Hello again, everyone!
More CIWS work since last update. Redid their trajectories to match the performance listed with real CIWS guns - the ballistic range of the AK630 is listed as 8km, with its effective range as ~4km. Also knowing muzzle velocity and gravity, this constrains the drag, and so I'm fairly confident the new ballistics are far more accurate to reality.
Also great news for sound delays...
[Music by Scott Buckley –
www.scottbuckley.com.au, used under
CC BY 4.0 ]
On shooting down a missile, there's only a certain chance you'll set off its warhead. The P-500 Bazalt carries a solid metric ton of high explosives, making an impressive explosion when it goes.
A Slava-class cruiser and a Spruance-class destroyer cooperate to test the Spruance's Phalanx guns.
CIWS effectiveness turned up to illustrate missile destruction effects.
I think in the finished product, the actual odds of a Spruance shooting down two incoming Bazalts with CIWS guns alone would be very low.
Of course a Slava would never be engaging a Spruance at such close range in this manner, certainly not without the two ships firing guns at each other. This was just a dev scene set up to test the CIWS code. Decided to record some and add some music.
The effectiveness of the Phalanx guns can be modified - the tracking system actually calculates the lead, and every tracer has real collision with the incoming missiles, for very surprisingly little performance cost. At 1:30 you can see this pay off with a very unlikely event - rounds meant for one missile happen to hit another and shoot it down. Perhaps there's a naval sim out there that does this kind of calculating-every-round on point defense guns, but I don't know of any.
I don't think real Phalanx guns use tracers except on the C-RAM/land variants (though perhaps they did in the early 80s), but this is a rare spot where I've taken artistic license, and it's also useful to see where the rounds are going for developing the targeting code.
Someone's already suggested customizable tracer colors - that should go nicely with being able to turn Phalanx tracers on/off.
At any rate, I'm surprised at how well I got the lead targeting script. If it's set to maximum effectiveness, it can reliably almost instantly shoot down missiles all the way at the edge of its range.