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Posted

i used 6 agm 65 6 gbu 12 1 gbu 10 and brrrrrrrrt ship is seems badly damaged but they extinguished fires i think its too unrealistic what i supposed to drop nuke ? also it is static object so they didnt shooed at me

Posted

Just wait, some ships don't just sink in seconds, especially modern ones

 

You could try bomb the rear segment, then also the front one, wait like 2 mins, if it still doesn't sink, rearm and try again

 

Fire doesn't make a modern ship sink, and also, they have a technique to prevent water coming in all segments of the ship, so take that in account, they just need a lot of Bombs

 

Also, take the AGM-65G/K, stronger warhead and you can aim at the critical spots

 

But i'm not sure if a static object behaves the same like a real ship

Posted

We will get anti-ship missiles soon :)

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Posted

Moskva is a pretty big Slava class cruiser. So it would likely soak up some damage from non specialized weapon hits. GAU-8 in particular would likely be barely more than negligible for it. With a single A-10, or indeed possibly even with a swarm of A-10s you shouldn't really be able to do much against it.

 

I may be mistaken but, as far as I know it has naval version of S-300 for air defence, as well as a few shorter range additions like a couple CIWS guns, tunguska / osa missiles etc.

 

Are you sure all the weapons you have listed hit the ship ? Maverick is a fairly slow missile and ship's close in defenses would likely shoot down quite a few of them easily unless you fire may be all of them in a single salvo.

 

Actually even some of the anti-ship specialized missiles of subsonic kind may be successfully engaged and defended against by ships so often to guarantee a hit a salvo may be a better idea.

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Posted

"Nerfing" ships, ground units or aircraft doesn't really have a place in DCS. If the ship is overly durable in contrast to data known of the ship, it should be toned down, yes. Such gameplay elements are not changed by way of "I feel like...".

 

If you have data to claim that the ship is indeed too durable, then it should be looked at. And comparing to other simulators is not valid here, since they might not be doing their damage model correctly either.

 

To me, sounds like a critical flaw in the desighn of a warship if a single CAS-aircraft can sink it just like that.

 

Regards,

MikeMikeJuliet

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Posted
Moskva is a pretty big Slava class cruiser. So it would likely soak up some damage from non specialized weapon hits. GAU-8 in particular would likely be barely more than negligible for it. With a single A-10, or indeed possibly even with a swarm of A-10s you shouldn't really be able to do much against it.

 

I may be mistaken but, as far as I know it has naval version of S-300 for air defence, as well as a few shorter range additions like a couple CIWS guns, tunguska / osa missiles etc.

 

Are you sure all the weapons you have listed hit the ship ? Maverick is a fairly slow missile and ship's close in defenses would likely shoot down quite a few of them easily unless you fire may be all of them in a single salvo.

 

Actually even some of the anti-ship specialized missiles of subsonic kind may be successfully engaged and defended against by ships so often to guarantee a hit a salvo may be a better idea.

 

there is no miss all bombs missiled are %100 hit confirmed but ship was a static object so its empty no air defense

Posted
i believe they will be useless either they should nerf ships i think u talking about agm 84 it was good missile on falcon bms i hope we geting it with f18

 

Not only the AGM-84. Before the Harpoon we will get the RB-04 and the RBS-15.

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Posted

TBF with torpedo? :)

 

No but how good does the MIG-21 do it with its missiles?

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Posted
TBF with torpedo? :)

 

No but how good does the MIG-21 do it with its missiles?

 

Kh-66, are not anti ship missiles. They are just an early air to ground missile with an early kind of guidance. Ships can be target they can be used on, as they are big and not generally evasive or hard to see, but missile isn't purpose designed for that, and isn't necessarily effective either. As far as I know they have 100kg of warhead which isn't too bad but anti ship missiles tend to have quite a bit more than that usually.

 

Requirement of keeping a steady slight dive towards target until the missile impact, and not having a particularly great range or fast flight, using them against a ship that can defend itself is pretty close to being suicidal :). Unless you have a rock solid stick/hands, their accuracy is iffy too.

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Posted

I hope we get some kind of damage model for ships and related to warhead type and hit position. You don't really need to sink a ship. Rather than disable it by striking hardpoints and all kinds of vital points. Would be awesome to see the big hole the missile did instead of some random fire effect.

 

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Posted (edited)

Just to add to what's already been stated.

 

G's and K's are 300 lb penetrating warhead so they're perfect against ships or large targets like them. They go deep inside the structure or hull and explode inside causing a lot of secondary damage. D's and H's are only 125 lb but shaped charge so they're good against small heavily armored targets.

 

I take out ships all the time with G's. You can sometimes get them with 2 but the bigger ones take 3 or sometimes 4. The bigger problem is that the non-static Mosvka shoots 5V55R (same as SA-10) missiles at you so you're never going to get close enough to hit it with the A-10C.

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Posted
Just to add to what's already been stated.

 

G's and K's are 300 lb penetrating warhead so they're perfect against ships or large targets like them. They go deep inside the structure or hull and explode inside causing a lot of secondary damage. D's and H's are only 125 lb but shaped charge so they're good against small heavily armored targets.

 

I take out ships all the time with G's. You can sometimes get them with 2 but the bigger ones take 3 or sometimes 4. The bigger problem is that the non-static Mosvka shoots 5V55R (same as SA-10) missiles at you so you're never going to get close enough to hit it with the A-10C.

 

i will put ROE hold fire command on him

Posted

@FraserNZL, it looks very good. very beaitiful missile!

 

i think ship explosions and sinking effect are at their weakest in dcs.

you can't understand what is going on with the ship that you are engaged to. some missiles hit but nohing happens till a damage point is reached. even after this point irrevelant smoke and fire pop up and finally ship sinks.

 

ships are big and contains lots of fuel and ammuniton. so explosions of ships are also big. like this:

 

https://www.google.com.tr/search?q=ship+explosion&espv=2&biw=1279&bih=633&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjuv9zeqNLPAhWC1hoKHWZxDIIQ_AUIBigB

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Posted
It isn't about beating the warhead, it's about busting one bigger hole in the ship, and then it's a yes, the K or G will beat the H

Does the damage model for ships in DCS take this in consideration? I thought it's just a simple hitpoint based system for the entire unit. :huh:

 

Don't forget we are also getting the Sea Eagle when the cc 101cc comes out

 

You're right :thumbup:

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Posted

I remember reading somewhere that they will be giving the Naval side of DCS alot of love. It's just in a long list of things to do. Remember thier logo says Land Sea Air. my take on it is they started with the air side of thing as it would earn them the best money till they could bring in more staff

Posted

The main problem of a DCS: W has the very poor modelling and the lack of systems, tactics and none realism on sea side. Attack a actual or pass war ship has very dangerous and normaly only can if you use overwelming force or very fast to inhability a response.

 

Some system ships lack on DCS: World.

-Medium and heavy double propose guns with anti-air / anti-missile capability by proximity / VT fuses on shells. Actually all 76, 125, 155mm guns has equipped with proper ammunition's.

-Proper realistic illumination radars and fire control systems (not more a all around sensors with god vission).

-Appropriate fire control channels, realistic salvo and reload, data links, inertial and terminal guide to Surface to air missiles at sea.

-Implement the ECM, ECCM, decoys and countermeasures on ships.

-Proper combat maneuvers, attack, defence and escort formations on ships.

And a long etcs.... (ASW weapons, submarines, torpedoes and missiles fire under sea by subs, etcs).

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Posted
Does the damage model for ships in DCS take this in consideration? I thought it's just a simple hitpoint based system for the entire unit. :huh:

 

All games distill the damage done down to a number that can be described as hitpoints, even if it isn't explicitly called that. For ships in DCS there are a few that do in fact have "subsystem damage", but overall their health is categorized into an HP pool like any other unit. For the ships that have it sub-system damage extends to most weapons. A good example is the Moliyna which can have both anti-ship launchers, AA guns, and primary gun taken out. For those to get destroyed it depends on where a weapon hits them at. Generally speaking ships do have quite a lot of HP compared to anything else. Its also a good idea to use fewer larger warhead weapons than more weapons with smaller warheads.

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Posted (edited)

Agree that damage models need improvement, both for ground units and ships.

 

However, ships can be quite resilient, as seen here:

 

https://youtu.be/xa5KqLGvXsw

 

Although, the ship in question didn't have ammo, fuel and other combustibles.

 

The first sinking of battleships with planes, by Billy Mitchell had shown that near misses are the most effective way to do it. Needless to say, it is not modeled in DCS. Or in any other game for that matter, as far as I'm aware of.

Edited by Rabb
Posted
All games distill the damage done down to a number that can be described as hitpoints, even if it isn't explicitly called that. For ships in DCS there are a few that do in fact have "subsystem damage", but overall their health is categorized into an HP pool like any other unit. For the ships that have it sub-system damage extends to most weapons. A good example is the Moliyna which can have both anti-ship launchers, AA guns, and primary gun taken out. For those to get destroyed it depends on where a weapon hits them at. Generally speaking ships do have quite a lot of HP compared to anything else. Its also a good idea to use fewer larger warhead weapons than more weapons with smaller warheads.

 

Thanks Grimes, that's a really useful explanation :thumbup:

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