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Old 11-06-05, 07:53 PM   #526
LuftWolf
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Also, any thoughts on how we could improve SSGN performance?
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Old 11-06-05, 08:35 PM   #527
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Bigger salvos?
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Old 11-06-05, 08:52 PM   #528
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That would be our goal... not sure if the current limits are on database or doctrine.

We should probably experiment with a new SubAttackSurf_SSGN doctrine and looking at the launchers.

Amizaur, have you looked at this in the past, any ideas?
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Old 11-06-05, 10:34 PM   #529
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Amizaur, I just sent you a PM on this... I've got some ideas.
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Old 11-06-05, 11:22 PM   #530
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Anyway to have SSGN's fire a certain number of missiles based on the value of the target IE a Carrier would get more than a Frigate?

But hay if not more missiles would be good… well not you know for the skimmers…
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Old 11-06-05, 11:51 PM   #531
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The SubAttackSurf doctrine seems to need some serious help for the SSGN... that would be ideal, but I'm not sure what the exact limitations of the doctrine interpretor are. :hmm:
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Old 11-07-05, 07:18 AM   #532
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I don´t think it should be based on target value.
Doesn´t matter if its an Aircraft Carrier or a Fishing boat, if there´s a single Aegis around, then you´ll need a whole lot of missiles!
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Old 11-07-05, 06:43 PM   #533
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Ah, it seems all that is needed is a linking platform and the engage scripts, and the SSGN's attack very strongly.

All that needs to happen is an increase in the salvo size... or the mission designers could just put a group of Oscars together.

Right now, they use salvoes of four, until they start to get low on missiles. So, three Oscars together, and that's 12 missiles a salvo, for about four or five salvoes.
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Old 11-07-05, 09:40 PM   #534
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In Dangerouswaters.ini there are some unknown (for me) but very interesting named variables like:

.EngageDoctrine No
.AllowAAMTargeting No
.SalvoWarheadMethod Yes
.SalvoLimit 8
.FiringAltExcess 250
.MinAirAttackRng 1250
.MinHeloAttackRng 1000
.SalvoMissilesPerPointIncrement 2
.SalvoPointIncrement 250

Anyone know what are they doing ? Especially those with "salvo" in name

P.S. I wonder if it was possible to give chaff and flare launchers for SS-N-19s, they are supposed to have even onboard ECM system, just small kamikaze planes
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Old 11-07-05, 10:15 PM   #535
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Check out my post in the Mission Design Forum, we may not need to do anything.

Check it out, and see if you have any ideas, but the mission editor allows for a dramatic improvement in behavior if used to it's full extent.
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Old 11-15-05, 09:27 PM   #536
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One thing. The Sea King seems to be able to drop way too many weapons. Today I saw one drop four depth bombs and four A 244 torpedoes on me. That’s just crazy. I think I heard they can carry four weapons but even that seems too much for a normal mission. Maybe make it so they can't launch them all at once.
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Old 11-15-05, 10:20 PM   #537
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Did he sink you?
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Old 11-15-05, 10:33 PM   #538
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No he just disabled me. I had no battery juice left when he attacked (ran out while dogfighting a Type 209 and attacking a Carrier Goup, I sank the 209, the Carrier and a Frigate) and his fish damaged nearly all my equipment. His surviving Type 209 buddy finished me off with but it took him three Tigerfish to do it (I was using one of their own Frigates as a torpedo decoy, but it moved out of range when #3 came at me).
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Old 11-15-05, 10:37 PM   #539
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Sounds like a very interesting scenario, which one was it? I'll have to give it a try.

In regards to the Sea King, I checked the database, it seems they are a little too heavily armed, as you mentioned. All the airplatforms need to be looked at, but at this point reducing the effectiveness of AI platforms is not something I'm in a rush to do, since they need all the help they can get.

Although, I'm only speaking for myself. I like a challenge!
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Old 11-15-05, 10:40 PM   #540
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I guess I'm lucky the A 244s really suck.

Quote:
Originally Posted by LuftWolf
Sounds like a very interesting scenario, which one was it? I'll have to give it a try.
Its called 'South Atlantic CV'. I just posted it on my site- I encountered all this on the final test of the mission.
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