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Aircraft damage

Posted: Wed Jan 31, 2018 2:55 am
by rmunie0613
I just want to praise this new (relatively speaking) addition to the realism of CMANO.
Running a test run through a scenario I am working on, I took a flight of 4x F111 Aardvarks loaded down with Durandels to break some pavement on a runway. The runway was well defended by SAM sites- SA-10 and SA-12 batteries made one approach too risky, so I sent a SEAD strike of Wild Weasels in from one direction and high altitude, and brought in the 'Varks at low from the other direction...only a ZSU 23/4 Shilka defended that approach and the PH seemed to favor my Varks... the AAA roled a miss, but for the first time I got to see what a damage effect was as one of my aircraft took structural and comm damage...managed to limp 500+nm back to base...but such a cool effect.

A question...does the "near miss" on the 'roll' determine the chance of damage? It was a roll of just above the hit chance.

It definitely gives the AAA a fighting chance for a mission kill if nothing else as their "PH" is mostly quite low... it makes them more than decorations in scenarios now. I love it.

RE: Aircraft damage

Posted: Wed Jan 31, 2018 3:05 am
by Dysta
Mission kill is a very underrated word for general audiences. Aircraft damages IRL is actually much complicated than "get shot and broken", it should be equally handle with care as surface units too.

And some aircrafts, especially attackers, have airframes made of steel (A-10 have titanium 'bathtub' too!) and I believe the varks to be destinated as "F" is an obvious deception to work for A2A only. It surely have some AAA-resillient features.

RE: Aircraft damage

Posted: Wed Jan 31, 2018 6:17 am
by Sardaukar
Dedicated CAS aircraft (A-10/Su-25) have some protective features, since they were designed to fly in high-risk missions. This usually includes dual engines separated from each other, crew armour and redundancy in flight controls.

F-111 was also designed as A2A platform for US Navy, but that was cancelled in favour of F-14 Tomcat.

RE: Aircraft damage

Posted: Wed Jan 31, 2018 9:56 am
by Gunner98
Agree 100%, replaying a scenario with aircraft damage ON is quite fun and you get some very different results.

In response to your question: You probably got hit. Near miss won't cause mission kill. With most AAA engagements you get a long series of attacks with a very low PH, often only 1%, but if they manage to get 20-30 shots at you during the attack run - that's not bad. Often I will notice damage after an attack, and scrolling through the log will show a hit buried in a whole line of misses.

A 23mm cannon round in the right spot will bring even a vark down, but if it takes out one engine or something else vital, that would cause the RTB. Great feature.

Love the Varks, but they were an odd match for there time. Amazingly advanced, but out of step with the evolution of air power. An interesting, and expensive, case study.

B

RE: Aircraft damage

Posted: Wed Jan 31, 2018 4:44 pm
by Luckschaden
You probably got hit. Near miss won't cause mission kill. With most AAA engagements you get a long series of attacks with a very low PH, often only 1%, but if they manage to get 20-30 shots at you during the attack run - that's not bad. Often I will notice damage after an attack, and scrolling through the log will show a hit buried in a whole line of misses.

It would be really neat if there was an option to intelligently group some of the log messages:

E.g. if the same AAA fires at the same plane more than once all of those get grouped as a single message that can be clicked on to reveal all of the individual messages.
For instance: AAA attacked X amount of times during y seconds, average PH was X%, X hits, total damage as follows.