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This may be off-topic, but I have to ask, exactly which bombers were they?
Since I didn't see them, I have to assume they were PAK FA fighters.

Precious little is known about these new aircraft, obviously, but in the current version of the game they can carry four Zvezda Kh-35U 'AS-20 Kayak' anti-ship missiles in the naval attack configuration. And, yeah, they aren't supersonic. They felt supersonic, darned it!

I could find out for sure, but then I'd have to look through several gigabytes of logs... not going to happen :)
 

Brutoni

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Sidewinders at ships?

Just to reiterate Julian94... Sidewinders CANT engage ships.

That said I'm unsure why you are making some weapons unlimited... Going along the RAS route (hehe) would allow you to fully get rid of the need for unlimited weapons stock in anyway AND add another tactical element (hitting the opponents logistics lines and really ruining his day!).

EDIT:

Also, on a totally unrelated note I'd like to add that given the speed my application to the Royal Navy as an officer is progressing I would really like to be part of a beta if you do one! Waiting all this time then finding out the game is released on my first deployment would suck!!

Not that I'm going for a sympathy vote here or anything!! (Looks inocent)
 

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That said I'm unsure why you are making some weapons unlimited... Going along the RAS route (hehe) would allow you to fully get rid of the need for unlimited weapons stock in anyway AND add another tactical element (hitting the opponents logistics lines and really ruining his day!).
We leave that as a choice for each scenario. In some scenarios, all weapons may have limited ammo.

Also, on a totally unrelated note I'd like to add that given the speed my application to the Royal Navy as an officer is progressing I would really like to be part of a beta if you do one! Waiting all this time then finding out the game is released on my first deployment would suck!!

Not that I'm going for a sympathy vote here or anything!! (Looks inocent)

Sounds very good! Best wishes to you.

Well, the good people at Paradox will take care of the beta programme. Surely, we'll make some recommendations, and being an active contributor on this forum is surely positive. It is still some time off, though.

PS: Surely the Royal Navy would accept that playing NWAC is real work!
 

Brutoni

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Ah that sounds like a fun balance to strike :).

Indeed, I'm aware any Beta would be a long time off. However there is never any real harm in asking!!

I'm not sure I could convince them that unfortunately... Especially when they could validly point out that I'm getting to use the stuff in real life!! :p
 

Wave

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Sounds definitely great once again!

I think realism could bow to the action a bit so instead long battles where you shoot missiles only to see them interecepted you'd see missiles hitting and sinking enemy ships as well as your ships
 

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Sounds definitely great once again!

I think realism could bow to the action a bit so instead long battles where you shoot missiles only to see them interecepted you'd see missiles hitting and sinking enemy ships as well as your ships

Disagree here, Naval warfare (in general not the game) has all the trappings of an RTS due to the nature of the conflict. I'd get seriously wound up as a player if my ships were being sunk because someone wanted "quicker" battles and thus my aster missiles from my T45 can't shoot down missiles they would in real life... Well I'd get wound up.

RTS is about strategy... and tactics... Real naval warfare can be exceptionally quick. So long as you play your cards right with Jamming, Decoys, Good ELINT gathering, Good AWACS and a pinpoint strike you will break an enemies defences.

If what you want is the missile spam of JFC then I have no interest in that... It wound me up so much in JFC that aircraft had unlimited missiles and that you could launch them in 30 seconds if you chose to. Basically negating all the disadvantages of airpower so that joe blogs could play the game... Unfrotunately it alienated me in the process...

Certainly the game needs to be fun, but making it way easier for missiles to get through than in real life isn't much fun in my mind. Instead the fun should be in giving the player good AI so that he can focus on quickly bring together the big picture and micro-managing only at the final point of the strike.

For instance tools that allowed you to quickly calculate the time it takes Missile X to reach target A from position M and the time it takes Missile Y to reach target A from position N would ensure that you overwhelm a targets missile defence by launching at the correct times.

And then of course there is subs... which should be a real threat to your high value assets like carriers. (Balanced by the fact they have to remain stealthy so foresight is required)
 

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Oh, all right then I just imagined that they might cause some damage if hundreds of them impacted.

To fire in a direct line without guidance they would need to be fired as unguided rockets... Your now in range of Phalanx CIWS and even 30mm guns...

Dead plane is what will happen in that situation.
 

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I suspect that if you managed to somehow hit a warship with a Sidewinder, it might need a new paint job.

The kinetic energy should be around 30 Mjoules if my math is right. Hmm, isn't that around 7Kg of TNT roughly? In addition the actual warhead is 9.4 kg of high explosives. So the explosive power would be in the ballpark of 16 kg TNT.

By comparison the USS Cole was hit by 200–300 kg of high explosives.
 

Wave

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And what happened to USS Cole? :D new paint job as well?
 

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And what happened to USS Cole? :D new paint job as well?

17 US sailors died.
File:INTEL-COGNITIVE-Cole.jpg


The point being that even if a sidewinder did hit a ship, it wouldn't do any significant damage, and at such a close range the aircraft itself would be in considerable risk.

What I was meant about traverse time in terms of the game is that reacting to two missiles coming from the same direction is much easier than two missiles from opposite directions, due to the time it takes to maneuver the ship, and her weapons systems (like CIWS and 53/76mm guns) from one side to the other to negate any blind spots. Thus reaction time for 2 missiles from one side is say something like 15 sec, +10 for the second missiles. But two missiles from opposite sides might be something like 15+5 to traverse plus +10 for the second missiles. Obviously very roughly illustrated, and I'm a navigator, but I'll be sure this game on to a Weapons Direction Officer :)
 
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Brutoni

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17 US sailors died.
File:INTEL-COGNITIVE-Cole.jpg


The point being that even if a sidewinder did hit a ship, it wouldn't do any significant damage, and at such a close range the aircraft itself would be in considerable risk.

What I was meant about traverse time in terms of the game is that reacting to two missiles coming from the same direction is much easier than two missiles from opposite directions, due to the time it takes to maneuver the ship, and her weapons systems (like CIWS and 53/76mm guns) from one side to the other to negate any blind spots. Thus reaction time for 2 missiles from one side is say something like 15 sec, +10 for the second missiles. But two missiles from opposite sides might be something like 15+5 to traverse plus +10 for the second missiles. Obviously very roughly illustrated, and I'm a navigator, but I'll be sure this game on to a Weapons Direction Officer :)

Not all the time.

With modern SAM systems they are launched from a vertical launch system. That has a 360 degree arc for each missile but individually. For most modern radars the illuminators needed are either part of an ASEA arrangement OR one is on each quarter arc. CIWS tend to be split with a near 180 degree arc port and near 180 degree arc starboard. Decoys are split port and starboard.

In many ways attacking from multiple directions makes no sense... So long as the crew are trained to a high standard and the ship has modern fire control all your doing is bringing more defence systems into the equation to counter your weapons.

The best way to overwhelm an Aegis ship for instance is to have as many missiles as possible fired along a single bearing but arriving in "swarms"... Thus helping counter soft kill systems like decoys and their effectiveness but also making the "time sharing" from the Standard missiles using the illuminator have to work harder due to being able to light up less targets at once.