Command: Modern Air & Naval Operations: Let's Play and Expansions

I regret that line, and I was not addressing anyone specifically. There are also valid reasons for not wanting to participate in the public release process and I/we respect that. Still, it's frustrating (not to mention demoralizing) when it leads to situations like the one I described. Thanks.

LOL, I downloaded the new version to test it out. I just got into the habit of not doing beta-testing/H-hour patching because of a narrowly averted disaster involving a patch and boot.ini (averted because I elected to eat immediately after work instead of heading straight home to patch).

It's good in a way that makes me not want to go back to the old build.

Die Hard 4 and 5 never happened.
 
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:) We've fixed the John McClane-vs-sub problem quite a while ago.

What is the fun of having control of your own development if you do not deliberately let an amusing bug slide by every once in a while? It adds to the charm.

Now, if you will excuse me, Gandhi just got his hands on the Manhattan Project and has declared war again.
 
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Close enough: One of our options has the internal (code-facing) designation "Shoot Tourists". Bonus points to anyone who first identifies which player-facing option corresponds to this.
 
Look that's not a bug that's a feature. Next you'll tell me you can't destroy enemy planes by ramming them with your ships.

EDIT-you need to show us a compilation of 'most entertaining bugs in C:MANO'.

I'm not sure if it's a bug or not, but jamming sometimes makes your mid-course guidance capable missiles do 180s. It's pretty funny when it happens, and serves to make me get closer/pick my shots better.
The AI used to be almost completely unable to use SSKs because you either put them close enough to the surface to snorkel or they'd never recharge their batteries.
You used to not be able to shoot-down one of the decoys (MALD?). So if the AI never ID'ed it they'd just dump their entire magazine trying to shoot one down.
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I also avoided beta-testing because I had a really low percentage on bug reports. I think of the 3 reports I made only one was valid.
 
Look that's not a bug that's a feature. Next you'll tell me you can't destroy enemy planes by ramming them with your ships.

EDIT-you need to show us a compilation of 'most entertaining bugs in C:MANO'.

My most entertaining bug was as follows:

Ships couldn't do any sort of visual identification on surfaced subs. I was doing a detection scenario test, and was switching between an old diesel sub and a frigate. The frigate's sonar/crew was skilled enough to recognize it as a conventional sub but not the specific class. So as the game continues, the batteries run low. So I surface the sub right next to the frigate-and it just sails right next to it, turns around as fast as it can, then keeps going. I thought "Wait, this ain't right.", so I added in another sub and told it to surface immediately. The frigate identified it as a "goblin" (sub) but couldn't get any more specific, even when it was sailing right next to it. Cue save and report thread.
 
I'm not sure if it's a bug or not, but jamming sometimes makes your mid-course guidance capable missiles do 180s. It's pretty funny when it happens, and serves to make me get closer/pick my shots better.
The AI used to be almost completely unable to use SSKs because you either put them close enough to the surface to snorkel or they'd never recharge their batteries.
You used to not be able to shoot-down one of the decoys (MALD?). So if the AI never ID'ed it they'd just dump their entire magazine trying to shoot one down.
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I also avoided beta-testing because I had a really low percentage on bug reports. I think of the 3 reports I made only one was valid.

U MALD Bro?
 
Having gone through the threads on both forums, finally grabbing this one. Someone give poaw a cupcake.


I do have a question however(maybe it has been answered somewhere already) but how moddable is the map?
 
Having gone through the threads on both forums, finally grabbing this one. Someone give poaw a cupcake.


I do have a question however(maybe it has been answered somewhere already) but how moddable is the map?

Completely and totally unmoddable AFAIK.

You can place objects where you want, but you can't change the terrain.
 
So how do you think that IRL physics as opposed to Game physics would change the balance between navies?

Like it seems like the Russians having a less good SAM grid would cost them less cause of how good passive kill measures are and so on.
 
So how do you think that IRL physics as opposed to Game physics would change the balance between navies?

Like it seems like the Russians having a less good SAM grid would cost them less cause of how good passive kill measures are and so on.

If I understand you right, countermeasures are in the game. How good they are depends on the countermeasure and missile's tech level. And that's just the simple successful calculations. I'm doing one of my many missile tests right now, and I have to have the destroyer's OECM equipment temporarily turned off just so that the poor little hopelessly obsolete Komar can even see it on its old radar.

A lot of things are very well modeled in the game. A lot of the unbalanced issues have been resolved (like missile engagements being skewed towards the defender), or are there for playability/the AI's sake (like sub's firing their torpedoes at short range so the target doesn't escape).

The biggest thing I've found is that your situational awareness is unrealistically high, and that you know where every single one of your units is at every time, no matter if you've got the most advanced, networked fleet in good conditions or a rusty World War One vintage battleship and some old planes choking their way through the Arctic in the late 1940s. That's a playability issue and its easy to understand why it's made like that.
 
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If I understand you right, countermeasures are in the game. How good they are depends on the countermeasure and missile's tech level. And that's just the simple successful calculations. I'm doing one of my many missile tests right now, and I have to have the destroyer's OECM equipment temporarily turned off just so that the poor little hopelessly obsolete Komar can even see it on its old radar.

A lot of things are very well modeled in the game.

Well, it just seems strange that in game most incoming AshM's are dealt with by shooting them down when IRL that hasn't IIRC ever been done successfully and incoming AshM's tend to be diverted by chaff or ECM.
 
Well, it just seems strange that in game most incoming AshM's are dealt with by shooting them down when IRL that hasn't IIRC ever been done successfully and incoming AshM's tend to be diverted by chaff or ECM.

In earlier versions of the game this was a bigger problem. Missiles were treated like non-manuevering An-225s for hit calculations, and the only things that gave them a bonus was if they were sea-skimming and the defensive missile wasn't "capable vs. seaskimmer". With sea-skimmer modifications alone, an SA-N-3 and SA-N-4 have a 25% chance to hit a Harpoon. With the current model, after speed (which isn't much but still there) and signature (which is low) modifications: 1%.

(A bigger old anti-shipping Tomahawk was fired too. Sea-skimming would have only yielded a 28% chance, but speed and signature forced it to a final hit-rate of 4%. Both missiles were ultimately shot down by CIWS, which had a much higher hit chance)

Here's what the logs look like, in case you're interested.

3:59:18 AM - Weapon: SA-N-4a Gecko [9M33] #7 is attacking RGM-84D Harpoon IC #3 with a base PH of 55%. Sea-skimmer modifier: -30.48%. Target speed modifier: -4%. Target signature modifier: -30%. Final PH: 1%. Die Roll: 93 - MISS

4:00:13 AM - Weapon: SA-N-3b Goblet [4K65] #14 is attacking RGM-109B Tomahawk TASM #4 with a base PH of 55%. Sea-skimmer modifier: -27.1%. Target speed modifier: 0%. Target signature modifier: -24%. Final PH: 4%. Die Roll: 55 - MISS

TL/DR: The developers changed the game to reflect the challenges of shooting down ASMs.
 
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I'm disappointed if it means that your next campaigns will not simply redraw the maps.

My military operations respect no borders anyway. All of Central/East Europe is simply the scenic route into Russia from my airbases in the UK and Italy. Those national governments have made a decree, now l let them enforce it.

Well, it just seems strange that in game most incoming AshM's are dealt with by shooting them down when IRL that hasn't IIRC ever been done successfully and incoming AshM's tend to be diverted by chaff or ECM.

A healthy portion of the operational history(PDF) involves targets without SAMs at all. That being said, hard-kill measures were ridiculously good. The flip side was that soft-kill measures were less effective than their real life counterparts significantly so in some cases. That and the way they work is kinda unrealistic.

I'm pretty sure they'll improve all of it at some point. I mean the missile changes have been like night and day when attacking with AShMs.

So how do you think that IRL physics as opposed to Game physics would change the balance between navies?

Probably wouldn't because their radar/sonar models are likely Close Enough®. Going super-grognard about the underlying physics isn't likely to substantially shift the outcomes, except in edge cases.
 
A healthy portion of the operational history(PDF) involves targets without SAMs at all. That being said, hard-kill measures were ridiculously good. The flip side was that soft-kill measures were less effective than their real life counterparts significantly so in some cases. That and the way they work is kinda unrealistic.

I'm pretty sure they'll improve all of it at some point. I mean the missile changes have been like night and day when attacking with AShMs.
So... how effective are the various SAM systems against AShMs, now? And how do the soft-kill system compensate for it? For example, a Type 45 will no longer have insta-kill Aster, if I follow you, but OTOH, will its stealth design improve the effectiveness of jamming (I don't remember if 45s have jammers) and reduce the chances of an enemy missile lock, compared to a more classical design like an Arleigh Burke?

Optional question: what's the RCS of a Type 45 compared to an AB?
 
So... how effective are the various SAM systems against AShMs, now? And how do the soft-kill system compensate for it? For example, a Type 45 will no longer have insta-kill Aster, if I follow you, but OTOH, will its stealth design improve the effectiveness of jamming (I don't remember if 45s have jammers) and reduce the chances of an enemy missile lock, compared to a more classical design like an Arleigh Burke?

Optional question: what's the RCS of a Type 45 compared to an AB?

Most of the delay in my response was reading your third sentence over and over while thinking to myself "...and this is not his first language."

Anyway, I can't pin down a firm number on how much less accurate the SAMs are because they added 3(?) new variables that make the calculations much more subjective. Generally I've been seeing mid-high 60s instead of a wall of 95% streaming into my AShMs.

To spell it out for anyone not good at math or unfamiliar with CMANO, 95% chance to hit means 1/400 AShMs will survive the initial pair of SAMs fired at it. Assuming I delay detection to the radar horizon of the ship, they'll get in at least one more attack which pushes it to 1/160,000. Then it still had to get passed Goalkeeper and their chaff/flares.

Type 45s don't have jammers, but the RCS reduction will synergize with jamming to make detection/tracking even more difficult.
Arleigh Burke - 32.4/34.9dBm (Front & Back/Side) for both A-D and E-M Bands.
Type 45 - 28.2/30.8dBm for A-D, 18.2/20.8dBm for E-M.
 
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Most of the delay in my response was reading your third sentence over and over while thinking to myself "...and this is not his first language."
Sorry, I tend to write way too long sentences, I know. (^_^);

Type 45s don't have jammers, but the RCS reduction will synergize with jamming to make detection/tracking even more difficult.

Arleigh Burke - 32.4/34.9dBm (Front & Back/Side) for both A-D and E-M Bands.
Type 45 - 28.2/30.8dBm for A-D, 18.2/20.8dBm for E-M.
So... around twice less energy reflected for A-D bands and... *twitches* 32 times less for the E-M?
 
Sorry, I tend to write way too long sentences, I know. (^_^);

So... around twice less energy reflected for A-D bands and... *twitches* 32 times less for the E-M?

It made sense, I just had to not skim it.

Yeah, I hate trying to visualize non-linear measurements, but sure 32 times the energy. It's still a B-52 sailing around lol (B-52 is 20/22.4dBsm).
 
It made sense, I just had to not skim it.

Yeah, I hate trying to visualize non-linear measurements, but sure 32 times the energy. It's still a B-52 sailing around lol (B-52 is 20/22.4dBsm).
Yep, but a B-52 flying at sea level. :p

Other question for comparison, since I don't have access to the DB (I should buy the game one of these days, if only for the DB): how does a FREMM fare in comparison and how big a Nimitz or a Ford CVN goes up to? Just to have an idea of the orders of magnitude to consider for modern naval units.
 
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