JSOW frustration
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BMS-Manual 2.7 Weapon Changes.
“A temporary bubble has been created to keep the area of interest deaggregated (sensor position, AI ground attack position, A-G missile targets) allowing longer range attacks outside of the player-bubble to be more effective. Weapon performance is now consistent in 2D regardless of range settings in the data.”
Oh, Great, that now makes everything REALLY interesting!! So which is it?? Makes it all crystal clear!! LOL
C9
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Thanks gents for the hints so far. I will make a mission to make the issue visible and be reproduced every time, then I will come back with results
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BMS-Manual 2.7 Weapon Changes.
“A temporary bubble has been created to keep the area of interest deaggregated (sensor position, AI ground attack position, A-G missile targets) allowing longer range attacks outside of the player-bubble to be more effective. Weapon performance is now consistent in 2D regardless of range settings in the data.”
This just adds more questions: No mention of a bubble for the actual weapon, so if the target is outside the player bubble, and there is a gap between player bubble and SOI bubble, what happens to the missile in between? Earlier comment states only one can exist at any given time; is that specific to each type of interaction mentioned above? (Sensor, ground attack, Weapon target) Or a single external bubble shared among them? If I use the TGP to target a tank, create the stpt, then launch a stand off weapon, which of these 3 owns the bubble? I technically have done all 3 actions which could invoke the temporary bubble.
@Cloud:Oh, Great, that now makes everything REALLY interesting!! So which is it?? Makes it all crystal clear!! LOL
C9
Agreed…
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so if the target is outside the player bubble, and there is a gap between player bubble and SOI bubble, what happens to the missile in between?
This is what I was trying to explain where you thought my statement was contradictory! I could have worded it better. And of course the end result would be a weapon miss.
Regardless of what the situation is concerning that there is OR isn’t a bubble or temp bubble for weapons, then what’s the explanation for the weapon misses. Something’s surely going on. Turning away would seem to point to leaving the AO thus causing the issue?? Going A2A?? Turning and burning and going A2A??
Something smells fishy here??
C9
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I’m leaning more toward switching to A/A for the misses. Although it really could be any number of things. At that distance, if there is a 1-Bubble limit and the targets are not relatively close to each other then all the targets outside the window would miss but the last one. If the targets ARE going back to 2D, and/or the JSOWs for that matter, then I believe they just cease to exist? I don’t recall seeing anything that performs a graceful transition for munitions in-flight to an aggregated status (Since they don’t exist in 2D, this would be a 2D combat execution) Obviously this would register in debrief as a miss. But as for disappearing, I’m guessing the temp bubbles are explicitly tied to A/G mode, at least in this sense or example. The SPI changes when you make the switch to A/A, so if this temp bubble is slaved to the SOI/SPI/Cursor, and it is only 1 allowed outside of player, then it would collapse the instant you switch to A/A and refocus the SPI (Bubble) where the A/A cursor is on the FCR. No bubble, no missiles. That’s my best guess.
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The SPI changes when you make the switch to A/A, so if this temp bubble is slaved to the SOI/SPI/Cursor, and it is only 1 allowed outside of player, then it would collapse the instant you switch to A/A and refocus the SPI (Bubble) where the A/A cursor is on the FCR. No bubble, no missiles. That’s my best guess.
At best, I’d have to agree, but upon further review….HAHA
So if that is the case, then looking back, it would end up being, one problem fixed, one problem produced, EH?!?!
Hmm, that reminds me of some code work I’ve heard about, it could be a lore though, if I recall correctly, it was the uhmm, Falcon code or something like that!!!
C9
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@Cloud:
Oh, Great, that now makes everything REALLY interesting!! So which is it?? Makes it all crystal clear!! LOL
C9
The “is now consistent in 2D regardless of range settings in the data.” I find a bit vague.
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The “is now consistent in 2D regardless of range settings in the data.” I find a bit vague.
I thought 2D was a mistype. Range should be one of the ONLY things in that data that should effect 2D combat, since it’s all statistical mock-engagements without any real simulated entities.
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So… Tacview?
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So, did some researach… Found out some points.
If you fire from about 40NM away at FL280 to an airport and turn away in the opposide way, you missiles will hit the ground but nothing else because the targets you have been choosing do not exist any more
If you fire them and get shoot down but still alive (hanging on the chute or so) the missiles will hit most times.
If you fire and get completly killed but stay in 3D for 6 or 7 minutes they will hit.
If you fire and get killed and leave 3D world, your missiles will diasappear at this moment… no hits…
So far, so good or bad…