GBU-57 research analysis for the game

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.

Moderator: MOD_Command

BDukes
Posts: 2661
Joined: Wed Dec 27, 2017 12:59 pm

Re: GBU-57 research analysis for the game

Post by BDukes »

SeaQueen wrote: Sun Jul 06, 2025 7:01 pm What do you dislike about the way satellites are represented?

My biggest issue with satellites is the lack of an adequate representation of the processing, exploitation and dissemination (PED) process. That sometimes leads to unrealistically fast availability of the data. Unfortunately, when it comes to putting a specific number of now long the PED process should take, it tends to develop into an exercise in, "well... it depends," with lots of nuance and complication, but no numbers really settled on.
Same.
I've found that the best way to handle that, is to be very specific in one's thinking about which satellites to include, and why. Throwing in the entire US satellite constellation, for example, is probably not a wise decision, but if you're doing a scenario oriented towards ballistic missile defense, adding SBIRs satellites probably is. That sort of thing is much more realistic, because the satellites relevant to the task at hand are available. Once again, this tends to suggest smaller scenarios, mission oriented scenarios, not longer, large unit count, open-ended, mega-scenarios.
My recent thoughts on intelligence modeling for large scenarios is to collect some units by some parameter (geographic likely). At some point later present it to the player. Might be some other things to be done to model uncertainty, misidentification, or getting the short end of the stick using ye olde bell curve. I could go full Mythic (RPG system) and add a chaos rating for sorts to turn the knobs a bit.

Mike
Don't call it a comeback...
DWReese
Posts: 2426
Joined: Fri Mar 21, 2014 11:40 am
Location: Miami, Florida

Re: GBU-57 research analysis for the game

Post by DWReese »

I don't know very much about Lua, but I did experiment "stacking" some units on top of the underground bunker, just to see what would happen. (I don't believe that this is the same type of stacking that you are talking about, but I did find the results a little interesting.)

I planned air strikes against the bunker, and then carefully placed some tunnel entrance units directly on top of the bunker. (Again, I'm sure that what you had planned was much better than this concept.)

In any case, if the GBU-57 "impacted" on the bunker, it would destroy it every time. If it "missed", then it would do about 5-7 percent damage.

In either case, whether there was a hit or miss on the bunker, the tunnel entrance unit(s) would always suffer serious damage (greater than 50 percent), even though it wasn't the target. It didn't seem to matter whether the tunnel entrance was stacked first or the stacked fifth, the damage that it suffered was generally the same, as if it was horizontally positioned right next to the bunker.

I present this data just for info for those who can actually program the attack to deal with an actual first, second, and third layers of defense before reaching the bunker unit. Perhaps it will be useful. If anyone wants to set it up using Lua, then I would be happy to thoroughly test it for them.
BDukes
Posts: 2661
Joined: Wed Dec 27, 2017 12:59 pm

Re: GBU-57 research analysis for the game

Post by BDukes »

DWReese wrote: Sun Jul 13, 2025 3:44 pm I don't know very much about Lua, but I did experiment "stacking" some units on top of the underground bunker, just to see what would happen. (I don't believe that this is the same type of stacking that you are talking about, but I did find the results a little interesting.)

I planned air strikes against the bunker, and then carefully placed some tunnel entrance units directly on top of the bunker. (Again, I'm sure that what you had planned was much better than this concept.)

In any case, if the GBU-57 "impacted" on the bunker, it would destroy it every time. If it "missed", then it would do about 5-7 percent damage.

In either case, whether there was a hit or miss on the bunker, the tunnel entrance unit(s) would always suffer serious damage (greater than 50 percent), even though it wasn't the target. It didn't seem to matter whether the tunnel entrance was stacked first or the stacked fifth, the damage that it suffered was generally the same, as if it was horizontally positioned right next to the bunker.

I present this data just for info for those who can actually program the attack to deal with an actual first, second, and third layers of defense before reaching the bunker unit. Perhaps it will be useful. If anyone wants to set it up using Lua, then I would be happy to thoroughly test it for them.
Here is the original string with the Lua involved. The lua code spawns in the underlying unit or otherwise related unit once the top-layer unit is destroyed.

https://forums.matrixgames.com/viewtopi ... d#p5133499

Mike
Don't call it a comeback...
DWReese
Posts: 2426
Joined: Fri Mar 21, 2014 11:40 am
Location: Miami, Florida

Re: GBU-57 research analysis for the game

Post by DWReese »

Thanks, Mike
Post Reply

Return to “Command: Modern Operations series”