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#661 |
Captain
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So from what I understand about Aegis, is that in RL it coordinate missile volleys amongst all ships in the link. But.... and this is just from the scenario that I've been testing, looks like in the game currently is that each Aegis ship is really shooting one SM-2 independently to intercept each incoming missile. Put 2 or 3 Aegis ships together and they will increase, or even top off the number of SM-2s per attacking missile, ewhich increase the success rates... so coincidentially they are accidently mimicking real Aegis strategy.
But put a ship alone, where it should be launching 2-3 SM-2 per attacking missile (because it no longer has backup from other Aegis), its still using only 1 missile instead. Using 2 ships together this behavior isn't a problem, but a solo ship isn't compensating. All that being said, trying to program a behavior that both responds appropriately to solo defense as well as can coordinate amonst a group effort would be..... an absolute nightmare and probably not worth it. ![]() Oh well db ps) want me to send you the mission setup I've been using to test the behavior? |
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#662 |
Sonar Guy
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I thought the Mod was better now in that regards.
I thought the Aegis were more agressive now Luftwolf? |
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#663 |
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Oh, there's no doubt that its much much much better, just looking for ways to make it even better.
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#664 |
Ocean Warrior
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Deathblow, actually you are wrong... missiles are shared across the link and the sim intelligently hands off targets to individual ships, reserving some ships for backup salvos on vampires missed by the first salvo of the first ship.
Why do you always assume something is wrong when you haven't done the legwork? Trust me, when you take the mind to fix things, there is no joy in finding new things that need to be fixed. ***It's patently not possible to reference the state of one object in the sim using doctrines unless that object is a target*** So coordinating between ships is not a doctrine/moddable problem.
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#665 |
Ocean Warrior
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Ok, I have fixed the salvo problem with the CIWSattack doctrine, thanks for pointing this out DB, I have looked at this countless times and not noticed a problem.
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#666 | |
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Not that the Aegis modeling wasn't already adequate, the SM2 weapon effectiveness could always be tweaked as a bottom line, just thought that since we were trying to refine AI behavior and decision making it was worth mentioning. I got kindof fixated on surface platform behavior after trying to create a few CVBG and joint task for scenarios where the AI wasn't really behaving ideally. |
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#667 |
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Here's a question. Anyone know what "Affected by ground noise" in the DBEditor Sensor Window means? Ground noise?
I doubt that DW is simulatedly seismic events! ![]() |
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#668 |
Ocean Warrior
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I'm pretty sure that refers to sea state.
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#669 |
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Interesting... :hmm: ... there's already a "affected by sea state" option on the sensor dialog, so "affected by ground noise" would represent another, different, aspect of sea states...... I wonder...
... what if it refers to how close a sensor is to the bottom of the ocean... like reverberation effects or ground scatter of sound and the like... if it is, it may represent a way to model the in the increased diffulculty of the littoral sonar envrionment... ... I've been reading sonar in littoral waters can be very different and even weapons like the Mk48 have a terrible times in littoral environments because the sonar picture is more confusing, with more ground scattering, bottom bounce, etc than sensors can compensate for... ... but those are just wild guessing... it might be worthwhile to setup some test scenarios to see how "ground state" effects sensor performance... could be interesting. |
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#670 |
Ocean Warrior
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I've also learned that a lot of the database is simply redunant and actual has no effect on anything in the sim.
I'm beginning to suspect that the ECM Jammer option does nothing in the sim for example. However, there is a bitcall option in the doctrines to test for the ECM Jammer, so it could be modelled in the doctrines, and this is what I am planning to do, we'll have to see if it works.
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#671 | |
Sonar Guy
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P.S. Hmm, IIRC, affected by ground noise was flag for radar sensors... and meaned that low flying targets are harder to detect. for sonars there was affected by sea state. but I can be wrong and can't check this now... don't think it's about sea bottom background, long ago I tried to enable it for active sonars and there was no difference with detecting targets laying on the bottom. It's a flag for radars most probably... and it's enabled for search radars. P.S.2. Luftwolf, have you figured maybe what CM type sensors are for ?? They seems to be not used by anything, especially by CM objects... ? Or maybe they are, just it's not show up in Ludger's editor...? |
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#672 | |
Silent Hunter
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Actually, the DW software was originally written to record seismic events. When it gets confused, it sorta "runs home to momma." ![]()
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#673 | |||
Ocean Warrior
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#674 | |
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![]() ![]() ![]() Maybe there is some other effect determining missile limits... I know that this came up in the SSGN design.... if 5 SSGN were given attack orders did only 4 shoot?... it might have something to do with the AttackBest logic with isn't amenable to modding atm. |
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#675 | ||
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