Harm can remember the (approximate) position of an emitter, so pilots can still launch at your position after you stop emitting. But this is not very accurate.
This is into the real life, but I believe it is not simulated on that way into the SIM...
I understand that HARM can attack: activated SNR radar, SOC radar and transmitted command link to missile
- at the start of the mission only SOC radar is activated --- though no attacks against it occur - attacks against SNR and missile command link seems OK
- however after SNR radar and missile command link is off (so only SOC radar is online as at the start) fighters still launches new missiles (without effect) and unlike other SAMs where fighters do not launch missiles in such situation
Registered: 12/31/09
Posts: 1711
Loc: Hungary, Europe
Originally Posted By: PN79
I understand that HARM can attack: activated SNR radar, SOC radar and transmitted command link to missile
- at the start of the mission only SOC radar is activated --- though no attacks against it occur - attacks against SNR and missile command link seems OK
- however after SNR radar and missile command link is off (so only SOC radar is online as at the start) fighters still launches new missiles (without effect) and unlike other SAMs where fighters do not launch missiles in such situation
I checked the code for obvious bugs, but could not found anything. Could you share video + 3DAAR?
While Fighter Pilots made movies, SAM Officers made History. (U-2 over Sverdlovsk, B-52's over Hanoi, F-4 Phantoms over the Sinai, F-16's and the F-117A Stealth bomber over the Balkans.)
Note: After launching first missile against F/A-18 I switched antenna to dummy load (radar was switched off anyway) and I closed command link to the missile (both on panel K94-2M1). I also turned off datalink to SOC and launchers. Anyway fighters continued to launch HARMs against me.
AAR:
Click to reveal..
2:00am 15th of April, 1986. Operation El-Dorado Canyon raid against Benghazi.
Targets: Jamahiriyah barracks - 6 A-6E Intruder (from the CV-66 USS America) Benghazi AFB - 6 A-6E Intruder (from the CV-43 USS Coral Sea)
Supporting force: 8 SEAD F/A-18A Hornet (VMFA-314 Black Knights, VMFA-323 Death Rattlers from the CV-43 USS Coral Sea) 2 SEAD A-7E Corsair-II (VA-46 Clansmen, VA-72 Blue Hawks from the CV-66 USS America) 6 CAP F/A-18A Hornet (VFA-131 Wildcats, VFA-132 Privateers from the CV-43 USS Coral Sea) 3 ECM EA-6B Prowler (VAQ-135 Rooks, VMAQ-2 Playboys from both carriers) 1 SIGINT EA-3B Skywarrior (VQ-2 Sandeman from the CV-43 USS Coral Sea) 2 AWACS E-2C Hawkeye (VAW-127 Seabats from the CV-43 USS Coral Sea)
3D AAR - copy to computer and change ".jpg" to ".gpx"
EDIT: It seems to me that you shoud experience such behaviour of Krug in Libya too. Or what is your experience with Krug in Libya scenario (to all players)???
EDIT2: video (this AARs and video is for the same mission):
Hi Hpasp and everyone! I'm new to this forum. I tried to register a couple of times before, but had terrible luck doing it. Anyway, I've been enjoying SAM Simulator and I love it!
But I have a couple of questions.
If I fire an SA-3 in ground attack mode, it arcs to the left side of the display like this ( Wouldn't that mean the missile was flying under ground, since left is low, right is high? I'll admit it's possible the real system displayed it like this, but I thought I'd check.
Is that supposed to happen?
----
Second question. If on the SA-5/S-200 I launch missiles using "GSN mode: Acquire target during flight", with a received signal strength of around 20db for example, then check on the KI-234V panel for missile flight status, the missiles will say they don't have a lock, which makes sense since they were launched with less than a 25db signal.
BUT! As soon as the signal strength meter hits 25db, all missiles instantly lock on.
But doesn't that meter give signal strength at the ground station and not the missile? Also in the manual you say the missiles need 34db to lock on during flight. So shouldn't each individual missile lock on when the missile itself receives a 34db signal, instead of all missiles locking on when the ground station receives 25db?
It just seems weird to me, but maybe I'm misunderstanding. I don't think "Acquire target during flight" mode is even mentioned in the manual, so maybe I'm not understanding how it works.
Anyway, it's a great game. Keep up the awesome work!
Registered: 06/24/11
Posts: 236
Loc: you would look here!
There are two V polete modes. one is plain old V polete, where the missile locks on at 25 db, and V polete ang. velocity <0m/s, used for receding targets. Because their signal strength is much weaker, this modes sets the missile to lock on at 34db. In short, if you had the switch on "V polete" second from the right, yes, that should have happened. That leads to another question for mr. hpasp! I've tried experimenting with V polete modes to extend my range, but I notice that it can only lock on if the target is close enough so that the missile can lock on only a few seconds after launch, and if this is not acheived, then the missile, according to 3DAAR, simply flies up into space. 1, is there something I'm missing here, or 2, is that what the missile is designed to do and there is a limit to how well "V Polete" works? It would be nice if we could have a chart describing how many seconds before the missile is "Lost forever," se I could maybe plug those numbers to equations to generate good V polete launching ranges that work.
There are two V polete modes. one is plain old V polete, where the missile locks on at 25 db, and V polete ang. velocity <0m/s, used for receding targets. Because their signal strength is much weaker, this modes sets the missile to lock on at 34db. In short, if you had the switch on "V polete" second from the right, yes, that should have happened. That leads to another question for mr. hpasp! I've tried experimenting with V polete modes to extend my range, but I notice that it can only lock on if the target is close enough so that the missile can lock on only a few seconds after launch, and if this is not acheived, then the missile, according to 3DAAR, simply flies up into space. 1, is there something I'm missing here, or 2, is that what the missile is designed to do and there is a limit to how well "V Polete" works? It would be nice if we could have a chart describing how many seconds before the missile is "Lost forever," se I could maybe plug those numbers to equations to generate good V polete launching ranges that work.
I think there are two variants - 6 or 12 seconds after launch... Must check into the documents...
Well, the 25db vs 34db thing is interesting, but wasn't the main point of my post.
Here's a picture I made to explain better.
The top picture is just before I'm receiving 25db. I have six missiles in flight, and all of the missiles say they can't see a target. That's what the six lines mean ,,|,|,|,|,|,|,,,,,,,,,,,,,
The bottom picture is three seconds later. I'm now at 25db, and all the missiles suddenly can see the target at the exact same instant.
But that doesn't make sense to me, since each missile is at a different distance. Each missile should be receiving a different strength signal. The missiles closest to the target should be receiving a stronger signal than the missiles furthest away.
Shouldn't a missile lock on when it receives 25db, and not when my ground based radar receives 25db? Is the sim wrong, or am I understanding something wrong?