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Unit ignoring WRA with custom weapons (or in general?)

 
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Unit ignoring WRA with custom weapons (or in general?) - 7/16/2019 5:34:18 AM   
Tailhook

 

Posts: 293
Joined: 1/18/2015
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Hey there:

I've attached a scenario that was a proof of concept of something else I'm working on. My goal was to add MANPADS to some combatants that otherwise lacked anti-air missiles (the surface ship in this scenario does have anti-air capable guns but I removed them for the purpose of the test). As such, I attached 3x SA-24 launchers to this Venezuelan corvette (with 18 missiles to spare). I have a P-8 inbound to fly over the ship and "inspect it" or whatever for the purpose of the simulation. I want the surface ship to panic and fire all three SA-24s at once at the jet, since with damage on it's a hard target to kill. I turned the P-8s evasion off to facilitate the test even though that's not realistic.

Three observations on this test (one micro, two macro).

Micro:
1 - Despite WRA across the board (except helicopters) being 3x weapons per salvo, with 3x mounts on the ship, only 1 missile fires at a time unless I manually command it. Why is that? Cant this be fixed?

Macro:
2 - In my (admittedly limited to only n=3) test runs, the missiles seemed to target random parts of the aircraft. I don't believe the SA-24 has an Imagining seekerhead and thus would still go after the biggest source of heat, in which case that would be the engine. Is targeting bias being considered for non-imaging infrared missiles to favor engines in the future? (Imagine infrared seekers generally aim center of mass which seems to be the current behavior). Is this already implemented and my test runs just didn't catch it? I know that the distinction between seeker heads exists in game (compare the AIM-9X to the SA-24 for example)

3 - Aircraft evasion techniques: This might be tricky given the custom weapon in this scenario but its an issue in non-custom setups. Basically, standard evasion procedure for a MANPAD launch for a fixed wing aircraft is to climb high/run away and get out of range as fast as possible. In CMANO, the automatic evasion has the aircraft dive as low as possible and try and beam the launcher/threat. This makes sense broadly speaking for Tactical/Strategic SAMs and Air to Air threats, but not MANPADS. More often than not if you don't turn off auto evasion and micro the aircraft away, the aircraft gets stuck in a loop where it just circles the MANPAD launcher ad nauseum until either it gets shot down or the launcher runs out of ammo. This scenario plays out particularly common in the "Korean Ground Game" scenario in Chains of War (which is extra frustrating because you can't detect the MANPADs launchers at all even if you watch them launch the missile plus there are so many that you can never really escape them). Would it be possible for aircraft (let's say on regular or higher proficiency) to determine that a SAM launch is in fact in the MANPAD class and evade in such a manner to defeat the threat? i.e., run away and/or climb higher (more the former than the latter in order to not be forced into strategic SAM envelopes without players intent.) I would still include the "last ditch evasion" agility boost that is currently included with "auto-evasion: on" if that makes sense.

Thanks for your help and if anything didn't make sense I'll gladly try and clarify. I recognize points 2 and 3 are probably bigger picture changes so I’m not trying to ask y’all to rush it.



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