[FIXED B505] SARH question (Full Version)

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CoryC -> [FIXED B505] SARH question (1/22/2014 1:32:04 AM)

Hi there,

Just played a game where a wave of Sea Darts (SARH & Weapon Seeker) all missed a horde of Shipwreck missiles. The Shipwrecks were not seeking, but they were illuminated.

Shouldn't being illuminated be enough for a SARH missile to hit?




Blu3wolf -> RE: SARH question (1/22/2014 2:03:04 AM)

well, thats one of the requirements.

if you examine your message log, it should tell you why they missed.




ComDev -> RE: SARH question (1/22/2014 5:51:19 AM)

What build are you using? I fixed a problem in the hit code in one of the latest builds, that might cause SAMs to overshoot fast crossing targets.

Would be great if you could also upload a save.

Thanks!




CoryC -> RE: SARH question (1/22/2014 6:47:45 PM)

Was build 480 - sorry i do not have a save file. Will try to replicate.

There was no message, they just whizzed by.




AndrewJ -> RE: SARH question (1/22/2014 9:09:41 PM)

While we're on the subject of SARH missiles, I was wondering how their seekers are modeled in the game?

For active radar homing missiles like Phoenix or AMRAAM you can see the wedge-shaped active radar zone in front of them as they enter the terminal homing phase.

Do the semi-active missiles have a similar (albeit invisible) field of regard in which the illuminated target has to remain in order for the missile to see it, or is the simulation simplified so that as long as the target is illuminated the missile will track, even at high off-boresight angles?




ComDev -> RE: SARH question (1/23/2014 6:37:08 AM)

Okay can you try build 486. Is it still happening there? (It shouldn't)

Thanks [8D]




ComDev -> RE: SARH question (1/23/2014 9:57:15 AM)

quote:

Do the semi-active missiles have a similar (albeit invisible) field of regard in which the illuminated target has to remain in order for the missile to see it, or is the simulation simplified so that as long as the target is illuminated the missile will track, even at high off-boresight angles?


Yes builds B480-ish onwards have (pretty neat) overshoot logics and improved collision logics. In the scenario editor, shoot a missile at a target, then move the target around (using Move hotkey) and observe what happens. Make sure you have the very latest build though.




Dimitris -> RE: SARH question (3/25/2014 8:34:53 AM)

Fixed in Build 505.




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