet anyway).
If you change it to 'Bring A/G ordnance backt o base if target cannot be struck' they dont launch at all.

To fix, this the Flounders should just return on Bingo (or Bingo +10% in this case) whether or not they got to fire their weapons or the target is still standing.
At least when using the 'Bring A/G ordnance back to base' setting.


Please check attachment below for more detail. It’s a scenario I’m working on, so just ignore the other stuff. The mission in question is ‘ASuW Free’ from the Chinese faction.
Just press start and see what happens.



Attachment (1)

< Message edited by emsoy -- 4/4/2017 7:37:12 PM >
Post #: 1
RE: [839.7] ASuW Strike beyond fuel range - 9/4/2016 10:24:20 AM   
ComDev

 

Posts: 5735
Joined: 5/12/2006
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Think the right way to go with this one is to use proper WRA settings?

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(in reply to Nightwatch)
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RE: [839.7] ASuW Strike beyond fuel range - 9/4/2016 10:44:20 AM   
Nightwatch

 

Posts: 127
Joined: 9/6/2015
Status: offline
You mean adapting WRA settings to just firing all missiles at the task force even if its not necessary?
Obviously this would be possible, but i dont have a problem with the aircraft not firing more missiles than allowed by WRA settings.
My issue is with the planes not turning around when they reach bingo and have no suitable targets around to shoot at.

Different scenario to consider: The planes launch on a target within range. Stuff happens and the target in question is destroyed by other means.
Do the planes turn around? nope, the push on, well beyond their effective range, switching to another target and crash because they dont return on bingo.

IMHO they should always RTB no matter what, at the very least with the 'Bring A/G ordnance back to base' setting.
Just pushing on well beyond any recoverable range only because some target might yet turn up looks kinda crazy.

The alternative would be to jettison, but i believe this has not been implemented yet?







< Message edited by Nightwatch -- 9/4/2016 10:48:14 AM >

(in reply to ComDev)
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RE: [839.7] ASuW Strike beyond fuel range - 9/4/2016 12:00:43 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
Thanks Nightwatch. Added to our list

Mike

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RE: [839.7] ASuW Strike beyond fuel range - 9/24/2016 7:39:04 PM   
Dimitris

 

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

ORIGINAL: Nightwatch
The alternative would be to jettison, but i believe this has not been implemented yet?


It has, but only for evasive maneuvering, not as a measure to improve range.

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(in reply to Nightwatch)
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