Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: CMO v1.04 Update - Build 1147.40

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> RE: CMO v1.04 Update - Build 1147.40 Page: <<   < prev  1 [2]
Login
Message << Older Topic   Newer Topic >>
RE: CMO v1.04 Update - Build 1147.40 - 2/2/2022 9:59:01 AM   
AKar

 

Posts: 81
Joined: 3/18/2018
Status: offline
quote:


* NEW FEATURE: Radar vertical scan angle limitations. Radars can only look up/down to a maximum of 30 degrees. [...] There is an exception, however: Phased-array radars can scan upwards close to the vertical limit.


A noteworthy detail is that many phased arrays are installed at a downward angle to reduce the frontal radar cross section of the antenna. This results in the center axis of the possible scan 'cone' being pointed downwards. At the edge of the electrical scanning limits, the beamforming is subject to similar limitations on the effective aperture both in horizontal and vertical axes, further reducing the effectiveness of the extreme limits.

(in reply to Dimitris)
Post #: 31
RE: CMO v1.04 Update - Build 1147.40 - 2/2/2022 7:55:37 PM   
cmanouser1

 

Posts: 167
Joined: 2/28/2020
Status: offline
Great to see some of my QoL ideas implemented!

OoB is definitely a step in the right direction, it also really needs a way to remove non "playable" units to remove clutter (buildings notably).

(in reply to AKar)
Post #: 32
RE: CMO v1.04 Update - Build 1147.40 - 2/14/2022 4:03:04 PM   
jonpspri


Posts: 21
Joined: 6/3/2014
Status: offline
I'm loving the latest beta updates, but I'm wondering if the vertical scan angle limitation is impacting the AI using SARH missiles. I'm playing Hell's Highway on 1147.40 and 1147.42 -- I've noticed my F-16's are diving under the AA-10 Alamo's from the Fulcrums early in the scenario because the firing aircraft remain at 36000 ft while cranking. It may be necessary to adjust the cranking logic to dive the illuminating aircraft for SARH illuminating.

(in reply to cmanouser1)
Post #: 33
RE: CMO v1.04 Update - Build 1147.40 - 2/14/2022 4:07:03 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
quote:

ORIGINAL: jonpspri
I'm loving the latest beta updates, but I'm wondering if the vertical scan angle limitation is impacting the AI using SARH missiles. I'm playing Hell's Highway on 1147.40 and 1147.42 -- I've noticed my F-16's are diving under the AA-10 Alamo's from the Fulcrums early in the scenario because the firing aircraft remain at 36000 ft while cranking. It may be necessary to adjust the cranking logic to dive the illuminating aircraft for SARH illuminating.


That's an interesting point, but do we know for sure if the Fulcrums lose the Falcons because they are under the grazing angle limit or because of the increased ground clutter? Or perhaps because they are beaming?

_____________________________


(in reply to jonpspri)
Post #: 34
RE: CMO v1.04 Update - Build 1147.40 - 2/14/2022 6:59:32 PM   
BDukes

 

Posts: 1695
Joined: 12/27/2017
Status: offline

quote:

ORIGINAL: Dimitris

quote:

ORIGINAL: jonpspri
I'm loving the latest beta updates, but I'm wondering if the vertical scan angle limitation is impacting the AI using SARH missiles. I'm playing Hell's Highway on 1147.40 and 1147.42 -- I've noticed my F-16's are diving under the AA-10 Alamo's from the Fulcrums early in the scenario because the firing aircraft remain at 36000 ft while cranking. It may be necessary to adjust the cranking logic to dive the illuminating aircraft for SARH illuminating.


That's an interesting point, but do we know for sure if the Fulcrums lose the Falcons because they are under the grazing angle limit or because of the increased ground clutter? Or perhaps because they are beaming?


If the illuminating aircraft aren't going down to look what does it matter. Maybe a match altitude if they are assigned a target?

Mike

_____________________________

Don't call it a comeback...

(in reply to Dimitris)
Post #: 35
RE: CMO v1.04 Update - Build 1147.40 - 2/14/2022 8:05:48 PM   
jonpspri


Posts: 21
Joined: 6/3/2014
Status: offline
I'll try to put a save game together to demonstrate. The behavior I'm seeing is definitely not beaming and the engagement is over water, so ground clutter is reduced (though could be a factor...).

(in reply to BDukes)
Post #: 36
RE: CMO v1.04 Update - Build 1147.40 - 2/15/2022 12:20:42 AM   
jonpspri


Posts: 21
Joined: 6/3/2014
Status: offline
As promised, I've attached some saved files.

First thing's first - it appears the AA-10 SARH missiles are missing because the Fulcrums never illuminate the targets, so I'm likely wrong about the look-down radar being a factor in illumination. Is there a reason the AI doesn't illuminate for the initial attack?

Hells Highway - 0.save : Flight Risk62 (2 Falcons) is about to engage Bogeys 167 and 168 (Fulcrums) near 10 deg E, 66 deg N.
Hells Highway - 1.save : The Bogeys fire the first of what will be 3 AA-10s at the Falcons.
Hells Highway - 2.save : Three AA-10s have passed the Falcons. The Fulcrums never illuminated the Falcons. The Falcons will now close.
Hells Highway - 3.save : A Fulcrum fires Missle 172 (the last AA-10). This time it illuminates the target Falcon. Notice the significant altitude distance at this time (Almost 35000 ft vertical vs 20000ish horizontal), but it appears the illumination does work for the missile.
Hells Highway - 4.save : Missile 172 just missed (only a 19% PH). Now the engagement devolves into a hairball.

All of these were saves from a playthrough on Build 1147.42.

I'm not sure I'm complaining, because my Falcons are regularly getting the better of the Fulcrums but I'm surprised the Fulcrums are not illuminating for their missile attacks. All thoughts welcome.

Attachment (1)

_____________________________

"You have debauched my sloth." - Stephen Maturin in H.M.S. Surprise

(in reply to jonpspri)
Post #: 37
RE: CMO v1.04 Update - Build 1147.40 - 2/20/2022 10:39:57 AM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline

quote:

ORIGINAL: jonpspri

As promised, I've attached some saved files.

First thing's first - it appears the AA-10 SARH missiles are missing because the Fulcrums never illuminate the targets, so I'm likely wrong about the look-down radar being a factor in illumination. Is there a reason the AI doesn't illuminate for the initial attack?

Hells Highway - 0.save : Flight Risk62 (2 Falcons) is about to engage Bogeys 167 and 168 (Fulcrums) near 10 deg E, 66 deg N.
Hells Highway - 1.save : The Bogeys fire the first of what will be 3 AA-10s at the Falcons.
Hells Highway - 2.save : Three AA-10s have passed the Falcons. The Fulcrums never illuminated the Falcons. The Falcons will now close.
Hells Highway - 3.save : A Fulcrum fires Missle 172 (the last AA-10). This time it illuminates the target Falcon. Notice the significant altitude distance at this time (Almost 35000 ft vertical vs 20000ish horizontal), but it appears the illumination does work for the missile.
Hells Highway - 4.save : Missile 172 just missed (only a 19% PH). Now the engagement devolves into a hairball.

All of these were saves from a playthrough on Build 1147.42.

I'm not sure I'm complaining, because my Falcons are regularly getting the better of the Fulcrums but I'm surprised the Fulcrums are not illuminating for their missile attacks. All thoughts welcome.


If easy, can you please open a new thread on this on the Tech Support forum? This will allow us to track & investigate much easier.

_____________________________


(in reply to jonpspri)
Post #: 38
RE: CMO v1.04 Update - Build 1147.40 - 2/21/2022 11:09:51 AM   
jonpspri


Posts: 21
Joined: 6/3/2014
Status: offline
Done... https://www.matrixgames.com/forums/tm.asp?m=5149589

_____________________________

"You have debauched my sloth." - Stephen Maturin in H.M.S. Surprise

(in reply to Dimitris)
Post #: 39
RE: CMO v1.04 Update - Build 1147.40 - 2/21/2022 11:16:03 AM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
Thanks!

_____________________________


(in reply to jonpspri)
Post #: 40
Page:   <<   < prev  1 [2]
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> RE: CMO v1.04 Update - Build 1147.40 Page: <<   < prev  1 [2]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.547