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Chaotic SAM rate of fire

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Issue Information

 

  • Issue ID #000026
  • Issue Type Issue
  • Severity 0 – None Assigned
  • Status UNFILED
  • Version 0000.000
  • Fixed in

 

Chaotic SAM rate of fire
Posted by broncepulido on 30 June 2013 - 09:04 AM
I think a long time ago we wrote something about it, but I don't remember it very well.
I was messing with the Cold War DB, thinking in the relation of posible SAM fired from a Beam Rider system (hypothesis, 1xilluminating fire control radar and telecommand system), a SARH system (hypothesis, 2xFCR), a NTU system (hypothesis, 3xFCR) and some AEGIS/PAAMS systems (perhaps 4xFCR, but PAAMS doubles as FCR with less performances).
How I've not clear what was the relation SAM rate of fire/bursts per turn, I did a little test, and I get only almost chaotic results !!! :wacko:
Employed as test platform the 2223 entry and her simply 59422 SM-1MR single-arm mount, as in the attached scenario.
I don't write the preliminary tests, but these are the main outcomes:
First outcome: the number of missiles fired it's not number of rail dependant (I tested the modified launcher with 1, 2 and 4 rails).
Second outcome: the number of missiles fired it's not number of possible targets dependant (I tested the modified launcher with 1, 2, 3, 4 or 8 possible targets, perhaps late it can affect the number of planes shoot-down when the missile group reaches the plane group, but I've not tested it).
Third outcome: mount type, rail or cell, is indifferent to the number of missiles fired.
Fourth outcome: only the modification of ROF number in the mount affects the number of missiles fired, OK, that do the issue simpler.
Fifth outcome: apparently the game engine solution is to fire a SAM burst each 30 seconds, and the number of missile fired ROF number dependant only (but sometimes launches one only SAM 10 seconds after the main burst). For me is a good and simple solution, but actually his behaviour is very chaotic ....

 

Issue-26-Chaotic-SAM-rate-of-fire.pdf

MSLROFTS.zip

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