CCIP-subsim -> RE: Effects of multi-axis attack (3/18/2018 3:55:40 PM)
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Remember also that sensors have scan rates, and weapons have traverse rates. Even if a detection (as opposed to tracking) sensor has 360-degree coverage, in most cases it takes some time for it to rotate through that 360 degrees and update. Similarly, for a weapon on a rotating mounting, it also takes some time to switch to another target. The differences aren't going to be huge, on the order of a few seconds at best, but it can make a difference. And even if an attack from a second direction is detected while one is already in progress from the first one, the extra delay for tracking sensors and weapons to switch from one target to the next should also be factored in. A search radar, for example, might alert a unit to the presence of another threat coming from another angle, but it can't lock that threat, i.e. won't provide good enough information for a firing solution. Essentially it's like anything - you hedge your bets and make tradeoffs. Generally speaking, the possibility of winning a few extra seconds to attack, plus the fact you're not putting all your eggs in one basket, is often worth the tradeoff. Realistically, if you're going up against a modern ship in a properly-formed task group - you probably won't beat it by just attacking from multiple axis. It's still a very small % chance of success, although the multiple axis probably makes that % a little higher than it would otherwise be.
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