zerO_crash Posted February 27, 2024 Posted February 27, 2024 Ever since BS1, it has been an inconvenience that the laser module gets repaired when it is considered 100% used up/damaged. Consider the following situation: I operate 50-100km away from my FARP/Airfield. I perform 3-4 sorties (sometimes more, sometimes less) before I know that the laser is practically used up. Now, requesting a repair, will not repair the laser module, as it is not considered 100% used up/damaged. Therefore, I take off, and perform my 5th sortie (or so), knowing that the laser will last me only a couple of ranging/designation bursts, before I have to RTB due to it not being operational any more (different armament not considered). If the last sortie then specifically demands precision strike (laser guidence), then flying towards the AO, expecting a short mission due to laser being expended, gives poor room for planning. Wanting to keep realism intact (service life frequency), I have three suggestions with regards to how to solve this: a) Allow for a laser repair at any laser lifetime value lower than x < 100%. This would allow to automatically repair the laser as soon as it has been used, at the discrection of the pilot. b) Allow for laser repair at any laser lifetime value lower than x < 50%. The idea is the same as in point (a), however here, you consider the logistics-side of the equation. Namely, the life-cycle requirements, before a component can be switched out. c) In the radio menu, make a separate "request laser repair"-function, which will allow for swapping out the laser module, which has a short life-cycle, instead of repairing the whole airframe. Of course, here you'd need to allow for a repair with 99% laser life, or less. It seems to coincide better with your upcoming mechanic for accruing airframe stress across separate missions. 4 1 [sIGPIC][/sIGPIC]
Kappa-131st Posted March 20, 2024 Posted March 20, 2024 The laser of the Kamov always get damaged after ~ 24 missiles (with one rearming), even if you stricly wait for the countdown. An option for the ground crew to change the laser (with motor hot, quick time fix), will be a good solution indead! 1
zerO_crash Posted March 20, 2024 Author Posted March 20, 2024 Well, not always. If you turn the laser completely off, when not using it, it will last longer. The time is further extended, if you press the "stop lase"-button. I haven't counted (it varies), but it will be more than two complete 12-Vikhr loadouts. Still though, this is a much needed feature. [sIGPIC][/sIGPIC]
Kappa-131st Posted March 20, 2024 Posted March 20, 2024 1 minute ago, zerO_crash said: Well, not always. If you turn the laser completely off, when not using it, it will last longer. The time is further extended, if you press the "stop lase"-button. I haven't counted (it varies), but it will be more than two complete 12-Vikhr loadouts. Still though, this is a much needed feature. I challenge you to succeed in firing 3 complete 12 Vikhrs loadouts without burning out your laser, even if you pay close attention to the cool down times. It always burn somewhere between the second and the third loadout. 1
zerO_crash Posted March 20, 2024 Author Posted March 20, 2024 I have done it many times, as said, between 3-5 sorties, is what the laser lasts for me. I've been flying since LOMAC. Trust me, I know my stuff! You have to understand that there are many factors to consider (range to target (flight time), how many times you range at all, how efficient you are in the process of cancelling remaining laser time, etc...). Again, that is not the problem, rather predicting the exact time when it will fail. [sIGPIC][/sIGPIC]
Xtorris Posted April 19, 2024 Posted April 19, 2024 On 3/20/2024 at 10:20 AM, Kappa-131st said: An option for the ground crew to change the laser (with motor hot, quick time fix), will be a good solution indead! ...waiting for the bullheaded response of, "please PM me any unclassified evidence to support your claim." 1
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