The Penguin missile implementation is probably a placeholder. The real thing is IR homing rather than radar guided, so chaff should be fairly useless against it. It should also have a smoke trail even when cruising, it is rocket propelled for its entire flight.
Also I just realised that the 'chaff' in this game appears to have thermal countermeasures (flares of some description, I assume) as well - see the lights falling from the chaff clouds at around 47:54, so it might work against Penguins.
The flyout altitude of a Harpoon should be dynamic. You can program the internal navigation to initially fly higher to avoid terrain and then have the missile drop down to sea-skimming level. Hopefully this will be patched.
@@LtMorningWood27 They have a two step navigation, first internal (a programmed route, fly to this destination) and then terminal active radar homing (switch on your radar, start looking for targets). You don't want them to radiate early, it makes them easier to detect.
Try having multiple ships fire at the same time to overwhelm the enemy point defense. Having the missiles coming in one by one makes it kinda easy to defend or the Russians.
It would probably help to fire the missiles from a better position relative to the target. They can't cover all sides of of the ship equally effectively from all angles. So firing the missiles from f.e. an astern position might increase the likelihood of a hit. I think it would also be good to coordinate missile salvo's from different angles. So have one group position itself astern from the Soviet battle-group, while another fires its salvo from an abeam position at the same time. This will force the target to either pick a salvo, or divide its defensive fire between the two. As there will be multiple missiles screaming in from different angles at the same time, increasing the likelihood of overwhelming their defence systems. It looked like you had three surface groups, plus the search aircraft? So you'd have been quite able to pincer/anvil the Soviet battlegroup.
In Stealth17`s play of this mission the Soviets had a helicopter detecting him via radar in the first minutes of the game. So he got spammed with anti ship missiles and lost some ships. He was lucky that most of the missiles missed because of a bug (dived to late) or else his game would have been over very soon. This shows how effective radar and EMCON can be.
Probably could've coordinated some more potent strikes rather than just peacemeal. It helps that the Soviets don't have a dedicated AA ship like a Sovremenny DDG or Kara CG.
43:25 A Krivak-1 doesn't have antiship missiles, its surface to surface missiles are SS-N-14As which can only engage submarines. Unless you get into gun/Osa SAM range (which are probably fairly similar, less than 10 nautical miles) it can't hurt you. A Krivak-2 on the other hand has SS-N-14Bs, which can work in an antiship role.
You can already find quite a few scenarios (mine and others) on the workshop - steamcommunity.com/workshop/browse/?appid=1286220&browsesort=trend§ion=readytouseitems
Weird that both the Penguin and Harpoon just fly at 21 ft above sea level in the game, looks like the game doesn't model the different flight profiles of the various AShMs. Also weird that at an in-game height of 21 ft the Goa and Gecko are still able to engage, looks like the game doesn't model the minimum engagement altitudes of the SAM systems. I hope the release version of the game does model these real world flight and engagement profiles.
The Penguin missile implementation is probably a placeholder. The real thing is IR homing rather than radar guided, so chaff should be fairly useless against it. It should also have a smoke trail even when cruising, it is rocket propelled for its entire flight.
Yeah... same goes for SS-N-2s, which were also fully rocket propelled but don't appear to have a smoke trail while cruising yet.
@@taiko1237 For the Styx the rocket is liquid fueled, so I think it should have only a faint trail.
@@nerd1000ify Yeah maybe
Also I just realised that the 'chaff' in this game appears to have thermal countermeasures (flares of some description, I assume) as well - see the lights falling from the chaff clouds at around 47:54, so it might work against Penguins.
The countermeasures fired by the ship are combination IR and radar countermeasures
Thx, knew about Stealth, several others have made scenarios, hoping Jive Turkey makes some available.
The flyout altitude of a Harpoon should be dynamic. You can program the internal navigation to initially fly higher to avoid terrain and then have the missile drop down to sea-skimming level. Hopefully this will be patched.
i thought they had radar base sea skimming? wouldn't it just avoid terrain?
@@LtMorningWood27 They have a two step navigation, first internal (a programmed route, fly to this destination) and then terminal active radar homing (switch on your radar, start looking for targets). You don't want them to radiate early, it makes them easier to detect.
Try having multiple ships fire at the same time to overwhelm the enemy point defense.
Having the missiles coming in one by one makes it kinda easy to defend or the Russians.
When I saw the title I thought you and Stealth were BETA testing a 1 on 1 version. Good to see they are including some of the less common ships.
It would probably help to fire the missiles from a better position relative to the target. They can't cover all sides of of the ship equally effectively from all angles. So firing the missiles from f.e. an astern position might increase the likelihood of a hit.
I think it would also be good to coordinate missile salvo's from different angles. So have one group position itself astern from the Soviet battle-group, while another fires its salvo from an abeam position at the same time. This will force the target to either pick a salvo, or divide its defensive fire between the two. As there will be multiple missiles screaming in from different angles at the same time, increasing the likelihood of overwhelming their defence systems.
It looked like you had three surface groups, plus the search aircraft? So you'd have been quite able to pincer/anvil the Soviet battlegroup.
the request identification only works if you do it with a unit that has the target on radar, an emcon ship won't work for that
Ahhhhhh, that’s the requirement - thank you
Ahhhhhh, that’s the requirement - thank you
@@BrotherMunro at least that is what Stealth was saying in one of his videos XD
In Stealth17`s play of this mission the Soviets had a helicopter detecting him via radar in the first minutes of the game. So he got spammed with anti ship missiles and lost some ships. He was lucky that most of the missiles missed because of a bug (dived to late) or else his game would have been over very soon. This shows how effective radar and EMCON can be.
The detection and sensor model in the game is very good
NOOT NOOT!!!
Noot noot!
noot noot
Probably could've coordinated some more potent strikes rather than just peacemeal. It helps that the Soviets don't have a dedicated AA ship like a Sovremenny DDG or Kara CG.
43:25
A Krivak-1 doesn't have antiship missiles, its surface to surface missiles are SS-N-14As which can only engage submarines. Unless you get into gun/Osa SAM range (which are probably fairly similar, less than 10 nautical miles) it can't hurt you. A Krivak-2 on the other hand has SS-N-14Bs, which can work in an antiship role.
You can engage ships with that torpedo the missile drops, its just not very effective and I dont know if the AI will use it like that.
9:30 careful @BrotherMunro, I've heard that the outmost units of a formation tend to beach themselfs in this stage of the game
Oh they absolutely will!
Kudos to Stealth17 for this, if Creators publish scenarios for download ,this game could be really special.
Stealth already has put a bunch of scenarios on the Steam Workshop, iirc, for when the game releases in November.
You can already find quite a few scenarios (mine and others) on the workshop - steamcommunity.com/workshop/browse/?appid=1286220&browsesort=trend§ion=readytouseitems
Great video, thanks. According to the net those torpedoes have a 20 mile range.
They still have torpedotubes on the deck
I thought the Penguin (AGM-119) has a visual sensor, similar to the maverick. In that case it should not go for chaff.
Weird that both the Penguin and Harpoon just fly at 21 ft above sea level in the game, looks like the game doesn't model the different flight profiles of the various AShMs. Also weird that at an in-game height of 21 ft the Goa and Gecko are still able to engage, looks like the game doesn't model the minimum engagement altitudes of the SAM systems. I hope the release version of the game does model these real world flight and engagement profiles.
The harpoon should have a programable course around land features and to allow for multi vector attacks; I believe. But I could be wrong.
I thought they did too, but planes will also fly into hills so might be a game problem 😂
Harpoons need to be on the wings of P-3C
Fun mission. But strange that the red force didn't fire a single shot back....
Don’t think they saw me
@@BrotherMunro Perhaps for the sake of play balance, add an Il-38?
Boi do I hate the newest callout voice. Cool video, though!
AI is way too passive on this one. The Kynda and Nanutchkas have powerfull long range missiles but didn't fire a single one...