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#1 |
Swabbie
![]() Join Date: Feb 2017
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On the land strike missions, I'm firing the 10 TLAMs at the little circle on the map. They seem to be striking targets, fuel tanks and such. I leave the mission, but I'm getting a failure mission. What am I screwing up here?
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#2 |
Swabbie
![]() Join Date: Jan 2017
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At least you're getting the circle on the map. The circle doesn't even show on my map. I'm starting to believe the cruise missile missions are bugged.
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#3 |
Cold Waters Developer
Join Date: Aug 2012
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Did all 10 hit targets? Were any shot down of collided with terrain in transit?
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#4 | |
Swabbie
![]() Join Date: Feb 2017
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I've had three of these missions so far on a single campaign since installing the patch 1.01 beta, which I started before doing that. Might have something to do with that. Will have to do some more research. |
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#5 |
Gefallen Engel U-666
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KapnCrunch!
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#6 |
Swabbie
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#7 | |
Swabbie
![]() Join Date: Aug 2015
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#8 |
Watch
![]() Join Date: Apr 2007
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Make sure there is 5 plumes of smoke coming from each port(Assume this is Arkhangelsk?) First time I did it I also got a failure even tho I fired 10 missiles, but I fired them in groups of 4 rapidly and distinctly remember counting 4 plumes of smoke from one of the ports. Second time around I carried a few extra and made sure to fire the missiles with at least 10 second spacing, and I fired 14 in total "just to be sure". That time it succeeded.
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#9 |
Bosun
![]() Join Date: May 2007
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I think it's kind of shady to have the players success or failure based on having the missile actually strike the target. We're not setting up a TLAM strike with waypoints etc as one in the real world.
I'd either have it set to where the player just has to launch the 10 TLAM's into the circle (simulating the first waypoint or something), or they need to get to specific location on the strategic map (this is how RSR did it). I'd prefer the second option personally. Real world if I've got some time in the schedule and also have a missile with over a 1,000 NM range, I'm going to find a nice quiet spot in the ocean away from everyone to launch them, rather then sailing in artillery range of the base almost to launch them. It'd be one thing if they were say strikes against in-land targets, but they way it's written it's against coastal targets you can almost launch from port (it's 1,500 miles from Holy Loch to Murmansk straight line). You can hit Murmansk from the middle of the Norwegian Sea with no issues, and with missiles have a semi-realistic flight path (minimum of 100 miles off shore until the final leg). I like the mission concept, just the way it's done it feels to forced. You have to sail in close enough to almost launch a SEAL team to launch a cruise missile with a 1,500 mile range to hit the port?! In RSR it worked well, as embarking TLAM's really took up a lot of stores space, so you dodged any contacts while you worked your way close to the launch point. Once you got close enough, it was a cut scene and your were given a mission success. -Jenrick |
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#10 |
Watch
![]() Join Date: Apr 2007
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Just got my first strike mission on Murmansk, it is impossible to finish.
Images Tried 3 different angles and they all end up hitting the mountain, you can't even reach the waypoint. |
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#11 |
Medic
![]() Join Date: Mar 2017
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I had a strike mission the other day and got failure messages too.
What I learned from another member is that you need to fire at least 4 more missiles at the target. Because they can get shot down. |
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#12 | |
Torpedoman
![]() Join Date: Oct 2005
Location: Buenos Aires
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You already have considerably less than 100% accuracy being around the corner. Imagine if the Soviets had something like an hour to make sure that figure is zero.
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#13 | ||
Bosun
![]() Join Date: May 2007
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As far as interception goes, a TLAM flies at approximately 550 mph (478 knots). Lets say the soviets have something that can do 50 knots and knock down a TLAM handy. Using the longest launch range I can find (1,550 miles) to give the longest time to move to the interception point, said surface craft would have to be within 150 nautical miles (plus whatever the weapon engagement envelope would be) of the flight path at the moment of launch. I'll be generous and say 200 nautical miles. That's assuming they can take off at flank speed the second the missile breaks the water. Honestly the risk of a surface unit being in range to intercept (other then by blind luck), is really only an issue as you get close to the target of the strike. Where air cover, ground based defenses, etc are all in place already. Quote:
I'm not crazy about the TLAM mission currently, but if it was base on simply firing off the TLAM's and getting out alive I'd be okay with it. Having the success or failure of the strike be on the player though (since we can't set ingress routes, pick target points, etc) I think is a little punishing. -Jenrick |
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#14 |
Sailor man
![]() Join Date: Jun 2017
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Operationally a TLAM strike would be near impossible to meaningfully intercept. With that effective range, their speed, small physical size and contour following guidance, they would be near impossible to stop without airborne interceptors being placed at the right time to find and hit them. It would still be no small feat to hit a missile tracking the ground at low altitude using air to air missiles given the effect of ground clutter on radar.
Even SAM and AAA on the ground at the intended target would have seconds to make a shot. CIWS on the seas is one thing, but on land it is a another matter entirely. |
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#15 |
Torpedoman
![]() Join Date: Oct 2005
Location: Buenos Aires
Posts: 112
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The crux of the matter is that it's either this or no mission at all, because moving to a viable launch position on the strategic map and clicking on a button is not a challenge at all. Especially considering the long range TLAMs have, it'd be far too easy (and unpredictable for the enemy) to find a suitable spot with no threats within dozens of nautical miles and launch entirely safely.
The interception argument came from me thinking in CMANO terms, really, given there cruise missiles are detected with some anticipation and SAM batteries usually have time to fire off several shots, making stand-off attacks feasible only in significant volumes, which the average attack sub can't put out fast enough.
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