1.I have cmano v1.14.if you load db3k in a sql soft. U can see parameters of radars at Datasensors table,such as prf,frequency,peakpower and so on
One of them is resolution range that means if 2 targets are near than this range,radar should see them one target,it does'nt work!
similary for resol. azimuth &height
Ex:P14 Tallking A radar has 0.81 nm resol. Range and if u set 2 a/c at 100m distance and very closer,radar see 2 contact again!!
This is a feature of the radar model that has not been implemented yet, for reasons better left to private comms. Future addition.
altitude max param. ,also dont work ,if you pass a a/c above P14,radar continuosly will have it (at 90 degree elevation!!just top of radar).it's impossible in real!!
I do not understand this. Please provide a better explanation and a suitable save file to demonstrate the possible issue.
2.Gun weapon has a bug.4 example ,a 155mm/39 M109A6 Howitzer facility has a 122mm HE gun.if u fire at a land contact such as a vehicle and then target moves,gun follow it !! Although gun weapon is not guided !!
Thanks for ur answers
This is as-designed actually; when we put together the gunnery code we wanted to discourage the player from manually driving around planes or ships to dodge gunfire or other unguided weapons (part of the "minimize micromanagement" mantra). So once the gun round (or rocket etc.) is fired, it will "stick" to its intended target.
That said, the fact that the target is moving (and also how much, and a lot of other factors) is indeed taken into account in the Pk & CEP calculations; it is much easier to achieve a direct hit (or "close enough" miss) on a static target than a moving one.
Incidentally, we are far from the first game to use this abstraction. Check out Mech Commander 1 & 2, for example, and you will see exactly the same thing, for the very same reason.