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				June 26th, 2005, 03:02 PM
			
			
			
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				 UAV Issues 
 Andy & Team,
 I know I brought these up in the YAHOO forum, and that they are for later updates (HOPEFULLY), but I still have some issues with how UAVs are modeled (and how ground units respond to air threats in general).
 
 1.  Platforms (UAVs, et al) using stand-off weapons should
 NOT fly over the target after launching the weapon.
 
 2.  UAVs still, IMHO, are too easily killed.  Given the small
 signature and operating altitude, I don't think that
 everyone and their mother should be engaging a UAV.
 Also, do they really have enough signature to be
 engaged by all the myriad MANPAD SAMS?
 
 3.  In general, it seems like EVERY unit on the map can take
 a crack at an incoming air platform.  That does not seem
 realistic/reasonable.  Buttoned vehicles would need
 to be facing the direction the AC is coming from.  Also,
 some fire discipline seems to be in order.  I have tanks
 trying to engage A/C that should be too far or too high
 to reasonably engage, IF they could see it.
 
 I have had some air strikes that take 2-5 minutes to
 process because of all the AAA/SAM fire.  Does
 FACING impact the ability to engage an A/C?
 
 4.  On the BOMBARDMENT Screen, it would be nice to have
 letters after the platform designation to help keep
 straight which units have which load-outs:
 
 EX:  A-10 MSL, GUN, CW (Cluster Weapon)
 B-52 HE  or B-52 PGM (for JDAM loads, etc.)
 
 5.  The effectiveness of airborne cluster munitions seems
 a bit low???
 
 6.  Reasonably, since UAVs are firing PGMs, shouldn't the
 kill rate be higher?  It SEEMS like it's about 50-50
 for a hit of any kind, and 25%-50% for a hit to generate
 a kill.
 
 I LOVE the new version of the game.  Just listing some things from the YAHOO lists from last WINTER, and also to pass on some info on the new game.
 
 Buddy
 
			
			
			
			
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				June 26th, 2005, 03:21 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: UAV Issues 
 
	Quote: 
	
		| Rampager83 said: 
 
 4.  On the BOMBARDMENT Screen, it would be nice to have
 letters after the platform designation to help keep
 straight which units have which load-outs:
 
 EX:  A-10 MSL, GUN, CW (Cluster Weapon)
 B-52 HE  or B-52 PGM (for JDAM loads, etc.)
 
 
 Buddy
 
 |  
If you click on the first little icon on the right of the name of the unit in the bombardment menu,(the one represented with an eye) you will pop up all the information about that particular unit, loadout included.
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				June 26th, 2005, 03:28 PM
			
			
			
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				 Re: UAV Issues 
 THANK YOU!!
 Is that new to WinSPMBT or have I been missing this all along???
 
 Buddy
 (Blaming chemo moments, not "senior moments" <grin>)
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				June 26th, 2005, 04:28 PM
			
			
			
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				 Re: UAV Issues 
 
	Quote: 
	
		| Rampager83 said: THANK YOU!!
 
 Is that new to WinSPMBT or have I been missing this all along???
 
 Buddy
 (Blaming chemo moments, not "senior moments" <grin>)
 
 |  The info button has always been ther eonthe bombardment screen
 
Cheers 
Andy |  
	
		
	
	
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				June 26th, 2005, 10:17 PM
			
			
			
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				 Re: UAV Issues 
 DOH!   Mea Culpa.
 BK
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				July 1st, 2005, 06:39 PM
			
			
			
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				 Re: UAV Issues 
 If one hex is a yard or a meter, what would the standoff be for any given type of manpads, if a aircraft is in the next hex can a strela engage, or even a stinger, wether its a manpad a linebacker or a avenger? And what about sams in general is there a rule of thumb for standoff? 
				__________________We have enemy to our North,South,East and west, so we are surrounded, we are suppose to be, we are paratroopers!
 
 Richard Winters 506th Easy Company
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				July 2nd, 2005, 01:24 AM
			
			
			
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				 Re: UAV Issues 
 
	Quote: 
	
		| KevinRanger95 said: If one hex is a yard or a meter,
 
 |  Each Hex is 50 Meter's across. |  
	
		
	
	
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				July 2nd, 2005, 08:34 AM
			
			
			
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				 Re: UAV Issues 
 
	Quote: 
	
		| Each Hex is 50 Meter's across. 
 |  Standoff range for missiles ( be them SAMs, ATGMs or AGMs, even rockets) are given by the 'sabot range' value. For MANPADS that gives generally less than 10 hex, more for heavier ones, but since they fire off-map against strike aircrafts (standoff attacks), sabot range should only be under 200.
 
To have standoff values you have to scurry any technical docs you can find, but AFAIK these in the game are pretty well done. What would be appreciable though is relative and credible values for SAM accuracy and radar potency. These data are hard  to find. |  
	
		
	
	
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				July 2nd, 2005, 08:39 AM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: UAV Issues 
 
	Quote: 
	
		| KevinRanger95 said: If one hex is a yard or a meter, what would the standoff be for any given type of manpads, if a aircraft is in the next hex can a strela engage, or even a stinger, wether its a manpad a linebacker or a avenger? And what about sams in general is there a rule of thumb for standoff?
 
 |  Every SAM is different. Many have minimum ranges. If you look at weapon 133 in the USA OOB with MOBHack you'll see a line..
 
"SABOT RANGE--Also Minimum range for some weapons" eg ATGM"
 
This also applies to SAMs and in the case of the Stinger SAM it's 2. The Patriot is 30. A Redeye SAM is 12
 
Those ranges are in HEXES so the Redeye has a 12 hex = 600 metre/yard minimum range for it to be deployed. Anything under that minimum wouldn't be fired on.
 
Don |  
	
		
	
	
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				July 2nd, 2005, 04:10 PM
			
			
			
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				 Re: UAV Issues 
 I have to agree that the UAV are way to easy to kill. They are small, hard to see and shot at. I have only had 1 UAV be able to make more than 1 flight. it made 5 before it was downed by a INF squad with AK-47 fire.
 I think they should be like bombers but able to come back several times.
 
 never had a bomber shot at.
 
				__________________Age and treachery will always beat youth and skill
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