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[FIXED+KNOWN] B1307.14 SM-6 ARH Switches on Too Early and Missiles then Perform 180

Posted: Sun May 07, 2023 12:57 pm
by bsq
These could be related but one feels wrong and the other is wrong.

The Seeker on SM-6 goes active 25nm from the target. It has a range of 15nm, so why is it going active so early?

A lot of the missiles will perform a 180 turn, still (via the datalink) assigned to the target, but preceding it towards the firing ship. In the various runs I have had almost 100% of the first wave do a U turn.

There is a lot of overkill here. I would expect, for 12 Vampires, 24 Birds to be fired, but routinely I see 28 plus.

Playing it on then all 28 about face and head away from the incoming raid. The ships then launch another 'overkill' salvo, these seem to switch on a little early but then dont all do the 180, just some of them still do this.

To kill 12 incoming AS-4 missiles I have used around 50% of my stock of long range shots.

Re: 1307.14 SM-6 ARH Switches on Too Early and Missiles then Perform 180

Posted: Mon May 08, 2023 6:04 am
by Deserere
LOGGED 0015142

Re: 1307.14 SM-6 ARH Switches on Too Early and Missiles then Perform 180

Posted: Mon May 08, 2023 8:42 am
by bsq
Morning
I see it's logged. Just ran the scenario again and disabled the two Burkes. Sea Viper will do the same thing too, so it looks like it might be an issue with more than one ARH SAM. Head switches on far too early and then many missiles will do the 180 turn about half way to the target.

Re: 1307.14 SM-6 ARH Switches on Too Early and Missiles then Perform 180

Posted: Tue May 09, 2023 4:18 am
by Dimitris
The 180-turn issue should be fixed in the next update release. Still investigating the activation-distance report.

Re: B1307.14 SM-6 ARH Switches on Too Early and Missiles then Perform 180

Posted: Tue May 09, 2023 7:01 pm
by SteveMcClaire
Hi bsq -- a quick update on this issue. I've investigated the early activation of the SM-6 in this scenario and I've discovered that it is going to require more than a quick tweak. As such the activation time portion of the issue will be 'on hold' for a bit, but it is in the queue and we will get to it as soon as possible.