Tutorial 6 - Aircraft

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Bucks
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RE: Tutorial 3 - Sensors - "Spoiler Alert"

Post by Bucks »

ORIGINAL: yeknod

I got the Tutorials running correctly thanks to Bucks.. but, no, no, no... how come my Mighty Perry and its 76mm is out-gunned by an Alligator / Tapir dual 57mm... the shame?

Yeknod,

Here's a breakdown of what's happening and what it's based on.

Aligator Guns:

AK-725 57mm/80 Twin
Max Rng: 4.3nm (8600 yards)
Near Surface PK: 50
Far Surface PK: 25
Warhead: 57mm/80 Twin DP (Soviet) - 6dp

O.H. Perry Guns:

Mk75 76mm/62
Max Rng: 4.1nm (8200 yards)
Near Surface PK: 65
Far Surface PK: 33
Warhead: 76mm/62 DP - 5dp

I'd like to point out that the Near and Far values apply to ASuW engagements. I've tested this and posted something to the WW2 forum a while back. I'll try to find it and post it here to show everyone the number of rounds fired and the hits recorded.

It looks like a fairly even fight, the Perry has a greater damage total to have the Alligator waste its rounds on although, more systems to receive criticals for with the damage it takes. I've played through the Tute myself and I suffered the same idignity of having the Perry go down to an amphib...[&:]

Then again when I shower the Alligator with SAMs in ASuW mode the amphib becomes a artificial reef. Also firing multiple SAMs has a good chance of literally knocking the 57mm mount off the deck of the Alligator (weapon mount critical) [:D] If I close and find she's not firing, then I can let the Mk75 finish her off...

Cheers

Darren

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Editor HUD-II/HUD3 Harpoon Databases

http://www.taitennek.com/hud3-db/hud3-index.htm

Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
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yeknod
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Joined: Sun Jun 16, 2002 8:58 pm

RE: Tutorial 3 - Sensors - "Spoiler Alert"

Post by yeknod »

Darren, thanks for the explanations - things are looking clearer now.

Interesting how databases reflect different philosophies - I can appreciate how much work goes into compiling each database.

Although I might normally want to smack a Tapir with the back of a missile its been fun getting close to use gunnery. Now, on to Tutorial 5 submarines... don't suppose I'm ever going to get a nice fat, fixed and ID'd contact with these...
BurntFingers
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RE: Tutorial 3 - Sensors - "Spoiler Alert"

Post by BurntFingers »

ORIGINAL: yeknod

Now, on to Tutorial 5 submarines... don't suppose I'm ever going to get a nice fat, fixed and ID'd contact with these...

Well, when you start picking up the sounds of torpedoes incoming, it's a fair bet there's a sub down that bearing somewhere. ;)

ANW does seem to model firing solutions well. One way to speed up getting a good fix is to change course and speed. It still takes quite a while, but it's a mistake just to carry on the same bearing thinking "That sub should be within sonar range now...now...NOW".

I don't work here. I just collect the glasses to get a beer quicker.
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Bungle
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RE: Tutorial 3 - Sensors - "Spoiler Alert"

Post by Bungle »

ORIGINAL: Bucks

Then again when I shower the Alligator with SAMs in ASuW mode the amphib becomes a artificial reef. Also firing multiple SAMs has a good chance of literally knocking the 57mm mount off the deck of the Alligator (weapon mount critical) [:D] If I close and find she's not firing, then I can let the Mk75 finish her off...

Cheers

Darren


With the SAM in ASuW does the data base take into account propellent/fuel load of the missile? I seem to remember it related to contagion...... Very interesting and helpful thread thanks to all.
The Bungle

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BurntFingers
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RE: Tutorial 3 - Sensors - "Spoiler Alert"

Post by BurntFingers »

All fair points VCDH.
ORIGINAL: Bungle



With the SAM in ASuW does the data base take into account propellent/fuel load of the missile? I seem to remember it related to contagion...... Very interesting and helpful thread thanks to all.

Up to a point (I THINK I'm right here). The fuel in the round is considered self contained - the ship doesn't provide the fuel, it's always contained in the weapon.

HOWEVER, unburnt fuel is added to the formula for the explosion.

I think this changed occurred around version 3.4 of Harpoon.

I could be TOTALLY wrong on this though!
I don't work here. I just collect the glasses to get a beer quicker.
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Bungle
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RE: Tutorial 3 - Sensors - "Spoiler Alert"

Post by Bungle »

Im pretty sure the propellent/fuel was incorporated within damage points when using AAM's in a ASuW role, have been trying to find it in the paper rules to no avail however I could be wrong, again! [:D]  From memory dp was pretty low in the ASuW role
 
I am more confident in the fire/contagion change, there was an increase chance of fire and of it spreading, I was curious as to whether this is modelled into the game.
 
The Bungle

"As so often happens, it's the self-proclaimed
peacemakers that you really have to watch out for."



yeknod
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RE: Tutorial 3 - Sensors - "Spoiler Alert"

Post by yeknod »

Propellent?

My freakin Sentry in Lesson 6 Database ANW 2.0 could use some propellent. It could use some propellent and a Harpoon up its Sentry butt because this little baby won't shift from the runway. How, I'm a reasonable chap, I can accept that a commercial product may have its little Stealth Airbus idiosyncracies but when I have to search around the WWW looking for databases to work I start to get a little peeved when the darn $60-worth of labour sweated at my place of work appears to have bought a sloppy piece of Sentry atrophy.


Matrix, AGS, fix or do sumfink! Airbuses are one thing but I want me Sentry to work!
Flankerk
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RE: Tutorial 3 - Sensors - "Spoiler Alert"

Post by Flankerk »

Although i'm probably biassed I'd seriously recommend trying out the scenarios on Harpoon HQ including the rebuilt tutorials there. You have to bear in mind that the Original Database is going back a bit and isn't easily maintained either.
One of the big strengths of the product is that the game engine will work with other databases that people have worked on. Unfortunately one of the weaknesses of the product is that the game engine still works with material that isn't exactly original .[;)]
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