Huh, interesting.ORIGINAL: Dimitris
ORIGINAL: Luckschaden
ORIGINAL: KungPao
Final PH = Weapon Base PH- max{distance adjustment; target speed adjustment<1>} – [A/C Agility at current Altitude x Proficiency coefficient<2> x Weight adjustment coefficient x (1-damage%) x impact location coefficient] – Sea skimmer modifier
Is it really that "simple"? My understanding was that the engine does more realistic calculations under the hood but doesn't tell non PE users about it. I thought things like afterburners making an aircraft more visibile to IR missiles, for instance, would be modeled.
No, it's not that simple. Some people try too hard to shoehorn Command into their Excel spreadsheets instead of playing the goddamn game.
The sequence that KungPao describes is just the kinematic evasion step, which is the very, very last step in the entire engagement chain.
Before that you have the actual detections, both for the weapon carrier and the weapon itself, in pre-launch checks and afterwards in mid-course guidance (this is where the afterburner-IR stuff you mentioned comes into play). OECM is also effective here as it can break lock in mid-course (e.g. interrupt SARH illumination).
Then (if the weapon actually reaches the target) you have the endgame phase with the target then first attempting to use DECM, then expendable decoys / chaff / flares as appropriate.
Then, if nothing else works, you have the kinematic evasion.
And yes, there is a lot of stuff going on that the message log doesn't tell you about. You want to see e.g. the raw surface clutter calculations? It's enough of an info-waterfall as it is already.
Just play the game.
Is there more detailed descriptions of those calculations somewhere? (Not formulas, but sort of a general description). I'd be interesting to see what sort of factors influence the outcome.