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Gunnery Max Altitude

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While I was trying to break the SAM ROF this morning I came across something else of interest, so I experimented with it a bit too. The test scenario I was using for the SAM ROF consisted of AS-4 Kitchens being fired at a naval surface target. I couldn't get my CIWS/guns to fire at them during point defense.

 

Initial database configuration:

 

Phalanx - max alt = low and min alt = vlow

 

AS-4 - max alt = vhigh and min alt = vhigh

 

Altered database configuration:

 

Changed Phalanx max alt from low to vhigh and now they do engage in point defense.

 

Changed AS-4 to low and vlow, but Phalanx still will not engage.

 

I would take from this that the max altitude determines what can engage what in point defense.

 

I'm not a naval weapons scholar here! I would suspect missiles like ths Kitchens are designed possibley to counter CIWS systems like the Phalanx by flying very high? But, I would think what goes vhigh has to ultimately come down to vlow! Should the Phalanx (or any gun for that matter) get a shot at the Kitchen in point defense? If yes, I could simply change all CIWS/gunnery max altitudes to vhigh so they'd be able to engage all missiles in point defense, but what problems would that create with their engaging aircraft flying within range that prurpsely won't come down? Could create unrealistic gunnery vs. aircraft engagements.

 

I've attached the scenario for testing and would appreciate discussion on the issue.

Miller_CIWS_Test.zip

The Snap Up/Down flag should be used on the AS-4 indicating that it does a terminal maneuver and the weapons should have a chance in point defense. The next build (2009.028) shows more log messages for point defense as well.

 

As a side note, I would avoid making any guns, missiles, torps, rockets,... have a range

  • Author

Tony...I added the snap up/down flag to the AS-4 and increased the air range for the Phalanx from .8 to 1.0. No go. The Phalanx still won't engage the AS-4. Here's what the .028 message log shows:

 

The message log is attached.

MessageLog.txt

Keep trying, we can see that point defense was triggered. Perhaps leave the radars off to give a better chance of the mounts not firing before point defense (and requisitely being too busy to fire)

 

27 Apr 23:50:48 DEBUG Nassau PointDefense Mount is too busy or can't engage

27 Apr 23:50:48 DEBUG Nassau PointDefense Mount is too busy or can't engage

Don't keep trying,

 

The platform editor or something in that chain isn't properly setting the Snap Up/Down flag in the actual database file (commondb.res in your case). My code change was good but there is still a missing link.

Already you can try again, with 2009.029

 

To Go 0:23:52:13 DEBUG Nassau PointDefense GUN Ph=40 Name=127mm Shell, Incoming Count=6, Targets=1, Shots=2

To Go 0:23:52:13 DEBUG Nassau PointDefense GUN Ph=40 Name=127mm Shell, Incoming Count=6, Targets=1, Shots=2

To Go 0:23:52:13 DEBUG Nassau PointDefense GUN Ph=80 Name=20mm Burst, Incoming Count=6, Targets=1, Shots=2

To Go 0:23:52:13 DEBUG Nassau PointDefense 1 hits

To Go 0:23:52:13 DEBUG Nassau PointDefense GUN Ph=80 Name=20mm Burst, Incoming Count=6, Targets=1, Shots=2

To Go 0:23:52:13 DEBUG Nassau PointDefense 2 hits

To Go 0:23:52:13 DEBUG Nassau PointDefense GUN Ph=10 Name=20mm Burst, Incoming Count=6, Targets=1, Shots=2

To Go 0:23:52:13 DEBUG Nassau PointDefense GUN Ph=10 Name=20mm Burst, Incoming Count=6, Targets=1, Shots=2

To Go 0:23:52:13 DEBUG Nassau PointDefense GUN Ph=10 Name=20mm Burst, Incoming Count=6, Targets=1, Shots=2

To Go 0:23:52:13 DEBUG Nassau PointDefense GUN Ph=10 Name=20mm Burst, Incoming Count=6, Targets=1, Shots=2

To Go 0:23:52:13 DEBUG Nassau PointDefense GUN Ph=10 Name=20mm Burst, Incoming Count=6, Targets=1, Shots=2

To Go 0:23:52:13 DEBUG Nassau PointDefense GUN Ph=10 Name=20mm Burst, Incoming Count=6, Targets=1, Shots=2

To Go 0:23:52:13 DEBUG Nassau PointDefense Mount is too busy or can't engage

To Go 0:23:52:13 DEBUG Nassau PointDefense Mount is too busy or can't engage

To Go 0:23:52:13 DEBUG Nassau PointDefense Mount is too busy or can't engage

  • Author

Confirmed fixed. All guns on Nassau engage AS-4 with snap up/down flag set. Thanks Tony!

 

 

To Go 0:23:52:13 DEBUG Nassau PointDefense GUN Ph=40 Name=127mm Shell, Incoming Count=6, Targets=1, Shots=2

 

Tony, what does the "Shots = 2" in the above string indicate??

Shots is the Mount's ROF minus what is already being fired. It doesn't really have any deep meaning as to the mechanics of what is happening, the actual number of shots taken is decided later (in other words it is best to ignore shots).

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