Rory Noonan -> RE: How to Cease Fire a volley & DP variances (2/13/2016 3:11:54 AM)
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1. Not sure if you mean guns or missiles; in the event of guns the ship should stop firing once the target is deemed destroyed. Obviously if there are rounds in the air on the way they won't just disappear. As for missiles, there's currently no 'self destruct' order that I'm aware of; it is possible to have e.g. a harpoon go autonomous and then lock on to a nearby neutral. Again, your ships should stop firing if the target is deemed destroyed. 2. On the face of it, yes. I'm not sure exactly what the Tactom Blk IV is, but unless it has a penetrator warhead it will usually not do much damage against a runway. If you're trying to damage a runway you're best off using heavy, penetrator-type laser guided bombs. If these aren't available then you could use other things like heavy GBUs/LDGPs, rockets, etc. Cluster munitions in my experience are far better used against a/c tarmacs and taxiways etc. Something to remember is that it is currently nigh impossible to destroy a runway, and much as in real life, damaging a runway will put it out of commission for hours rather than forever. If you run into anything you think is strange, post up a save file (inside a .zip) and people can give you much more specific answers.
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