Is it plausible that a GMS should:
A) On one hand have an easier time hitting a target at middle ranges than at
short range, since it has more time to home in on the target;
B) on the other hand be easier for ADS to take out the further it has to
pass through an ADS' zone of fire, since the ADS _ALSO_ gets longer to
lock in on it?
3B^2
On Wed, 17 Apr 2002 11:11:43 -0700 "Brian Bilderback"
> <bbilderback@hotmail.com> writes:
Definitive non-expert opinion. No, more time for EW and CM to work plus
target movement?
> B) on the other hand be easier for ADS to take out the further it has
I rather have the impression that currently this kind of thing is decided in
what Winston Churchill referred to as "The Wizard War" aspect of
computers/electronics (or some such quote) and might occur far too fast
for the slight range variance to have much affect in DS2 Granularity. SG II?
No opinion. Oh, also there is (maybe?) the time between launch and weapon
arming where the missile might be guaranteed a "hit" but no "boom" factor.
Rambling without technical expertise - - - -
Gracias,
> Glenn M Wilson wrote:
> Definitive non-expert opinion.
Same here.....
> No, more time for EW and CM to work
Reflected in the stealth/ECM dice?
> plus
Given the speed of GMS vs the speed of vehicles, this shouldn't be MUCH of an
issue, if at all.
> I rather have the impression that currently this kind of thing is
As fast as GMS AND ADS will probably track in the game, flight time might be a
LONG tine for them as compared to how long it seems to us humans....
SG
> II? No opinion.
Ditto.
> Oh, also there is (maybe?) the time between launch and
Plausible....
> Rambling without technical expertise - - - -
Join the club.
3B^2
> Glenn M Wilson wrote:
> Definitive non-expert opinion.
Same here.....
> No, more time for EW and CM to work
Reflected in the stealth/ECM dice?
> plus
Given the speed of GMS vs the speed of vehicles, this shouldn't be MUCH of an
issue, if at all.
> I rather have the impression that currently this kind of thing is
As fast as GMS AND ADS will probably track in the game, flight time might be a
LONG tine for them as compared to how long it seems to us humans....
SG
> II? No opinion.
Ditto.
> Oh, also there is (maybe?) the time between launch and
Plausible....
> Rambling without technical expertise - - - -
Join the club.
3B^2
> Brian Bilderback wrote:
> Is it plausible that a GMS should:
"Short range" in this case is typically less than 100 meters (ie., well inside
DS2 "Close Assault" range) for today's missiles, and I'd be very
surprised if it increases in the future - the opposite is rather more
likely :-/ The arming distance Glenn was talking about is usually even
shorter, BTW (just long enough that a premature explosion shouldn't be able to
harm the ATGM crew).
Longer flight times gives more time for activating countermeasures... but
activating countermeasures too early gives the missile more time for
counter-countermeasures (or to re-aqcuire the real target, in case of
"hit/miss"-style countermeasures like decoys - either the missile is
fooled
by them or it isn't, but the time of exposure to the decoy/whatever
isn't necessarily important). This is very much part of the "Wiz War", and is
IMO
well represented by the ECM-quality-vs-GMS-quality opposed dieroll.
> B) on the other hand be easier for ADS to take out the further it has
Plausible but not guaranteed, depending among other things on how well the
missile can use terrain etc. to mask its approach (ref: the "Gently" thread).
Later,
On Thu, 18 Apr 2002 18:46:35 +0200 Oerjan Ohlson
> <oerjan.ohlson@telia.com> writes:
Thanks for the info, I'll keep it in mind!
> Longer flight times gives more time for activating countermeasures...
Thanks for putting facts in place of my gut impression.
> >B) on the other hand be easier for ADS to take out the further it
Gracias,
On Wed, 17 Apr 2002 15:34:13 -0700 "Brian Bilderback"
> <bbilderback@hotmail.com> writes:
Hopefully in the game (in real life maybe die roolling would help?
<grin>)
> plus
The Isrealis apaprently used the time between launch plume and potetnial
impact and felt it was significant enough to attempt evasive manuvers...
> I rather have the impression that currently this kind of thing is
15 minutes (+/- 14) turns.
> SG
Gracias,
> >Reflected in the stealth/ECM dice?
Since the discussion's intended more for the game than for real
life.....
> The Isrealis apaprently used the time between launch plume and
Can't hurt...
> 15 minutes (+/- 14) turns.
The whole TURN lasts that long. I doubt we're supposed to believe the
missile's FLIGHT takes that long....
3B^2
On Thu, 18 Apr 2002 15:35:10 -0700 "Brian Bilderback"
> <bbilderback@hotmail.com> writes:
<snip>
> 15 minutes (+/- 14) turns.
Maybe this is a side benefit of the slow fighter/blimp technology
<grin>?
> Glenn Wilson wrote:
> >Given the speed of GMS vs the speed of vehicles, this shouldn't be
10-20 seconds flight time at longer ranges... that's quite a lot of time
to react. If you can hide behind a terrain mask or distract the ATGM crew
(usually by firing every weapon at your disposal at them), evasive
maneuvers often work - if the missile is crew-guided.
Fire-and-forget missiles are harder to evade though :-/
Later,
On Fri, 19 Apr 2002 09:12:01 +0200 Oerjan Ohlson
> <oerjan.ohlson@telia.com> writes:
<snip>
> 10-20 seconds flight time at longer ranges... that's quite a lot of
True, here we would be back to the die roll/wizard war level. Either it
works or you're in deep doo-doo...
Gracias,