CV32 Posted March 17, 2011 Report Posted March 17, 2011 Here's an easier way of understanding the concept (I hope) ... If I am standing a foot in front of you and take one step to the right, I expect you can tell I moved right away. But if I am standing a kilometer away and I take the same step to the right, its probably more difficult for you to tell. But Darren's explanation works too. Quote
HUD3 Posted March 17, 2011 Report Posted March 17, 2011 Here's an easier way of understanding the concept (I hope) ... If I am standing a foot in front of you and take one step to the right, I expect you can tell I moved right away. But if I am standing a kilometer away and I take the same step to the right, its probably more difficult for you to tell. But Darren's explanation works too. Brad, Your is easier to understand. I used that on the AGSI coders in relation to making the ANW maps report the correct distances as Latitude increases. If you created a map before the fix, you would find a map from 0 - 90N would display the same linear distance at the Equator as it would at the Pole. I've even gone as far as building a spreadsheet that calculates the "Latitude offsets" for creating Installations. Unfortunately Harpoon is more like a devotion than a game to this old warhorse. Repeated apologies for explaining stuff to the N-th degree. Cheers Quote
CV32 Posted March 17, 2011 Report Posted March 17, 2011 Brad, Your is easier to understand. I used that on the AGSI coders in relation to making the ANW maps report the correct distances as Latitude increases. If you created a map before the fix, you would find a map from 0 - 90N would display the same linear distance at the Equator as it would at the Pole. I've even gone as far as building a spreadsheet that calculates the "Latitude offsets" for creating Installations. Unfortunately Harpoon is more like a devotion than a game to this old warhorse. Repeated apologies for explaining stuff to the N-th degree. Cheers Absolutely no need to apologize. I was just being a 'smart ass', which I am probably being too much these days. I actually very much appreciate the detailed explanation, with all the math, especially as I can refer to it later when need be. I expect others among the warhorses and newbies do too. Thanks for posting it! Quote
Warhorse64 Posted March 17, 2011 Report Posted March 17, 2011 Here's an easier way of understanding the concept (I hope) *snip* A Circle's circumference is given by 2 x Pi x The square of the radius. *snip* Darren Ummm, sorry, that's wrong. The circumference of a circle is given by 2 x pi x the radius, no squaring involved. This does not, however, change the general thrust of your argument. Quote
HUD3 Posted March 18, 2011 Report Posted March 18, 2011 Here's an easier way of understanding the concept (I hope) *snip* A Circle's circumference is given by 2 x Pi x The square of the radius. *snip* Darren Ummm, sorry, that's wrong. The circumference of a circle is given by 2 x pi x the radius, no squaring involved. This does not, however, change the general thrust of your argument. Thanks for the correction Warhorse, I suppose somebody with no high school math should be careful before he starts giving lectures! Cheers Darren Quote
kcdusk Posted March 20, 2011 Author Report Posted March 20, 2011 Thanks for the explaination Hud3. Makes sense. Although you lost me at "The length of an arc ..." in your easier understanding post! Quote
kcdusk Posted July 24, 2011 Author Report Posted July 24, 2011 When "grading" a weapon platform (plane, ship, submarine), what is more important? Offensive ability (radar, weapon range, etc) or defensive ability (ECM, ACM, ect)? I'm going with defensive ability being more important. Quote
Warhorse64 Posted July 24, 2011 Report Posted July 24, 2011 I would say that the single most important quality of any combat system these days is the ability get the first (effective) shot. By your definitions, that's going to be more offense than defense, but both will factor into the equation. One shot is usually all it takes with modern weapons. Quote
TonyE Posted July 25, 2011 Report Posted July 25, 2011 When "grading" a weapon platform (plane, ship, submarine), what is more important? Offensive ability (radar, weapon range, etc) or defensive ability (ECM, ACM, ect)? I'm going with defensive ability being more important. What an impossible question to answer without asking more questions... My first thought is that the most heavily weighted capability changes depending upon the expected opponent. A F-16 doesn't need an AMRAAM if the expected opponent is a lightly skinned truck transporting ammunition to the front. That same AMRAAM however is golden if the opponent is a Mig-23. That all said if I had to choose one or the other I'd choose offensive ability as more important over the (plane, ship, submarine) platform categories where I agree with Warhorse that it is often first to get weapons on target who wins. Quote
CV32 Posted July 25, 2011 Report Posted July 25, 2011 When "grading" a weapon platform (plane, ship, submarine), what is more important? Offensive ability (radar, weapon range, etc) or defensive ability (ECM, ACM, ect)? I'm going with defensive ability being more important. Can't say I would characterize many of these kinds of systems as either exclusively offensive or defensive. Quote
kcdusk Posted September 13, 2011 Author Report Posted September 13, 2011 If a ship or submarine is using both active and passive sonar, do you roll once for active and again for passive, or do you roll once and apply the single die result against the chances for active/passive detection? Quote
CV32 Posted September 16, 2011 Report Posted September 16, 2011 If a ship or submarine is using both active and passive sonar, do you roll once for active and again for passive, or do you roll once and apply the single die result against the chances for active/passive detection? My thought is that you do not perform both simultaneously, and therefore perform rolls separately. Think about the nature of active sonar, for example. Very noisy, so trying to listen for a contact passively at the same time would be a difficult exercise. The exception would be certain systems that combine active arrays and passive receivers, as with some towed arrays, which I think the rules account for. Quote
PG_H4 Posted November 11, 2011 Report Posted November 11, 2011 If a ship or submarine is using both active and passive sonar, do you roll once for active and again for passive, or do you roll once and apply the single die result against the chances for active/passive detection? My thought is that you do not perform both simultaneously, and therefore perform rolls separately. Think about the nature of active sonar, for example. Very noisy, so trying to listen for a contact passively at the same time would be a difficult exercise. The exception would be certain systems that combine active arrays and passive receivers, as with some towed arrays, which I think the rules account for. As per 4.4.1 Sonar Types (page 4-7 in H4.1): "Many have both active and passive settings, but they can only perform on type of detection at a time. A sonar's mode can be changed each Engagement Turn (30 seconds)." Quote
kcdusk Posted February 14, 2016 Author Report Posted February 14, 2016 Are there any sites on the internet that have data annexe for the different countries? (China and Australia for instance)? I used to be able to find a few, but not anymore : - ( Quote
CV32 Posted February 15, 2016 Report Posted February 15, 2016 Are there any sites on the internet that have data annexe for the different countries? (China and Australia for instance)? I used to be able to find a few, but not anymore : - ( The Admiralty Trilogy is the source for data annexes. Quote
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