Just a few Questions on a great 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.

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BB62squid
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Joined: Sun Feb 09, 2014 6:15 am

Just a few Questions on a great game

Post by BB62squid »

Hey all,
Just want to get some input.
Im a former USN VLS Tomahawk engagement planner with service on three ships-BB62, CG62, and DDG70. I was playing a community scenario (Battle of the First Salvo)and question the gunnery system in Command. During the scenario, the gunnery for the New Jersey, San Jacinto, and Stump were atrocious. I was missing the tattletale AGI trailing the Roosevelt group by ridiculous amounts... 400-800 feet in some instances. Not a Gunners Mate, but when on BB62 our gunnery was pretty good. And I can definitely say I never saw our GWS miss a target by 400 feet or more on a Tico or a Burke. Am I missing something?
Also...is there a way to set how many SAMS your AAW platforms pickle off? I see cruisers firing 3-6 SM2s at relatively easy targets like SS-N-12/19.
mikmykWS
Posts: 7185
Joined: Tue Mar 22, 2005 4:34 pm

RE: Just a few Questions on a great game

Post by mikmykWS »

ORIGINAL: BB62squid

Hey all,
Just want to get some input.
Im a former USN VLS Tomahawk engagement planner with service on three ships-BB62, CG62, and DDG70. I was playing a community scenario (Battle of the First Salvo)and question the gunnery system in Command. During the scenario, the gunnery for the New Jersey, San Jacinto, and Stump were atrocious. I was missing the tattletale AGI trailing the Roosevelt group by ridiculous amounts... 400-800 feet in some instances. Not a Gunners Mate, but when on BB62 our gunnery was pretty good. And I can definitely say I never saw our GWS miss a target by 400 feet or more on a Tico or a Burke. Am I missing something?

Next time something like this happens grab a log and post it so we can see what went down or a .sav game. You can grab a log by going to Game->Message Log->Print to file. You'll find the log in your logs folder by date and time. This helps us discuss what actually did happen.
Also...is there a way to set how many SAMS your AAW platforms pickle off? I see cruisers firing 3-6 SM2s at relatively easy targets like SS-N-12/19.

You can use hold fire and or use manual attacks. The SS-N-12 or 19 are not really ranked as easy targets in Command. Were they in real life or in another game?

Thanks!

Mike
Dimitris
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RE: Just a few Questions on a great game

Post by Dimitris »

Hello and welcome.
ORIGINAL: BB62squid
I was playing a community scenario (Battle of the First Salvo)and question the gunnery system in Command. During the scenario, the gunnery for the New Jersey, San Jacinto, and Stump were atrocious. I was missing the tattletale AGI trailing the Roosevelt group by ridiculous amounts... 400-800 feet in some instances. Not a Gunners Mate, but when on BB62 our gunnery was pretty good. And I can definitely say I never saw our GWS miss a target by 400 feet or more on a Tico or a Burke. Am I missing something?
A save file from the suspicious situation would help a lot. Our gunnery model takes in consideration a lot of factors that in earlier games were ignored or simplified, so a given gun may be very accurate under a specific set of circumstances but worse than useless under different context. Having the save would allow us to exactly reproduce the context of your bad firings and see if there is an issue.
Also...is there a way to set how many SAMS your AAW platforms pickle off? I see cruisers firing 3-6 SM2s at relatively easy targets like SS-N-12/19.
The quantity of weapons vs target depends on a number of factors currently hardwired on the code and thus not editable. You can, however, control the precise weapon allocation by instructing your unit(s) to hold fire (via the Attack menu) and performing the weapon allocations yourself.

Out of curiosity, why would you consider as "easy target" an ASCM that cruises at Mach 2-2.5 at near sea level, has advanced autonomous targeting AI and multi-mode seeker plus optional datalink, carries DECM, and is armored vs warhead fragments DU CIWS rounds? Just asking.
BB62squid
Posts: 23
Joined: Sun Feb 09, 2014 6:15 am

RE: Just a few Questions on a great game

Post by BB62squid »

Thanks for the quick reply, Mike! Will get a log file and save game re: gunnery issues.
As far as SS-N-12/19...obviously there are a multitude of engagement parameters that can impact a SAM engagement. When I referred to SS-N-12/19 as relatively easy targets it was based on the typical (at least when I was on AD) high altitude cruise profile-ballistic, non maneuvering targets are chum for the Standard missile. They become much more difficult once they enter the low-low, active jamming terminal phase. Regardless, they are nowhere near as problematic for SAM systems as missiles like the SS-N-22.

Thanks again for quick response!

/r
Mike
BB62squid
Posts: 23
Joined: Sun Feb 09, 2014 6:15 am

RE: Just a few Questions on a great game

Post by BB62squid »

ORIGINAL: Sunburn

Hello and welcome.

Out of curiosity, why would you consider as "easy target" an ASCM that cruises at Mach 2-2.5 at near sea level, has advanced autonomous targeting AI and multi-mode seeker plus optional datalink, carries DECM, and is armored vs warhead fragments DU CIWS rounds? Just asking.

I just saw this but kind of answered in earlier reply. My reference to easy targets applied to the high altitude cruise phase of these missiles. SM2 MR and ER are adept at engaging high altitude targets, and the SM2 Blk IV that entered service when I was AD was even more effective. Main point being that even when in terminal phase, the SS-N-12/19 are not as dangerous as the SS-n-22.

Mike
Quellist
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Joined: Wed Jul 14, 2010 10:08 am

RE: Just a few Questions on a great game

Post by Quellist »

ORIGINAL: Sunburn
The quantity of weapons vs target depends on a number of factors currently hardwired on the code and thus not editable. You can, however, control the precise weapon allocation by instructing your unit(s) to hold fire (via the Attack menu) and performing the weapon allocations yourself.

Any thoughts on opening that up to the community? (Through external libs or something like that).
thewood1
Posts: 10141
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

RE: Just a few Questions on a great game

Post by thewood1 »

Stupid question from someone who should know...where is the hold fire command?
BB62squid
Posts: 23
Joined: Sun Feb 09, 2014 6:15 am

RE: Just a few Questions on a great game

Post by BB62squid »

If you right click on a selected unit its under the attack options drop down menu...last item on the list.
thewood1
Posts: 10141
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

RE: Just a few Questions on a great game

Post by thewood1 »

Thanks...never looked beyond BOL attack. Just too many things to know.
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