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Old 03-12-06, 12:16 PM   #1
SUBMAN1
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Default Anti-Ship Missiles never showing up on Radar?

Now, I do not know what is going wrong, but the AS-4 Kitchen missiles launched by the TU-22 backfire are no longer showing up on radar ever! They just hit my ownship and I am dead every time. This is in the OHP N. Atlantic Convoy mission.

Now here is the weird part - they used to show up on my radar and I could target them with the SM-2's, and that is the only way to get a fighting chance against them. So what happned? Is my game broken? Why would it work for several missions over (This mission had me stumped for a bit until I figured out you could drop an active DICASS and that would keep the enemy subs off your ships for a while), and then all a sudden not work, or should I say whyare the Kitchem missiles no longer showing up?

-S

PS. Yes, I successfully completed this mission, but upon replay, I'm screwed. I have successfully shot down the kitchens in previous missions, but I can't anymore! I have both air search and surface search radars on.

PPS. They used to show up about 40 nm out too, which doesn't give much time to react, but it is better than no time to react! The only warning they are coming now that I get is a ESM warning.
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Old 03-12-06, 12:27 PM   #2
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Well .. they fly just over the sea, they are hard to detect. Didn't you have helo airborne last time ? That can help.
But if it is the same mission I think it is, it is good idea to have radar off. Tu-22 detect you right by your radar. If you stay 'quit', Tu-22 will never fire.
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Old 03-12-06, 12:28 PM   #3
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Weird ... did you make any changes between this and the last time it worked? Added a mod or whatnot?
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Old 03-12-06, 12:30 PM   #4
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Quote:
Originally Posted by Dr.Sid
Well .. they fly just over the sea, they are hard to detect. Didn't you have helo airborne last time ? That can help.
But if it is the same mission I think it is, it is good idea to have radar off. Tu-22 detect you right by your radar. If you stay 'quit', Tu-22 will never fire.
That is how I had to complete the mission. And no, I didn't have a helo up. I just kept my radar off and monitored the ESM to make sure nothing was taking a peak at me. It was challenging to get those inbound missiles however and that is the part I want to redo!

Shouldn't a surface search radar pick these things up at least at 40nm?

-S
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Old 03-12-06, 12:33 PM   #5
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Quote:
Originally Posted by OneShot
Weird ... did you make any changes between this and the last time it worked? Added a mod or whatnot?
No mods. Nothing was changed. The only thing I can think of is a lookout picked them up last time. But if a lookout can see an inbound missile, I'd expect a radar to pick them up big time. Imagine the doppler shift of an inbound travelling at Mach 2.5??? It definitely won't be invisible!

-S
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Old 03-12-06, 01:57 PM   #6
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Quote:
Originally Posted by SUBMAN1
Shouldn't a surface search radar pick these things up at least at 40nm?

-S
Surface Search shouldn't pick them up at all. They are a high altitude missile. Air Search, Helo, Visual, and ESM will be the only ways you detect a AS-4.
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Old 03-13-06, 03:11 AM   #7
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Hmm...Well It looks like your Database and Doctrine files r somehow damaged/messed up....maybe reinstall wil help!?
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Old 03-13-06, 07:32 AM   #8
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From the beginning I had trouble picking them up before they went boom.

Keeping my radars off had it launch its missiles to enable very early, which helped a lot.

What was the weather like there? Was it raining?
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Old 03-13-06, 09:13 AM   #9
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Put your R2D2 (CIWS) on auto. If it behaves anything like it does in real life it will be able to take out at least two of those ASM's as long as they are approaching your ship from the same direction.

The SM-2 loads so slowly in the game that - I at least - can usually only knock down one or two incoming ASM's with it (but I don't play the Perry very well). I wonder about this. I've got limited real life experience with Perry's and I know they use a single launcher but I watched the USS Turner CG-20 (since decommissioned I believe) load and fire a missile off their dual launcher about every 10 seconds once. It's kinda cool to watch that launcher spin around, go vertical and line up with the missile door. The door opens, a missile rises up out of the deck to meet the launcher and then the launcher rapidly points where it is supposed to and another missile is leaving a billowing white trail of acrid smoke as it leaves the rail much more quickly than it happens in the game on the Perry launcher. Happens very fast. At the time (early 80's) the Turner's FC system could have 10 missiles in the air at once (theoretically).

Believe it or not your 76mm gun has a chance at shooting down a missile (maybe not in the game). When I was stationed in Charleston, SC a Perry did this against a practice missile once IRL - they got very lucky (at least that was the official story). On the other hand I watched the USS Pratt get hit by a practice missile back in the late 70's when the Sea Sparrow's (2) they launched against it missed (put a nice hole in the port side of CIC). The practice missile wasn't supposed to hit - they were programmed to turn away at a specific distance. Hmmmm. I wonder if the Navy still uses practice missiles for ships to shoot at.

DW is a pretty fun game (especially online) and I am enjoying it immensely but I continue to find things in it that are - well - annoying, like torpedoes locking on shrimp and detonating amongst them, returning a wire guided torp to pre-enable and still hearing the torp ping (it should stop), link data coming from civilian units (I don't care if they are on the same side), hearing the ping of a torpedo that is 8000 yards away and pointing away from you, getting a TIW message when a Seawolf launches (seawolf uses swim out tubes - torps don't eject with a big ole air slug - there is no transient with a Seawolf), getting a TIW message even when the firing platform is 20K yards away or more and all that is subs, AI units running aground, AI units killing their own side. I haven't even really looked into the Perry or Helo's seriously yet. I wonder how that will go.
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Old 03-13-06, 09:47 AM   #10
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The most magic of DW comes from multiplayer .. then AI troubles are gone .. and other bugs are part of the game.
On the other side, multiplayer games takes TONS of time. And time is money, right ?
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Old 03-13-06, 04:57 PM   #11
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Quote:
Originally Posted by Werewolf13
DW is a pretty fun game (especially online) and I am enjoying it immensely but I continue to find things in it that are - well - annoying, like torpedoes locking on shrimp and detonating amongst them, returning a wire guided torp to pre-enable and still hearing the torp ping (it should stop), link data coming from civilian units (I don't care if they are on the same side), hearing the ping of a torpedo that is 8000 yards away and pointing away from you, getting a TIW message when a Seawolf launches (seawolf uses swim out tubes - torps don't eject with a big ole air slug - there is no transient with a Seawolf), getting a TIW message even when the firing platform is 20K yards away or more and all that is subs, AI units running aground, AI units killing their own side. I haven't even really looked into the Perry or Helo's seriously yet. I wonder how that will go.
Just a few things. First why not link data from a civilian unit? They got a radio. Think of it as an AGI. Second the SW dosn't have the swimout torpedoes anymore, they caused a build up of gas in the tube and were replaced with standard water slug launches.
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Old 03-13-06, 05:40 PM   #12
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We still have ShootEx's with drones. Our ship missed with the first missile but clobbered the drone with a skin hit with second one. And btw - MK13 ctcles waaay quicker than in DW ! like 2-3 secs
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I\'m having trouble with the radar, sir.
What\'s wrong with it?
I\'ve lost the bleeps, I\'ve lost the sweeps, and I\'ve lost the creeps.
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Old 03-13-06, 06:43 PM   #13
Kazuaki Shimazaki II
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Quote:
Originally Posted by Werewolf13
USS Turner CG-20
What kind of launcher would that be?

Quote:
Believe it or not your 76mm gun has a chance at shooting down a missile (maybe not in the game).
I believe it. The Soviet 76.2mm equivalent is also rated capable, at least against Harpoon (they tested it against Swatter ATGMs, since the Soviets didn't exactly have small antiship missiles until Switchblade).
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Old 03-13-06, 07:20 PM   #14
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Quote:
Originally Posted by Kazuaki Shimazaki II
Quote:
Originally Posted by Werewolf13
USS Turner CG-20
What kind of launcher would that be?
The Leahy class CGs had two MK 10 twin rail (kinda like the SM-2 rails on the 1st Ticos) RIM-2 Terrier SAM launchers with 80 missiles (40 per launcher).

If you want a pic surf over to navsource.org and look for CG-16 to 24.

Someone should suggest to Jamie that the MK13 and SVTT load times be cut in half or something becasue the FFG is really at a disadvantage... :hmm:
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Old 03-13-06, 11:46 PM   #15
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Actually the SVTT reload times are pretty close since they have to be reloaded by hand. The torpes have to be taken out of rack onto carriage wheeled to tube then shoved in. And belive me there aint nothing "lightweight" about them
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I\'m having trouble with the radar, sir.
What\'s wrong with it?
I\'ve lost the bleeps, I\'ve lost the sweeps, and I\'ve lost the creeps.
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