ckfinite -> RE: Air combat rework (5/12/2014 11:33:17 PM)
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quote:
1) Enemy aircrafts flying at their loadout profile altitude (not always 40k ft) detect each other; Note that radars and sensors are much more fickle in real life than their manufacturers say they are, and this is not a given. quote:
2) The one with best BVR weapons/sensors fires at the enemy one or two missiles, decided by the player as a doctrine (not as an always mandatory two per target); A inferior sensor platform can get the first shot if, for example, they have GCI. quote:
3) The target detects the incoming missile and the game engine calculates the ETA for the missile from this point. This will be used to determine the "PH adjusted for distance" later (not the distance from the launching platform, but the distance from the missile at the time it was detected. The sooner the target detects the threat, the better for him); PH adjusted for distance is actually simulating the endgame kinetic energy of the missile, not the maneuvering of the target aircraft. You're thinking of the "maneuvering with" section of the probability. Long range detections should be used to notch or to run away and reduce endgame KE, not decrease instantaneous endgame PK. The game should do 3D kinematic modelling of missile flight to simulate this correctly, and take PH adjusted for distance from a estimate of terminal control authority. quote:
4) The target begins to maneuver to avoid the missile(s). That means accelerate at the highest by using post-combustion and diving, changing altitude for speed (the game engine would have to consider energy/altitude balance, a fundamental principle in every air-to-air arena. By the way, in that case, it would make sense to patrol at the highest altitude possible. As it is now, high altitude doesn't mean any advantage beyond seeing farther, but also being detected earlier); This isn't necessarily true. Lower altitudes also let you do things like dive below the Earth's curvature or terrain more effectively, especially given that even with modern aircraft maximum descent velocity is sharply limited. High altitude's only advantage is seeing farther in real life, as well as in the game, because of this. quote:
5) The target also tries to change its course to a perpendicular one from the missile trajectory, making it harder for the missile to reach/hit him and forcing the missile to turn continually and bleed energy. At that point, agility and pilot proficiency would be essential: the more agile/proficient an aircraft/pilot is, the faster it would turn and dive to gain speed; This maneuver, as well as maximizing DLOS, also serves to notch the incoming missile. quote:
6) As the missile approaches, the target start to use ECM. Their effectiveness would depend on the ECM system itself and also on the seeker of the missile; The ECM profile should be dependent on ROE and what the nature of the systems available on the aircraft are. quote:
7) If the ECM doesn't work, the missile get to the impact point and PH is calculated: From the base PH, some amount is deducted based on the distance from the target at the time the missile was detected (as above) and, most important, also from the difference, in knots, from the missile speed and the target speed, as well as the difference, in degrees, between the the missile and target trajectories. The bigger these speed difference is, and the closer the trajectory difference is to 90 degrees, the better for the target; DLOS is a much better metric for PK than a simple angular calculation, as 90 degree shots can be easily accomplished if DLOS = 0.
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