View Single Post
Old 08-14-19, 08:25 PM   #51
AzureSkies
Blue Water Dev
 
AzureSkies's Avatar
 
Join Date: Feb 2019
Posts: 95
Downloads: 0
Uploads: 0


Default

Quote:
Originally Posted by longface View Post
This looks really good! I can't wait to hear more!

Just some questions I have off the top of my mind:
1. Do you plan for a sound delay due to distance for any loud transients/explosions? Cold Waters does that thing where you watch a target explode ten kiloyards away and the explosion comes instantaneously, which of course isn't realistic (but seeing that CW allows you to view events from many different positions not modeling a sound delay is understandable).
2. The Harpoon seems to be tracking the stern of the Azov instead of dead center. Is this true to life?
1. I've noticed that, and personally love the feature. Wouldn't be simple to implement within the Unity game engine, though, unfortunately. Other things are taking priority, but this is a detail I'd like to be able to include.

2. It depends on the particular missile, but old enough ones will go for whatever the biggest radar reflector is, I'd guess. As to the video I posted, though, I'll probably fix that pretty easily by implementing lead into the terminal homing phase. There's already lead in some of the other calculations the missile does, so it'd be a simple fix.

Quote:
Originally Posted by Phaeton View Post
AzureSkies, will you integrate CIWS in game for anti-missile duties? If CIWS will be operational, could it engage surface and air targets?
I know, CIWS weapon range in naval warfare is like a punch range in gun fight. Still, possibility of it is amusing.
For example, in War Thunder AK-230 in close ranges (<2 km) is a threat even to a destroyers.
Example #2: in Wargame: Red Dragon CIWS alongside with autocannons can be used to engage naval and air targets (especially when missiles were exhausted).
Anyway, best luck with development!
Definitely for anti-missile and anti-aircraft. Most CIWS systems are highly autonomous and will shoot anything closing in too fast and too close. How sensor systems are planned to be scripted, it won't even bother to differentiate between incoming missiles and aircraft.

And I do plan to have them able to engage other ships, too. That's very simple to do, especially given there's a variety of other weapon systems that will be able to target multiple platform types, anyways (SS-N-14 "Silex" missiles, RIM-66 SM-1 SAMs, and ship guns like the Mk45 or AK130 just to name a few).

Thanks!

Weekly update coming shortly. It's about time for that vehicle highlight...
AzureSkies is offline   Reply With Quote