butch4343 -> LGB release heights : Taken from the F111 Martitime Strike Discussion (6/27/2017 11:56:28 AM)
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quote:
ORIGINAL: Sunburn quote:
ORIGINAL: zaytsev @mikeCK What was altituide of your planes in the time of bomb release ? Maybe you were too low. See min-alt for bomb. And, aside from hijacking thread [8D] [image]https://fas.org/man/dod-101/sys/smart/gbu24_15.gif[/image] It's not about 'TOSS' delivery, but look at that beauty of LLLGB Gen3 release profile. ~1.6+nm from ~1000feet or so... Well, platform is within (modern +80's) SAM envelope , but surely out of point defences. eg. OSA with SHORAD doesn't stand a chance from this low-level attack. Can we count on something of this updated with CMANO in near future, not just all LGB's capped at 10000+ feet, of course, also for Eastern block (if you find data). It would really help in below the horizon attacks. Guys? 1) What exactly is the request? 2) Please post this on a separate thread. Thanks! Sunburn, I think the request is that if possible, that the almost blanket 10k minimum release height for PGMs be addressed, there is lots of evidence that the minimum release altitudes are not valid. I know I have raised the issue a number of times over the last few years. I understand the reason the devs have the 10000ft minimum ,as am sure it’s a huge amount of work to amend each entry and release height affects the range of a munition, however this applies to dumb as well guided munitions. The devs have created something marvellous in CMNAO, and its continually improved, I have seen the lengths the devs will go to, to improve the accuracy of CMNAO as an example the improved aircraft evasion behaviour adding the vertical dimension, I have also watched as the Devs have added features to allow scenario designers to have the maximum flexibility, I.e. LUA scripting. I am not a programmer, and I don’t profess to have knowledge of the mechanics of CMNAO, however is there a way the devs could improve the accuracy of this aspect of the simulator? I have thought of three ways: 1st you could amend all the release heights for PGMs to 200ft and live with the result, this I think would mean the player could attack at any altitude, but I reckon it would eat up a lot of the devs time to amend each entry. 2nd You could add a button within the Game Rules Tab, that allows the player/ scen designer to manually set the above, like is currently done with the AG Gun / Evasion/ SAM in surface role. I imagine the mechanics would need to be changed to allow the game to ignore the parameter that says “check if height=10000” 3rd You could add a column or 2 in the WRA page, max and minimum height, with the default option being “use DB entry” , that lets the player /designer select this. If that were to be introduced over all the units in the DB , it opens up a whole range of options, I.e. SA-6 which is optimised low to medium will only fire on targets under 10k feet, SA- 10 will engage targets 10-20k ft., thereby matching systems to targets much more accurately, or allowing players to do so. Again I presume this would be a major undertaking. Now there will be people who will claim the above is not realist to have a PGM fly 4nm from 200ft, and they would be right, however its only as unrealistic as saying ever PGM released in game needs to be dropped at 10000ft and if it’s made optional, players/scen designers can opt in or out, therefore satisfying the second point on flexibility. Sunburn just to point out there’s no intended criticism or sarcasm in any of the above and I’m happy re-post this in the mods section if you feel it’s better suited there. I have added the below link, which is an open source , detailing joint laser designation procedures for the US armed forces, Appendix D list the delivery profiles for both LLGB (PAVEWAY3) and LGB (PAVEWAY 2) https://fas.org/man/dod-101/sys/smart/jp3_09_1.pdf Regards Butch
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