Missile fails to ignite...

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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George Patton
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Missile fails to ignite...

Post by George Patton »

[:)]...

it's possible to simulate some failure with the armament? Some ASuW missile loosing target on final against a ship, an Exocet failing to ignite and remaining under the wings, or something else?
It could be more realistic no?
ComDev
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RE: Missile fails to ignite...

Post by ComDev »

Yes this would be more realistic, but there are a few items that are higher on our priority list [8D] Lets look at it again a little further down the road.
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Dimitris
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RE: Missile fails to ignite...

Post by Dimitris »

There is already a chance of malfunctions. Haven't you seen any "Weapon XXX has malfunctioned!" messages? (If no, you're very lucky [:)])
Juramentado
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Joined: Mon Jan 19, 2009 10:21 pm

RE: Missile fails to ignite...

Post by Juramentado »

Weapons functionality is horrendous on AS.11s in the Falklands scenarios. [8D] I finally decided to test it - kept reloading the Lynx in flight using the editor, one Argie PB soaked up 16 missiles, at a roughly 40 percent malfunction rate.
Meroka37
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RE: Missile fails to ignite...

Post by Meroka37 »

How is this malfunction implemented?, is it pure randomly or there are weapons that are more prone to malfunction?
'Better honor without ships, than ships without honor"
Dimitris
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RE: Missile fails to ignite...

Post by Dimitris »

Each ASuW weapon has a distinct reliability value.
Meroka37
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RE: Missile fails to ignite...

Post by Meroka37 »

'Better honor without ships, than ships without honor"
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