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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Swabbie
![]() Join Date: Nov 2013
Posts: 9
Downloads: 3
Uploads: 1
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it is strictly BM-21 launcher withh no reloads on the truck as before, the difference is in things that are very important but not simulated at all in the game: the use of GPS+INS, full automation, 7.26mm protected cab for the entire crew and probably ABC secured. I would just copy-paste BM-21 specs, extrapolate linearly CEP, apply ranges as I have stated, max car speed is now 53mph and it is heavier but otherwise it is essentially the same system. The ammunition is 122mm of a new type but compatible with BM-21, yet I think standard BM-21 cars don;t have aiming instrumentation for those new larger pages. http://www.altair.com.pl/magazines/a...article_id=272 If you want to order a few examples online, webpage of their maker is here: http://www.hsw.pl/1076/artillery-equipment http://www.hsw.pl/czytaj/649 interesting piece of equipment, http://www.hsw.pl/czytaj/875 Langusta with reloads like RM-70 Polish Su-22M-4 also used the AS-7: http://en.wikipedia.org/wiki/File:Krzesiny_52RB.JPG Therefore we have a new loadout: -no ECM pod -2x fuel tanks -2x atoll (here not sure of the type) -2x kh-29L (one more thing, it looks it should be L=laser version, su-22M4 has laser designator in nose cone, and I see no camera head for tv initial guidance at launch phase on thsi airplane). -in total 40x S-5K 57mm Btw Time To Ready dialog box is not having its default focus on OK button so you always have to click with mouse or use tab-enter. Mildly annoying. >>>We always recommend using the 0/10000 weapon record for ammo dumps. Not the best solution as it hides logistics problems: if you are doing aviation dispersal, you don,t want to cheat by bringing 300 guided antiradar missiles to some remote wooden base if there is no storage for it, using ferry flights (for example to keep it all out of SRBM range, but in reality preventing further use). Therefore I suggest making manually editable min and max count for each ammo. In attachment: a simple setup, BM-21 and howitzers vs 3000m 'generic airstrip' with its hangars etc. It is best to do a standalone scenario for testing purposes, but the situtaion is clear: airfield gone in 1h with all tanks, hangars, bunkers and 45 planes evern using 2 BM-21 BTYs. Last edited by kbosak; 12-01-13 at 04:10 AM. |
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#2 |
Loader
![]() Join Date: Nov 2003
Posts: 81
Downloads: 4
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Okay just a quick note, the following features are now being worked on:
- SAM in ASuW role as Doctrine option (will enable/disable AI use of SAMs against ships for unit/group/mission/side) - Hold Position option for mobile facilities (mobile units will not move to engage targets) - Change callsigns for aircraft - Delete specific aircraft Neat? ![]()
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![]() Database guru, sensor model developer, system tester and senior scenario designer in the "Command: Modern Air/Naval Operations" project! |
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#3 |
Swabbie
![]() Join Date: Nov 2013
Posts: 9
Downloads: 3
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Verry nice. In fact all those user interface changes are very important for making scenario testing efficient.
I see the following UI problems: -you cannot select in mission editor current aircraft altitude, only desired. this means every scenario 'has to converge' from max altitude to something realistic 'on the run'. This implies unnecessary and unfair chance for the enemy to detect those airplane groups (descending from say 12000m to 80m). It also concerns actual heading as RCS depends on it. -F-16 (at least polish and greek) are flying with 'crab angle' of 20deg (their fuselage, radarcone , everything is rotated relative to flight path) -I suggest an option 'merge range-symbols-by-type' because once you have at least one harpoon/exocet/NSM/RBS-15/tomahawk oboard, it is impossible to manage efficiently the opening arrangement for a surface gunfight, because harpoon wins over all ranges creating a nice circle. Therefore the option reduces as much clutter as it removes crucial information, being as much advanced as useless. There is also a bug that merging those symbols sometimes merges enemy symbol with ownside symbols, when emitter center is outside the screen. -Airfeild icons should be displayed on top of other icons like AA sites otherwise it is very difficult to select them. -There is also an issue with 'aircraft ready time' dialog box, in which the focus is not on OK button. -During editing and 'pre-heating' the scenario, I have found that If I have enabled a radar on a submarine by mistake, then switched it off and saved the scenario, opossing side has this ancient radar contact in memory and ther is no way to delete it. Therefore it is easy to mess up a scenario without a chance for rectovery. The same story with selecting 'visible by default' option for one of the missile sites or any other facility - there is no way to 'clear sensor contact list' when editing a scenario. -there is one more problem similar to all harpoon-like hames: all scenarios are not 'coocked' before startup so once you start a game, there is a flood of contacts that otherwise would be detected since a long time due to enabled radars, eyesights etc. My proposal is to add '1min cookicng time' as a button for a scenario when you can freeze all firing, movement and aircraft preparation, game tiem is frozen, but sensor time goes on. Therefore you could settle all contacts then save a scenario in a state corresponding to all sensor status. In other words, an option 'drop all contacts then cook for one minute' would be a perfect solution for adjusting headings, depths, altitudes and sensor contacts to a coherent state, without adding complicated manual edition options for the contacts. Last edited by kbosak; 12-05-13 at 01:25 PM. |
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#4 | ||||
Loader
![]() Join Date: Nov 2003
Posts: 81
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Arty Bty (BM-21 Grad MLRS Mod [WR-40 Langusta] x 6) -- Poland (Army), 2011 Quote:
Have also added the AS-10 + S-8 80mm rockets (not S-5) + AA-8 loadout, it looks pretty cool hehe. The 57mm S-5 was a horribly inaccurate weapon, while the S-8 which entered service in the mid-1980s was called a 'precision weapon' compared to the S-5. I think Poland used the TV-guided AS-14 / Kh-29T, the laser version has a very different nose profile: http://forum.keypublishing.com/showt...117642-Su-17M4 http://en.wikipedia.org/wiki/Kh-29 http://www.google.no/imgres?sa=X&biw...81819152832031 Still no info on AS-9 so removed it from the aircraft. Quote:
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![]() Are you using the 'Single-unit' airfields? These are only intended for scenarios/bases that will never be attacked, as they group all runways, taxiway and parking (hangar, tarmacs, revetments) facilities into one single unit with no geographic dispersal. The reason why these exist in the database is simple: to save CPU and speed up gameplay in scenarios where complex air bases aren't needed. Bases that will come under attack will have to be built on a per-component basis. I.e. you have to add each component individually: runway(s), taixways, runway access points, tarmacs, revetments (every single one of them!), hangars, hardened shelters, ammo dumps (also on a per-bunker/shelter basis!), and fuel facilities. There are two ways to do this. You can either export map overlays from Google Earth and similar programs and import into Command, or you can make placemarks in Google Earth that you convert to Command facilities and import into the simulator. I prefer the latter, you can read more about KML-to-INST (Google Earth to Command) tool here: http://www.matrixgames.com/forums/tm.asp?m=3471768 Also check out the tutorial videos etc. Sweet, huh? Please note that building detailed air bases like this will use extra CPU.
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![]() Database guru, sensor model developer, system tester and senior scenario designer in the "Command: Modern Air/Naval Operations" project! Last edited by emsoy; 12-03-13 at 12:25 AM. |
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#5 | ||||||
Loader
![]() Join Date: Nov 2003
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Yes and we're working on that, and will implement it in baby steps as it is a horribly complex thingie. The first step was adding waypoint orders (speed/altitude and sensor settings) and DTG/TTG estimates. The next step will probably be calculating fuel consumption estimates. Quote:
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Do you have a savegame & screenshot showing own and enemy range rings merging? Quote:
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PS: you can drop any contact you want by pressing '3' on the numeric keypad.
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![]() Database guru, sensor model developer, system tester and senior scenario designer in the "Command: Modern Air/Naval Operations" project! |
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#6 |
Loader
![]() Join Date: Nov 2003
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KBOSAK,
Would suggest you check out the very latest build (Build 475), here: http://www.matrixgames.com/forums/tm.asp?m=3488125 It has the stuff you requested, incl 'SAM in surface mode doctrine' and new/corrected platforms. Thanks ![]()
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![]() Database guru, sensor model developer, system tester and senior scenario designer in the "Command: Modern Air/Naval Operations" project! |
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#7 |
Swabbie
![]() Join Date: Nov 2013
Posts: 9
Downloads: 3
Uploads: 1
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660 orkan should have 4xdual RBS15 MK3 mounts, user downgradeable to either RBS15 MK2 and/or 4 single mounts
Concerning 23mm on Polish ships, as said before, there are Wrobel I (50 bullets per barrel, 100 per two, equals to 5x20 bursts) and Wrobel II (200 bullets per barrel, 400 per two, equals to 20x20 bursts) with 2 Grails Wrobel II 206 minehunters 207 minehunters 767 LST ) 130 minehunter base/specops base all are not present in the DB All others incl Kaszub proj 620 are Wrobel 1. therefore Kaszub goes down to 5x20pcs rounds per mount BTW Tarantuls are no lonbger in service since that month. |
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#8 |
Loader
![]() Join Date: Nov 2003
Posts: 81
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Noted, thanks!
Will get to this once Command 1.02 is out ![]()
__________________
![]() Database guru, sensor model developer, system tester and senior scenario designer in the "Command: Modern Air/Naval Operations" project! |
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