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[Logged] Attack Distance Problem - 7/7/2020 7:48:37 PM   
kritter

 

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I have a test file attached in which I want the sub to attack the target when it is out 100nm.
However the sub starts to dive like it should and then goes back up and fires at the target over 200nm away.
I have set the attack distance to 100nm and I thought that is how it worked but I could not find any
information of that in the manual.

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< Message edited by apache85 -- 7/9/2020 1:56:38 AM >
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RE: [Logged] Attack Distance Problem - 7/9/2020 1:56:48 AM   
Rory Noonan

 

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Logged for investigation.

0013992

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RE: [Logged] Attack Distance Problem - 7/10/2020 4:57:41 PM   
alphali

 

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I have the game updated to the latest version by steam, but the latest database I have Is 483, how come you are using DB485?

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RE: [Logged] Attack Distance Problem - 7/10/2020 6:19:08 PM   
KnightHawk75

 

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quote:

ORIGINAL: alphali

I have the game updated to the latest version by steam, but the latest database I have Is 483, how come you are using DB485?


Some of the past beta's included 484 and 485, but they have not be pushed out due to some problems in both.

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RE: [Logged] Attack Distance Problem - 8/31/2020 7:23:40 PM   
kritter

 

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Did this get looked at in the last update?

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RE: [Logged] Attack Distance Problem - 9/1/2020 6:30:26 AM   
michaelm75au


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The official Steam version will behind the unofficial beta builds until they become 'official'.

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RE: [Logged] Attack Distance Problem - 9/2/2020 5:29:41 PM   
kritter

 

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I am not on the steam version. So I was wondering if it got incorporated into this update? Or will be looked at
in the next?

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RE: [Logged] Attack Distance Problem - 10/18/2020 10:03:08 PM   
kritter

 

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Bump. Did this ever get looked at? Or fixed?

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RE: [Logged] Attack Distance Problem - 10/19/2020 6:26:36 AM   
michaelm75au


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I think you may have mis-interpreted the option you have used with 100nm. That option is the equivalent to the wingman option for aircraft.
The option I think that applies is the 'attack distance', but that doesn't seem to working either.

I'll investigate that issue.

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RE: [Logged] Attack Distance Problem - 10/19/2020 6:40:25 AM   
michaelm75au


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What controls attack range of weapons is the WRA.
The 'attack distance' on the patrol mission is controlling when you change from transit to attack speed.

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RE: [Logged] Attack Distance Problem - 10/19/2020 11:27:47 AM   
DWReese

 

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To all,

Here is an example of HOW a unit COULD end up firing BEFORE the desired WRA distance is reached:

I have a Hornet on a bombing mission. (This aircraft is unimportant.)
It is being ESCORTED by a Prowler which is jamming.
Both the Hornet and the Prowler are originally flying at 36k feet and are over 100 miles from their target.
The Prowler is also armed with two HARMs, and the WRA is set to fire at 30 miles. (They don't want to alert the enemy too soon of their presence.)
The Prowler (ON ESCORT DUTY) has to have its TARGET OF OPPORTUNITY checked so that it can shoot at a radar unit that is known to be next to the target (a group of facilities).
The Prowler picks up the enemy radar (actual one is not important) and identifies from a great distance.
As the group gets closer, the Prowler KNOWS exactly where the radar is, but isn't close enough to fire as of yet due to its WRA limitation of 30 miles.
At about 60 miles away from the target, the Hornet drops down to 200 feet to begin its attack run.
The Prowler also drops down to 200 feet as it is escorting the Hornet.
When the Prowler drops down, its fix on the radar unit starts bouncing around. (This is the critical part.)
The Prowler has already identified the radar as being the enemy, but its location is no longer solid. It's now displayed in a rectangle because the Prowler's altitude is too low.
As the Hornet and Prowler continue their approach, the radar unit's location continues bouncing around.
The Hornet and Prowler are now about 45 miles away from the target and the radar.
At this point, the radar (while bouncing around) now bounces to a location within 30 miles of the Prowler.
Knowing that the radar is the enemy, and is now within the 30 mile WRA limit, the Prowler fires a HARM at it.
When the Prowler fires, it is because a KNOWN target is within the WRA range of 30 miles.
As the HARM is flying, the target's location jumps back to its actual location, which is still 40 miles away.
The HARM adjusts to the new location with no problem.
By firing its HARM so soon, the enemy now KNOWS of the existence of some kind of enemy (the Hornet and Prowler), and scrambles some fighters from a nearby base.
This was NOT DESIRED as the Hornet needed to have lots of time to perform its bombing run on several facilities, and now must do so under duress.

The purpose of this was to describe how a unit, even with a WRA set at a certain limit, could fire before you actually want it to.
I will provide a save if you desire when I have access to the game, but it is pretty easy to replicate.
Granted the OP's example involved a sub, but the two events COULD be related.


< Message edited by DWReese -- 10/19/2020 11:32:03 AM >

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RE: [Logged] Attack Distance Problem - 10/19/2020 7:17:26 PM   
kritter

 

Posts: 323
Joined: 12/3/2007
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Ok thanks, now I understand what the setting is for. I tried to find anything in the manual on how it works but I could not see anything

Thanks

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Post #: 12
RE: [Logged] Attack Distance Problem - 10/21/2020 2:51:52 AM   
KnightHawk75

 

Posts: 1058
Joined: 11/15/2018
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quote:

ORIGINAL: DWReese

To all,

Here is an example of HOW a unit COULD end up firing BEFORE the desired WRA distance is reached:

I have a Hornet on a bombing mission. (This aircraft is unimportant.)
It is being ESCORTED by a Prowler which is jamming.
Both the Hornet and the Prowler are originally flying at 36k feet and are over 100 miles from their target.
The Prowler is also armed with two HARMs, and the WRA is set to fire at 30 miles. (They don't want to alert the enemy too soon of their presence.)
The Prowler (ON ESCORT DUTY) has to have its TARGET OF OPPORTUNITY checked so that it can shoot at a radar unit that is known to be next to the target (a group of facilities).
The Prowler picks up the enemy radar (actual one is not important) and identifies from a great distance.
As the group gets closer, the Prowler KNOWS exactly where the radar is, but isn't close enough to fire as of yet due to its WRA limitation of 30 miles.
At about 60 miles away from the target, the Hornet drops down to 200 feet to begin its attack run.
The Prowler also drops down to 200 feet as it is escorting the Hornet.
When the Prowler drops down, its fix on the radar unit starts bouncing around. (This is the critical part.)
The Prowler has already identified the radar as being the enemy, but its location is no longer solid. It's now displayed in a rectangle because the Prowler's altitude is too low.
As the Hornet and Prowler continue their approach, the radar unit's location continues bouncing around.
The Hornet and Prowler are now about 45 miles away from the target and the radar.
At this point, the radar (while bouncing around) now bounces to a location within 30 miles of the Prowler.
Knowing that the radar is the enemy, and is now within the 30 mile WRA limit, the Prowler fires a HARM at it.
When the Prowler fires, it is because a KNOWN target is within the WRA range of 30 miles.
As the HARM is flying, the target's location jumps back to its actual location, which is still 40 miles away.
The HARM adjusts to the new location with no problem.
By firing its HARM so soon, the enemy now KNOWS of the existence of some kind of enemy (the Hornet and Prowler), and scrambles some fighters from a nearby base.
This was NOT DESIRED as the Hornet needed to have lots of time to perform its bombing run on several facilities, and now must do so under duress.

The purpose of this was to describe how a unit, even with a WRA set at a certain limit, could fire before you actually want it to.
I will provide a save if you desire when I have access to the game, but it is pretty easy to replicate.
Granted the OP's example involved a sub, but the two events COULD be related.



Great explanation.
I wonder though if you can avoid that with in addition to setting the target of opportunity, if you engage the doctrine option "engage ambiguous target" and set it to ignore, I forget offhand if that actually ignores the ambiguity issue entirely, or tells it to ignore targets that have any ambiguity. If the latter it could help, if the former I wonder if we need something like the latter as an additional override.

(in reply to DWReese)
Post #: 13
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