Air combat rework

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Barleyman
Posts: 65
Joined: Wed May 12, 2010 10:19 am

RE: Air combat rework

Post by Barleyman »

That would suggest "pessimistic" weapons usage should only launch missiles where the missile is still under burn at interception, no?

IRL how is this done? Launch at range and hope the ballistic missile will make it or get closer and risk counterfire?
ckfinite
Posts: 208
Joined: Fri Jul 19, 2013 10:33 pm

RE: Air combat rework

Post by ckfinite »

Depends on ROE and what the tactical situation dictates. This is one of the fun bits of AAW :).
Barleyman
Posts: 65
Joined: Wed May 12, 2010 10:19 am

RE: Air combat rework

Post by Barleyman »

Hmh. That would mean there is NO WAY to make AI use weapons only at "optimal" ie under power range? So if you want AMRAAMs to have decent hit chance you have to.. wait for it.. baby sit your fighters and manually open fire at the "last moment"?

My head hurts. [:(]
ckfinite
Posts: 208
Joined: Fri Jul 19, 2013 10:33 pm

RE: Air combat rework

Post by ckfinite »

You can make some estimates based on the geometric probability distribution and a little knowledge of the Command PK model, but this is one of the things in Command that makes microing so effective.
mikmykWS
Posts: 7185
Joined: Tue Mar 22, 2005 4:34 pm

RE: Air combat rework

Post by mikmykWS »

We're working on some logic allowing players some more options in terms of salvo logic although optimum firing parameters can be subjective.

Mike



Tomcat84
Posts: 1952
Joined: Wed Jul 10, 2013 5:13 pm

RE: Air combat rework

Post by Tomcat84 »

ORIGINAL: Barleyman

Hmh. That would mean there is NO WAY to make AI use weapons only at "optimal" ie under power range? So if you want AMRAAMs to have decent hit chance you have to.. wait for it.. baby sit your fighters and manually open fire at the "last moment"?

My head hurts. [:(]


If you're using a patrol mission you could give them a prosecution area that is less than max kinematic range in order to stimulate higher Pk shots if you really want to be hands-off.
And real life it depends, as ck said.
My Scenarios and Tutorials for Command

(Scenarios focus on air-warfare :) )
Dimitris
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RE: Air combat rework

Post by Dimitris »

In the vast majority of RL air engagements, pilots shoot immediately once they are within DLZ parameters. Even if the first shot misses, it puts the target into the defensive and hands the initiative to the shooter for either a follow-up attack or disengagement.
I cannot recall any account of an engagement (at least against an opponent able of shooting back) where the pilot willingly delayed the shot in order to maximize endgame energy.
Barleyman
Posts: 65
Joined: Wed May 12, 2010 10:19 am

RE: Air combat rework

Post by Barleyman »

You could always order the pilots to do something in most militaries.. In any case, yes, on defensive is good. However the AAW patrol guys run away to maintain stand-off range instead of closing in for a shot. Can I actually just change the relevant doctrine to make the planes get closer after 1st shot?
Barleyman
Posts: 65
Joined: Wed May 12, 2010 10:19 am

RE: Air combat rework

Post by Barleyman »

Yes, it seems un-ticking "maintain stand-off" indeed does make the planes close in after 1st shot, reducing the need to micromanage.
mikmykWS
Posts: 7185
Joined: Tue Mar 22, 2005 4:34 pm

RE: Air combat rework

Post by mikmykWS »

Maintain stand-off is meant for ships. No impact on aircraft as they really don't fight the same.

Thanks!

Mike
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