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First night

Posted: Sat Sep 28, 2013 10:57 am
by Alejo1968
Ok I just used Command last night (but a long night!) so please forgive me for anything not yet known by me. Anyway I would like to share some thoughts. (Note aside: I´m not running it right now just to avoid “family issues”[;)])).

Close formation was an option in the 80s (and guess nowadays too) as a tactic to increase the probability of survival of aircrafts. Many times a missile passed harmlessly between two planes, unable to go for any of them. It would be great to model different formation options for your bombers on the way to the target, and that it could actually affect the P hit , reducing it.
Is line of sight obstruction between ships modeled?

Is there a logic concerning malfunctions? Something like every time a system fires, if a DR xx is rolled, then the system fails and stops working for xx seconds. This would lead to two different rolls, one for the shot itself, and another for the hit probability.

Critical hits: it may happen a weapon hits in a vulnerable spot. Something like on DR 00-05 damage is doubled. Is this modeled? I mean, according to some sources, the exocet that hit the HMS Sheffield in the Falklands war didn’t even explode, but due to the fires its propeller caused, the ship sunk. This could allow at least “a slight chance” to do more damage that otherwise wouldn’t be possible with certain weapons.

All this altogether could lead into interesting situations (sorry for being repetitive). In the Sea of Fire scenario is correctly stated in the intro that the defensive system of the broadsword did not get a lock due to the incoming aircrafts coming in too close between each other; in fact the whole system rebooted allowing the first two aircrafts make their pass unaffected. When the LOS of the broadsword was obstructed, the last 2 came in and also passed unmolested. The end of this was a ship sunk, the other damaged all four a/c rtb.

In my many tries even having 6 a/c (no 4 as it historically happened), the broadsword literally decimates me every time I get close to the ships (coming in from land at full power and Vlow alt). I also saw the video of the attack against the convoy and…waw, I wouldn’t like to be in those a/c.

With added factors like those mentioned, the formula for a kill against an aircraft could end up being something like this:

PK (-) maneuver (-) lock accuracy (being lock accuracy how it is maintained due to factors like: elevations in the back of the targets causing radar clutter, line of sight obstructed by other ships, formation adopted by the targets, hight close to the ground, and or plus any other thing you may consider important. This added to ECM/chaff/flare already present.

Maybe, some/most of this factors are already considered, I´m asking just because I would like to know a little more about the simulation and its internal logic. If something can be added in the future, better then.

Ok, too much talk and not yet the really really important: Outstanding work, and an incredibly detailed DB, congratulations.

PS: Juancho mentions it in another post… State TOT and wpts ETA to coordinate the attacks, would also be great.
S!

RE: First night

Posted: Sat Sep 28, 2013 12:26 pm
by LuckyJim1010
+1 on the failures. Great idea.

'Gadget Bent' was a call I heard a few times when F4's were doing PI's over the North Sea.