Pk and BMS
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Good Day, All,
This is perhaps a question for a Dev, but I’m wondering about a particular personal procedure of mine . That procedure is to use a "half maximum range release rule"for whatever munition I’m carrying. The question is, does that raise the Probability of Kill in BMS or am I just putting myself at higher risk?
I’ve read that with Maverick this is true, how about other ordinance? -
Ain’t that obvious?
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The obvious answer seems to be “no”? Not to me, at least. I’d rather think it depends on weapons, and I doubt it’s true for a JDAM. I’ll even say I think it’s not for Mavericks.
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At war times targets are considered to be well defended.
Going “half maximum range release rule” means you get closer to the target.
Getting closer to the target means the Probability to Kill u gets higher.
It’s very obvious and simple for me, and applies to all kinds of weapons and platforms.
This is the general principal.
Now you can discuss it and go on details to death…
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From what I understood, OP is asking about the chances of hitting your target, whether it is expressed correctly or not. The other way round has such an obvious answer I didn’t even consider there was a doubt.
The fact he mentions the Maverick in particular drove me to that conclusion.
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From what I understood, OP is asking about the chances of hitting your target, whether it is expressed correctly or not. The other way round has such an obvious answer I didn’t even consider there was a doubt.
The fact he mentions the Maverick in particular drove me to that conclusion.
why ain’t that obvious also? the higher the half maximum range release rule the higher the pk.
The question is, once I’m in the envelop if I drop the weapon right away the next ms i’m in the envelop will it kill it or there is a chance to miss?
And the answer is since it’s a static target yes it will kill it. but there must be a value of pk on the weapons and targets so… winds humidity etc… also…
If it’s a moving target depends on the speed and the terrain. A/\B <–UU is your route. between A and B it’s the mountain and u face the B side. If the target is on top and moves to the side A then there is a high chance to miss.
So ain’t obvious?
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OP would confirm he’s asking a question regarding how the code is about that matter, captain.
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Good Day, All,
This is perhaps a question for a Dev, but I’m wondering about a particular personal procedure of mine . That procedure is to use a "half maximum range release rule"for whatever munition I’m carrying. The question is, does that raise the Probability of Kill in BMS or am I just putting myself at higher risk?
I’ve read that with Maverick this is true, how about other ordinance?depends if its against the braindead AI, then yeah half the max range, but if its against players (rare for BMS), then you should put them on the defensive as soon as possible.
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Pk versus range graph for various situations (weapons, target, threat, pilot skill, etc.) will be different. For some situations Pk has a negative correlation with range (positive with “closeness”) in a mostly smooth way. For other situations the Pk saturates with almost identical Pk for a wide variety of ranges.
E.g. AIM-120 is pretty variable chances at 20, 19, 18, 17, 16, 15, etc. miles. But JDAM is practically constant Pk at 90% 80% 70% 60% 50% LAR.
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Pk versus range graph for various situations (weapons, target, threat, pilot skill, etc.) will be different. For some situations Pk has a negative correlation with range (positive with “closeness”) in a mostly smooth way. For other situations the Pk saturates with almost identical Pk for a wide variety of ranges.
E.g. AIM-120 is pretty variable chances at 20, 19, 18, 17, 16, 15, etc. miles. But JDAM is practically constant Pk at 90% 80% 70% 60% 50% LAR.
BMS wise? Not that it is not interesting per se, but I suspect JDAM are exactly the same at all effective ranges in BMS, for instance.
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Good Day, All. Thanks for the replies. I wasn’t asking if getting closer means a better chance of hits. That is an obvious yes, it would certainly seem . I’m not really even asking about the real world balancing act that must take place, balancing increasing hit probability with increased exposure. That of course depends on that particular tactical situation.
What I’m asking, and why I mentioned Devs, is how is BMS coded to “decide” if a weapon hits or not, and how is range to target involved? And more to the point, what can I do to maximize hits within BMS.I ask because we have all noticed lobbing weapons at max range yields less hits. Why this happens in RL is obvious, why it happens in BMS is the question, and how can I use that?
I was also wondering about if certain weapons have been “tweaked” within BMS. We remember how in a recent upgrade the Mav’s were made slower. I also seem to remember a few years past that the JSOW behavior was changed. Once again, if memory serves, the Mav change was to make it more realistic, and JSOW’s was to make it less a “golden bullet”.
Whatever the reason, and I applaud the devotion to realism, the point is weapon behavior can and has been changed, and weapon hit/miss has to be coded somehow.Hence my question.
I don’t expect to get my hands on a Hornet anytime soon ( ) , but I fly BMS almost daily. So, I’m trying to increase my understanding of BMS . -
Lobbing weapons?
U mean lofting?Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Lobbing weapons?
U mean lofting?Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
Arty, Lobbing is just my slang for firing at max. range, as opposed to a closer in, and more direct, attack