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[Answered] Area attack

 
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[Answered] Area attack - 4/2/2020 2:14:04 PM   
Raytheon


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Hello everyone. I have a question relative to scenario and mission construction.

Is there a possibility to set the mission for strategic bombers (Tu-95KM in my situation, armed with AS-3 missiles) to strike random coordinates within pre-briefed area? Or to strike definite coordinates, but automatically, without manual input of BOL coordinates for each plane?

I'm making a mission of Soviet Pacific fleet face-off against US CBG. Based in the information I gained from memoirs of former fleet and naval aviation officers, there were plans to employ Tu-95-s from 401-st Heavy bomber division for coordinated strike against CBG together with Naval Aviation bombers. The problem is - AS-3 has no seeker. There were plans to launch it on autopilot and strike an area - due to its heavy 3MT warhead it considered enough to jam electronics of CBG and cripple some ships even when it misses the formation for 3-8 km. But in CMO I cannot find a feature to launch it automatically into defined area with random coordinates inside it, or just some set of definite coordinates. Is it even possible? Thanks for understanding

< Message edited by apache85 -- 4/6/2020 6:36:45 AM >
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RE: Area attack - 4/2/2020 4:59:54 PM   
Randomizer


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This should not be a tech support issue as it deals with scenario design.

One way is to use Lua to create some small ship target, a life raft for example. Make it hostile to the TU-95M side and auto-detected so that it can be targeted from anywhere. Probably name it something target-like, an alphanumeric designator or code name. Scripting new units is easy enough but you can also place them away from the scenario action and use the Teleport to Area action in the Event Editor. This is helpful if you wish a more randomized area attack. Randomly placing a unit into an area may also be done by Lua script but I find teleportation actions easier.

Area targets on land can use the same method and there is a target-marker facility to do this. Make sure that they are always set to auto-detected and hostile to the attacking side at the time of the anticipated attack.

I generally make a special side just for target markers so they go largely undetected by the opposing side/player but it is not strictly necessary to do so.

-C

(in reply to Raytheon)
Post #: 2
RE: Area attack - 4/2/2020 5:57:24 PM   
Raytheon


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Thanks for your advice!

Well, I was thinking for such an action, but the problem is that I wanted to do the mission as realistic as possible, and that requires no fake targets. So that was - maybe I miss something useful in the editor? I mean, in DCS, for example, you can create a flight plan for strike as well, but also there is possibility to make target points without using targets - just put a coordinate dot somwhere on the map, where you need the missile to strike. Maybe, this feature exists in CMO?

< Message edited by Raytheon -- 4/2/2020 5:58:04 PM >

(in reply to Randomizer)
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RE: Area attack - 4/3/2020 12:38:02 AM   
Randomizer


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quote:

Well, I was thinking for such an action, but the problem is that I wanted to do the mission as realistic as possible, and that requires no fake targets.

Having read a very large number of books and papers dealing with the employment of nuclear weapons and find it difficult to believe that the Soviets actually planned to launch them into the blue with zero idea about where the hypocentre might be.

There has to be an aim point somewhere, even if that specific location is random or selected on the basis that a target of opportunity "might" be within the weapon effects area at weapon function time. I would suggest that there is no way that having no target plan for the projected impact area is in any way realistic and some sort of target marker is actually reasonable even if the nature of that marker is a bit fudged.

I think that if you place a target marker on land and then move it to sea using the "M" command it might work but this might lead to unintended consequences for the scenario when it plays out.

You could use Lua to script an explosion at the desired location without any marker but there would be no weapon firing, just a big boom at the sharp end. But do as you like.

-C

(in reply to Raytheon)
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RE: Area attack - 4/3/2020 12:15:53 PM   
TitaniumTrout

 

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There is a unit type you can drop that is called Marker (Bombing Target [Bullseye]), another called Marker (Geographic/Aimpoint), and Marker (Target).

_____________________________


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RE: Area attack - 4/3/2020 1:56:16 PM   
JPFisher55

 

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What about a bearing only attack?

(in reply to TitaniumTrout)
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RE: Area attack - 4/11/2020 6:41:46 PM   
Raytheon


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Joined: 2/9/2020
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quote:


Having read a very large number of books and papers dealing with the employment of nuclear weapons and find it difficult to believe that the Soviets actually planned to launch them into the blue with zero idea about where the hypocentre might be.

There has to be an aim point somewhere, even if that specific location is random or selected on the basis that a target of opportunity "might" be within the weapon effects area at weapon function time. I would suggest that there is no way that having no target plan for the projected impact area is in any way realistic and some sort of target marker is actually reasonable even if the nature of that marker is a bit fudged.


Of course it wasn't just a shot into the blue. Coordinates were to be uploaded onboard the missile during the flight. Tu-95s (or Tu-16s from recon wings) were required to maintain radar contact with CBG so that weapons officer could assume its movement and determine preferable impact zone. After that coordinates were fed to the missile and it was launched. Due to high speed and heavy warhead of AS-3 it was assumed that even if CBG changes its course and speed halfway after missile launch, it still won't be able to leave blast zone. Later versons of AS-3 also recieved command guidance line that allowed weapons officer to control missile in flight until 50km away from the target.

Thanks for idea with the target marker, I'll try it!

< Message edited by Raytheon -- 4/11/2020 6:42:03 PM >

(in reply to Randomizer)
Post #: 7
RE: Area attack - 4/11/2020 6:45:33 PM   
Raytheon


Posts: 12
Joined: 2/9/2020
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quote:

There is a unit type you can drop that is called Marker (Bombing Target [Bullseye]), another called Marker (Geographic/Aimpoint), and Marker (Target).


Thank you, I'll try that one as well!

< Message edited by Raytheon -- 4/11/2020 6:46:45 PM >

(in reply to TitaniumTrout)
Post #: 8
RE: Area attack - 4/11/2020 6:49:17 PM   
Raytheon


Posts: 12
Joined: 2/9/2020
Status: offline

quote:

ORIGINAL: JPFisher55

What about a bearing only attack?


Well, I'm planning to play for US side, so there is need to teach Soviet Tu-95s to attack automatically.

(in reply to JPFisher55)
Post #: 9
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