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unmerged(361876)

Corporal
Aug 10, 2011
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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.

This is not always the case, that's my point. Many ships including mine have "blind spots" in the rotation of the CIWS, deck gun (57 or 76mm), decoys are split port and starboard but you'll still always have only one windward side, and there there is always the stern as well. I was just wondering how intricate all this will be.
 

Brutoni

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Fair enough,

However looking at most modern designs (Take the T45 for instance) the Phalanx CIWS is placed to afford the best 180 degree port or starboard angle. The deck gun has a good rotation and angle. Decoys have good angles. The 30mm's also have reasonable angles (though closer to 90 degree total firing angle)... Coupled with many point defence SAMs now being launched vertically AND the fire speed of vertical launchers....

Well I just think that the system would have to be very intricate not to "gimp" classes that have a much faster reaction time than 15 seconds (Your well dead if your Vertical launch system can't start automatically engaging a super sonic missile 15 seconds from detection.)
 

unmerged(361876)

Corporal
Aug 10, 2011
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Yup, but even the deck gun with a great speed like the Mark 100, or any of the Bofors, ect. still takes time to traverse from left to right and can't shoot astern, so you have to maneuver the ship. Certain ship positions can be better suited for different things, I was just wondering if this will form part of the game at all. Obviously VLS aren't affected by this in the same way.

Probably doesn't matter enough to be in the game.
 

unmerged(331487)

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Actually we could have switches for simpler options of realism.

After playing around with Silent Hunter 5 for a bit (ok the graphics are nice on this one ^^), dud torpedoes can be simply switched off if it drives you crazy. (1 out of 20. Thank you god of war).

Same could be done for simpler options in NWAC. Though i do not know enough intricacies. Dud weaponry etc. could be added with a simple switch. Yes they are rather boring in an RTS. But if wind (take off) is easily doable, it could also be simply switched off with the choice of a button (i know this topions has been killed pretty much ^^).

Okok, im just running out of ideas here. But i think you get my drift.


In regards to resource system. World in Conflict had a nice idea. Basically you get a resource pool, that replenishes over time, depending on the stack of resources backlogged. If lots of you stuff was killed, youd get resources faster. If you were practically topped off, the rest trickled in. Same could be argued for NAWC. If you already have a huge stack of AMRAAMs, no need to give you extras. But if all those Asters have been expnded, High command might make them available again a bit faster, because you apparently in alot of combat.
 

unmerged(315649)

Second Lieutenant
May 15, 2011
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Brutoni,

The Ka-27 uses this radar, at least it does in NWAC.

Yes, that is how we'd go about trying to deal with a surface task force. It surely makes for a tense game. Can't wait to play mano-a-mano on this thing!

The Ka-27 dont use the OKO, its dedicated AEW brother Ka-31 does. And if the Ruskies got one of those in the air between you and their TF I dont think that their quick reaction time is over-powered.
kamov_ka31.jpg


Note the radome , ordinary -27 doesnt have it so I think the -27 would fair very poorly as an AEW platform.

AFAIK the Ka-31 is only carried by Kuznetsov so I think you let the russians cheat in this match.:)
 

unmerged(13037)

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Dec 22, 2002
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This sounds like the Holy Grail of naval games.

I loved the fleet series by Victory Games, and one tactic to overcome powerful air defences was to keep attacking to force units to expend their valuable AA stockpiles - either forcing them to continue without ammo for some systems, or force them to turn back to resupply... of course, attackers had limited ammo - so there was a great tension about whether to fire everything, or hold back reserves.

This game seems a good attempt to capture the operational level without getting into the heavy detail of the harpoon series.

I can't wait to fire this up on LAN... finally, Hunt for Red October returns to PC!!!
 

ikalugin

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Oct 31, 2011
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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 :)

They would use Kh58 to blind the radars and follow up bombers (Su34) would finish the job. Their main task is to kill CAP though.