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Showing content with the highest reputation since 05/09/2026 in all areas

  1. The code in AreaDefense loops thru the mounts from first to last looking for a valid weapon, not the optimal weapon. AreaDefense also tags the target missiles as crossing targets so that skips at least one range check (which doesn't take courses into account so would not have prevented the SAMs from firing. It is not a small undertaking to replace the AreaDefense logic. The ExportDLL interface allows it to be replaced without modifying the core game (which we can no longer do). In short, don't hold your breath on a fix for this one. The intriguing bit is that NewAreaDefense() which I wrote in the 2013 timeframe. It does check speed and bearings to see if an intercept is kinematically possible. NewAreaDefense was not completed.
  2. Electronic warfare? 🐹
  3. Just solved now, I don't know was happened!
  4. I use win 10 and last night (or night before) used scen editor with no problem. I can get to computer tonight and test. (I'm currently using tablet). Don
  5. Hi All, Been away a while. Appears I have a bunch of catching up to do. Wanted to share a brief summary of a problem to see if anyone has had the same experience. Will upload a scenario to demonstrate the issue over the weekend. Issue: Two pairs of SCUD missiles are launched from a RED land unit over water. Target is a BLUE airfield. The SCUDs are traveling about 3800 knots at VHIGH altitude. I have an AEGIS equipped Kongo class (BMD capable) loaded with SM-3 Block 1A slightly north of the SCUD travel path with both air and surface radar energized. The Kongo initially shoots three SM-3's with the targets about 68 nm out. Usually, the 3 SM-3's hit one of the four targets. The Kongo will next shoot 3 SM-2MR Block IIIA's. I assume the switch to a SM-2MR missile occurs because the SCUDs are within the SM-2MR envelope at this point. About 60 percent of the time there is one hit. Afterward, because the SCUD's velocity is higher than the SM-2MR and the SCUDs are passing the Kongo, a SM-2MR cannot catch the SCUD. As such, I would think the model would switch back to the SM-3. However, the Kongo will continue to fire 3 SM-2MR's at a time, which apparently "self destruct" as soon as they are launched. The occurs until the SM-2MR inventory is used up at which time the Kongo would again start using the SM-3 or the SCUD is outside the range of the SM-2MR and then the unit would start using the SM-3. Any ideas? Scenario to follow. Thanks in advance and Happy May. George
  6. 1 point
    What about staging/submunitions? The game already has ASROC weapons where a missile turns into a torpedo. Could there be a weapon that has a terminal attack stage with different characteristics? Or stages like the Starstreak where it uses three submunitions as a payload. And of course MIRV warheads on nuclear weaposn.

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