Missiles not releasing
Missiles not releasing even though they are assigned in Weapons allocation window [Originally reported by KlubMarcus].
1. Run [HUD] Missiles not releasing (3.9.2).SAV in GE
2. Order Flankers to fire on enemy fighters
3. Weapons allocation screen will appear ([HUD] Missiles not releasing 1 (3.9.2).gif)
4. Assign 4 Alamo C and 2 Alamo D to first target
5. Unpause game.
6. No missiles appear.
7. Process must be repeated over, and over, again until missiles finally release at approximately 18nm
8. If weapons appear in the weapons allocation window, they should fire right away when assigned. If they cannot fire due to lack of fuel, weapon sensor not detecting target, altitude restriction, etc, then the weapon should not present itself as ready for allocation. This is misleading and requires the player to re-attack over, and over, again, until weapons are actually seen to launch.
This is a really really simple one and isn't a bug, it's called realism...
The Weapon Allocation window will fill with weapons for launch once the database Maximum Range value is reached and a valid target has been detected within the weapon's maximum range.
In the case of these missiles max range specified below:
R-27ER - [AA-10 Alamo C] Max Range is 47.6nm
&
R-27ET - [AA-10 Alamo D] Max Range is 44.0nm
Complaint centres on the inability to fire these weapons, Ok but where's the consideration of ALL of the issues involved here? There's none, like so many of the "list's" reports people seem unable to "get their heads" around this stuff.
This is a two (2) conditions fulfilled before firing situation:
1>. Target is within max range of the weapon
2>. Any sensors required to illuminate or guide the weapon concerned have to illuminate or have the target detected before they release.
So in the report we have a target within range of the weapon. Then people are confused why it didn't launch, range is only half the battle. The illumination radar for the Alamo C and IR seeker for the Alamo D have not gained a lock on the "Forward Aspect" of the intended Tornado targets.
One must remember that a "front on" shot is dealing with the smallest values for both IR and Radar platform aspects. Also the Tornado although a large aircraft in WW2 terms, compared to a Boeing 747 it's really small...
In conclusion, there are two factors here and not a real issue.
1.> DB Max range determines the placement of the maximum range rings in the GUI and that's what you see in game. This value is not used to determine the release point of any weapon in question, it simply gives the player an indication of when he's reached what I'll call the "engagement zone".
2.> Once within the weapon's maximum range the GE then commences checking to ensure any sensor requirements are fulfilled, i.e. Target is illuminated, weapon "on-board" sensors have a lock on the target etc.
I ran the test myself and managed to not force the GE to do anyhing (I run my tests in MP, GE simply carries out the missions I've provided) and so I'm not constantly intervening in the hope of achieving a preconceived result.
When left to its own devices the GE handled the situation perfectly. I understand people wanting an explanation constantly in game, covering every aspect of what's happening. I simply believe if you know your subject you already know the answer. The screenshot I have provided shows the GE is capable of following the action and achieving exactly what you guys were after.
4:1 loss ratio - RAF is now short 4 Aircraft for the loss of 1 Russian Aircraft. Maybe a human would do better, although as the Russian CAG on the Kuznetsov I'm smiling. [:)]
Cheers
Darren
- Ignorance truly is blissful for some, while others seek the truth...
