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Laser too powerful?
Posted: Fri Dec 06, 2024 1:34 pm
by Nikel
USN SSN armed with a 150 kw laser (unit 747 in the db), sinking a complete Chinese task force, torpedos were not enough so let's finish off the job with the only weapon available.
Are lasers really so powerful and able to sink a ship? Many laser shots are needed, but the sub finally gets it.
Also destroys a helicopter with a single shot.

- Sub Laser.png (29.34 KiB) Viewed 781 times
Re: Laser too powerful?
Posted: Sat Dec 07, 2024 1:54 am
by Transient
Hi Nikel!
Just nice of you to ask this, as I was playing about with making a simple base defense scenario set in Syria yesterday.
One of the attacks I set out to simulate on the US base was with suicide drones, so I got about to giving the base some C-UAS defense. Naturally I tried out HPM and Lasers. (Too bad the Coyote Blk 2 isn’t in game database yet)
I found that HPM was basically useless, while Lasers were essentially extremely effective and could only be overwhelmed by numbers. I forgot to test out if weather affected the effectiveness of lasers, will try that later if I have the time. Currently the simulation takes a ‘Star Wars’ approach to lasers where a shot goes ‘pew’ and the UAV target immediately goes down.
I think the simulation should account for the laser illumination time required on the target, which would likely scale up as the target gets further from the laser source. Also with weather conditions factored in on the illumination time. Probably there would also be some target acquisition time between laser shots also.
I suspect the above are already known to the developers, just wishing they can get around to improving the realism aspect of lasers soon.
On the other hand what I really want is that they resolve the existing bugs in the game first.

Re: Laser too powerful?
Posted: Sat Dec 07, 2024 10:05 am
by Nikel
Yes, it is Star Wars like due to the rate of fire, specially if you use the flame time progress.
Will try your scenario if you post it
Which bugs are annoying you in your testing?
Re: Laser too powerful?
Posted: Sat Dec 07, 2024 11:41 am
by Transient
The ASuW patrol mission doesn't work currently. I noticed this problem in my Ardent Shield scenario and other scenarios. Units assigned to ASUW naval patrol dont try to identify the enemy by going under cloud cover, and they also seem stuck constantly switching attention between all the available unknown tracks. While as a player you can micromange (which is something I don't like doing a lot of), this problem essentially breaks a lot of scenarios on the AI side.
Will post my Syria scenario soon.

Re: Laser too powerful?
Posted: Mon Dec 09, 2024 9:59 am
by blu3s
Logged 16437
Is there any report about the ASuW patrol?
Re: Laser too powerful?
Posted: Tue Dec 10, 2024 12:12 pm
by Transient
Yes I believe I made a tech support post reporting this already. Waiting eagerly for next update…
Re: Laser too powerful?
Posted: Tue Dec 10, 2024 12:15 pm
by Nikel
Re: Laser too powerful?
Posted: Tue Dec 10, 2024 1:05 pm
by blu3s
Ah ok, the problem is with altitudes from loadout not being readed correctly, this is in the process of being fixed. (Note that you will probably have to manually adapt the altitude of your patrol for it if the loadout profile of the patrol is too high and the weather environment is bad)
Re: Laser too powerful?
Posted: Wed Dec 11, 2024 5:23 am
by Dimitris
Transient wrote: Sat Dec 07, 2024 1:54 am
Currently the simulation takes a ‘Star Wars’ approach to lasers where a shot goes ‘pew’ and the UAV target immediately goes down.
Beg to differ, in fact the relatively light damage caused by individual HEL shots was one of the prime reasons that we developed the detailed aircraft damage model:
https://command.matrixgames.com/?p=4469
I think the simulation should account for the laser illumination time required on the target, which would likely scale up as the target gets further from the laser source.
It does indeed, if you have clearly observed this not happening please post a suitable save for investigation.
Also with weather conditions factored in on the illumination time. Probably there would also be some target acquisition time between laser shots also.
All of these are also taken into account. Please post relevant saves for investigation if you are certain there is an issue.