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sythara

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Aug 27, 2009
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Has anyone encountered this issue where ship's AA defenses are limited to missiles, and Phalanx and RAM is not utilized automatically? The only way those fire for me is when I manually click on incoming missiles. I have everything set on autofire and phalanx is still not engaging incoming missiles.

This makes completing C01S12 mission pretty much impossible to complete.

Or maybe I'm just doing something wrong here.
 
I ran some more scenarios and I find that phalanx does not engage when the missiles are directed to another ship in a battle group. The ship that is being fired upon does not engage phalanx when there is another missile it fired still in the air. Essentially it waits for the missile (lets say RAM) to burn out before it fires phalanx if all other missiles are expended.
I'm not a naval weapons expert but my understanding is that Phalanx is a last reserve weapon and in a battle group scenario all ships within range will start targeting incoming missiles with phalanx in a coordinated attempt to take it down.

I think that Phalanx should be made that it fires regardless of what other weapons are currently engaging incoming missiles. Just play C01S12 without launching any air assets, you'll see what I mean :)
 
One issue with these is that they engage at the weapons max range, rather than maximum intercept range.

For example, if you have a 5000kmh SAM that has a range of 10km, it will currently engage when the target enters within 10km. If the target is a 5000kmh anti-ship missile, then they will intercept at 5km, half of the systems effective range.

What should happen is that the SAM fires as the target enters 20km range, granting an initial intercept at ~10km (SAMs max range). This then leaves a chance for a follow up shot at the 'original' 10km range.

The current behaviour leads to much diminished effectiveness of all short range SAMs and point defence systems.

I would suggest looking at ways to implement some kind of beyond maximum range interception, though probably only vs missiles. Aircraft dont generally go as fast and tend to be liable to alter vector more readily than ASMs. Applying this to gun based systems might be tricky since theres no defined bullet velocity at the moment and they just insta-hit, but might be workable either by defining one, assuming something easy like 3000kmh (a little under 900m/s, which is pretty reasonable for most gun systems, though some like Phalanx are higher at ~1100m/s), or just extending their range arbitarily.
 
From what i understand by looking in the data files, Phalanx fires once per second with a 70% chance to hit. So in theory it should be very effective if multiple ships engage incoming missiles at once... of course if you have 4 ships with that weapon system you'll have all four firing at the same one every second (provided they are within the same identical range). If ships are positioned at a range offset it would create a point defense wall, which is similar to how missiles are supposed to be engaged in the real world.

P.S. Devs, you guys are doing an amazing job and deserve praise for your work. Thank you very much, and this game is what kept me from getting enough sleep for the past few days.
 
I'm also having a problem with my air defenses. I'm on the Barents Escort mission in the NATO campaign, and none of my air defenses are engaging targets. I've given this mission several attempts, just to see if I can isolate my issue with it, and I've found that my defenses rarely, if ever, automatically engage incoming missiles.

I have to manually target incoming missiles with Evolved Sea Sparrows, and most of those passed their targets, turned around, and then attempted to catch up with the incoming missiles. I launched nine of the little buggers at a trio of incoming Klubs, and got two hits. The third missile zipped in and hit my Fridtjof Nansen. Phalanx didn't fire at all, and neither did the Mistral SAMs on my Skjolds when they were engaged. A single missile apiece killed each Skjold, as the Mistrals, when I can get them to launch, don't have nearly enough time to turn and engage incoming threats. I can launch at a Klub as soon as it enters engagement range, and my Mistral is still turning to intercept it when the damn thing takes out the Skjold. Combine this with the impotence of my Phalanx and Sea Sparrows, and the Russians don't even have to rely on high density raids.

SAMS and point defenses need to be a lot more effective. The Phalanx CIWS, in particular, needs to have rounds at its maximum effective range the instant a threat crosses it, as that's the way the system works in real life, and that's the only way it can give its ship a fighting chance. SAMs shouldn't get into a tail chase with incoming missiles when they were originally going nose to nose. I saw one of my Sea Sparrows almost touch fins with a Klub as it zipped past and then turned around to chase it. If the proximity detonator had gone off, that Klub would have been eliminated immediately. Instead, it took four more missiles to kill it, and another got through to heavily damage the Fridtjof Nansen.

I love the game, I just want my defenses to work for me, instead of for the enemy.
 
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Just playing around with HMS Diamond in the air-ops tutorial. I waited for a eurofighter typhoon to launch a amraam at my awacs
so i could target the missile with an aster30 which was within weapons range! However it would not fire on the amraam but it would
let me engage the typhoon. Anyboby got any theories as to way? Great game by the way, the geek in me is in its element!!!!!
 
Yes, AA missiles cannot be shot down. First, I think it is very unlikely it would work very well in real life, and second, as Elouda writes, it would create a nightmare for the game engine with an infinite regress of missiles shooting at each other until the universe implodes :)

Some SAM missiles can be targeted, specifically Standard missiles which also have an anti-ship function, and I have noticed the AI gets stupid sometimes, with planes trying to shoot them down instead of running away.
 
Thx Jan, the norwegian frigate targeted my cbg and the aster took care of them all lol!! Its the AA missiles which its not designed to intercept
that im now clear on. Love playing around in the game and then geeking up the different systems on wikipedia esp with a six pack of cold beer, lol!!!
 
Just been looking closer at the close in systems and something definitely isn't quite right. First, I'm setting the amount of ammo to use to max for weapons like phalanx and ram but it defaults back to the middle setting as soon as I unselect the unit. Second, they don't tend to fire on their own even if the unit in question is being targeted you have to manually target missiles which is easier said than done when in close).
 
Silly questions for folks having problems, but are the radars on those ships on? Not sure how detailed the combat engine is, but most if not all CIWS systems need active radar to track targets.