.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPMBT > TO&Es
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old September 16th, 2005, 09:09 AM
Weeble's Avatar

Weeble Weeble is offline
Corporal
 
Join Date: Sep 2005
Location: England (Mercia)
Posts: 54
Thanks: 0
Thanked 0 Times in 0 Posts
Weeble is on a distinguished road
Default Re: SAMs\' proximity fuses

Whoops! forgot to add the link for the new Starstreak THOR combined SAM/SS mount on a Pinzgauer 6x6.

http://www.thalesgroup.co.uk/thales_...veils-thor.cfm

Sorry
__________________
"Ki te mutunga" - "Through to the end".
Reply With Quote
  #2  
Old September 16th, 2005, 10:27 AM

kikka kikka is offline
Private
 
Join Date: Jun 2005
Posts: 26
Thanks: 0
Thanked 0 Times in 0 Posts
kikka is on a distinguished road
Default Re: SAMs\' proximity fuses

Plasmakrab, I've no precise figures and I don't want to open the kind of discussion we've seen before on armor thickness to the mm ;=)
I was just wondering if this kind of feature was somehow representable given the limitations of the game engine.
Besides, I find it hard to have an attack plane "escaping" 5 or 6 SAMs in a row on a single attack run. Either we've only got top of the notch pilots up there, or SAM accuracy needs a serious tweaking.
Any new comments, guys?
Thanks.
Reply With Quote
  #3  
Old September 16th, 2005, 11:17 AM
PlasmaKrab's Avatar

PlasmaKrab PlasmaKrab is offline
Captain
 
Join Date: Jun 2005
Location: 40km from the old frontline
Posts: 859
Thanks: 0
Thanked 15 Times in 7 Posts
PlasmaKrab is on a distinguished road
Default Re: SAMs\' proximity fuses

Kikka, you have to consider the "time flow" of the game before you start complaining about "an attack plane "escaping" 5 or 6 SAMs in a row on a single attack run". I.e. the game is turn-based, which means that the SAMs that appear in a row during the game may not do so IRL, for instance they may have been fired all at once and therefore the targetted aircraft can shed several of them at once in the same manoeuver.

I have no precise idea of how easily a plane can outmanoeuver (or outsmart) missiles, but if you have the occasion, look at how easily the basic OP aircrafts and transport planes are downed by missiles.
That should hint at just how agile the attack planes are considered to be, and there again, it is not because they are pictured as flying headlong while under fire that they don't actually swing out of their trajectory to escape missiles.

Of course you can do more accurate missiles, the most recent ones are already pretty good, and as the accuracy grows the cost rises reassuringly quickly.

To my mind the only way to picture these heavy SAMs as being able to hit planes as a distance is to raise their accuracy. After all, the accuracy rating just gives you, so to speak, the chance that something will be hitting the target. Splinters count too, just like for artillery shells. Then imagine that, instead of having to find an intersection between the plane and the missile, both on their trajectory, you must collide the target plane with a 10m-radius sphere centered on your missile.
Is that explanation clear enough or should I go back to school to learn how to expose wriggly thoughts?
Reply With Quote
  #4  
Old September 16th, 2005, 02:40 PM
Listy's Avatar

Listy Listy is offline
Sergeant
 
Join Date: Jun 2005
Posts: 358
Thanks: 0
Thanked 0 Times in 0 Posts
Listy is on a distinguished road
Default Re: SAMs\' proximity fuses

One of the reasons why some guided weapons miss so much is the avoidance maneuver of the target.

I belive that the avoidance routines are being revised downwards in the new version. Making both AAA fire and Aircraft more deadly.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:53 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.