VictorInThePacific -> RE: outmaneuvering SAMs (2/12/2009 5:56:04 AM)
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ORIGINAL: CV32 I'm sorry if I touched a nerve, it wasn't my intention. No, no. I have no nerves. quote:
I do wonder, though, how you determined what tactics are "currently in use"? Probably I am being unfair with this statement. But, for example with the AARs, the descriptions tend to be of the nature "I brought these forces to the location of the enemy and pasted them" rather than "I brought these forces to the location of the enemy, then I moved them around at that particular location in these particular ways and pasted the enemy". That could very be just me not reading very carefully, or it could be just people not providing all the details of what they actually did. quote:
... I need data that I just don't have. quote:
Bummer. [:(] Well, it may not be as bad as all that. With the electronics, the information as to what exactly the game does may simply not be available. But I am guessing that the main effect of ECM, once you actually have the target on screen, is to reduce the hit probability of the incoming weapon. Since this would occur fairly late in the calculation process, approximate answers might be available. There are also things that look like weapons that some ships carry (chaff, flare, etc.), which I have never had the opportunity to use. I guess that when AS missiles approach your ship, you can fire these things at the missiles in order to get a soft kill, and that would need to be taken into account as well. Or perhaps these things are treated as SAMs, i.e. the human can never control them. Now in principle, I would be able to investigate how these things work using the game, or perhaps someone can explain it. Some data is available on weapons systems directly from the game. In particular, ranges can be obtained fairly easily. Speeds can be obtained by launching the weapons, although it would be nice if there was documentation. Rate of fire is needed as well. In principle, this could be obtained from the game, but there are enough anomalies that I don't have confidence in this information. For example, in USNI 1, "No Man's Land", as RED, I fired some missiles past an Oslo FF. This ship can engage one target with its Sea Sparrows (is that related to the fire rate ?), but it pumped out 8 of them in one instant. Perhaps what is meant is that the Sea Sparrows can be fired at only one group of missiles per SAM launch cycle. Altitudes at which missiles function are also important, and that could be obtained with some difficulty from the game, but documentation such as existed for Harpoon Classic would make it a lot easier. Finally, hit probabilities are available from the game, but I suspect that there are % modifiers, although I don't know what they are. If anyone could point me to existing documentation that covers some of the holes mentioned, I would appreciate it.
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