[FIXED B505] SARH question

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CoryC
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Joined: Mon Jan 06, 2014 11:42 pm

[FIXED B505] SARH question

Post by CoryC »

Hi there,

Just played a game where a wave of Sea Darts (SARH & Weapon Seeker) all missed a horde of Shipwreck missiles. The Shipwrecks were not seeking, but they were illuminated.

Shouldn't being illuminated be enough for a SARH missile to hit?
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Blu3wolf
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RE: SARH question

Post by Blu3wolf »

well, thats one of the requirements.

if you examine your message log, it should tell you why they missed.
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To go down, pull back harder...

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ComDev
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RE: SARH question

Post by ComDev »

What build are you using? I fixed a problem in the hit code in one of the latest builds, that might cause SAMs to overshoot fast crossing targets.

Would be great if you could also upload a save.

Thanks!
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CoryC
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RE: SARH question

Post by CoryC »

Was build 480 - sorry i do not have a save file. Will try to replicate.

There was no message, they just whizzed by.
AndrewJ
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RE: SARH question

Post by AndrewJ »

While we're on the subject of SARH missiles, I was wondering how their seekers are modeled in the game?

For active radar homing missiles like Phoenix or AMRAAM you can see the wedge-shaped active radar zone in front of them as they enter the terminal homing phase.

Do the semi-active missiles have a similar (albeit invisible) field of regard in which the illuminated target has to remain in order for the missile to see it, or is the simulation simplified so that as long as the target is illuminated the missile will track, even at high off-boresight angles?
ComDev
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RE: SARH question

Post by ComDev »

Okay can you try build 486. Is it still happening there? (It shouldn't)

Thanks [8D]
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ComDev
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RE: SARH question

Post by ComDev »

Do the semi-active missiles have a similar (albeit invisible) field of regard in which the illuminated target has to remain in order for the missile to see it, or is the simulation simplified so that as long as the target is illuminated the missile will track, even at high off-boresight angles?

Yes builds B480-ish onwards have (pretty neat) overshoot logics and improved collision logics. In the scenario editor, shoot a missile at a target, then move the target around (using Move hotkey) and observe what happens. Make sure you have the very latest build though.
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Dimitris
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RE: SARH question

Post by Dimitris »

Fixed in Build 505.
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