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Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Thats a lot of words for Von Hoff to not tell us where his diamond stash was :colbert:

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Dreamsicle
Oct 16, 2013

Loel posted:

Thats a lot of words for Von Hoff to not tell us where his diamond stash was :colbert:

We just need to find Dos Santos' stash. We should have had time to clear some buildings for intel on that.

I'm also probably switching to BFLM or K&P CAS only because we can't have this be Strike Commander inspired if we have no F-16s. I just need to decide which of the F-16s we're getting are more fun.

Dreamsicle fucked around with this message at 23:24 on May 23, 2017

omegasgundam
Mar 30, 2010
Has there been an info-post about munitions types yet? I'll admit to being more than a bit confused over all of the different types and configurations of Paveways and the like.

Similar questions include: What's a Brimstone/Maverick/Mjolner and what do they do? What's with all these different types of short (Sidewinder/ASRAAM/IRIST-T)/medium (AMRAAM/Meteor)/long range missiles? What do these different model letters indicate?

omegasgundam fucked around with this message at 23:35 on May 23, 2017

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



omegasgundam posted:

Has there been an info-post about munitions types yet? I'll admit to being more than a bit confused over all of the different types and configurations of Paveways and the like.

Similar questions include: What's a Brimstone/Maverick/Mjolner and what do they do? What's with all these different types of short (Sidewinder/ASRAAM/IRIST-T)/medium (AMRAAM/Meteor)/long range missiles? What do these different model letters indicate?

Ive spent a ton of time on wiki for these same reasons :v:

orcbuster
May 17, 2017

omegasgundam posted:

Has there been an info-post about munitions types yet? I'll admit to being more than a bit confused over all of the different types and configurations of Paveways and the like.

Similar questions include: What's a Brimstone/Maverick/Mjolner and what do they do? What's with all these different types of short(Sidewinder/ASRAAM/IRIST-T)/medium(AMRAAM/Meteor)/long range missiles? What do these different model letters indicate?


If you don't know these things then there is no quick answer because there is a lot of minutia to learn. Go to wikipedia and have a good long educational read to get the very basics. This game does not faff about with teaching you about the things actually in it but assumes that you already know (because no way anyone who doesn't know would want to buy this game.) It's about as niche as you can get.

McGibby
Jan 27, 2009

aaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaaa
aaaaaAAAAAAAAAAAA
AAAAAAAAAAAAAAAAA

Dandywalken posted:

Nope, its been like our sole means of coordination. Its been vital.

And can we only get the Hawkeyes to add on to this?

Dandywalken
Feb 11, 2014

Not sure but I think so. The new Hawkeyes are great but dunno about that one.

Olothreutes
Mar 31, 2007

None of these options has a B1. Booooooooo.

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Olothreutes posted:

None of these options has a B1. Booooooooo.

There is an Atlantique though. Crew served plane! :woop:

chitoryu12
Apr 24, 2014

Olothreutes posted:

None of these options has a B1. Booooooooone.

l3wt
May 18, 2017
As for what I'd like for planes - as much as it irks my inner logistician, I really do want us to go for motley and variety rather than race for high-end. I realize that of course it'd be any ground crew and administrative team's greatest nightmare to have all these different airframes of varying ages to maintain. However, I also feel that there is something much more mercenary about being forced to "make do". We aren't a national military, and despite our fat, fat wallets, our bottleneck should be what our suppliers can feasibly get us - and it forces us to plan accounting for a lot of different birds, which makes mission planning more interesting.

sebmojo
Oct 23, 2010


Legit Cyberpunk









orcbuster posted:

If you don't know these things then there is no quick answer because there is a lot of minutia to learn. Go to wikipedia and have a good long educational read to get the very basics. This game does not faff about with teaching you about the things actually in it but assumes that you already know (because no way anyone who doesn't know would want to buy this game.) It's about as niche as you can get.

there's also a lot of incidental explanation through the thread, hit the ? next to someone who seems to know what is what (i.e. not me) and have a read and they'll have often done a cliffs notes on something interesting earlier in the thread.

Tythas
Oct 3, 2013

Never felt at home in reality
Always hiding behind avatars


I will be casting my Endorsement with BFLM CAS when the time to vote comes. the F-16 A-10 mix is great and having more drones in the sky getting us intel (and being able to kill things) is incredibly useful. The A-10 is way to useful and Versatile in ground attack (it can carry every bomb in the US inventory as well as 4 2000lb JDAMS and 6 of every maverick variant under the sun) It frees up a bunch of Gripens to do pure CAP and the phantoms to mix it up a bit, The F-16's are a great augmentee plane for CAP or CAS

TildeATH
Oct 21, 2010

by Lowtax
Hinds are cool don't you guys remember Rambo and Red Dawn?

Also a boat.

Velius
Feb 27, 2001
I can't even differentiate F-15 vs F-16 vs F-18, I really hope goons don't choose any of those or the Gripen upgrade. We really need to add some Russian gear to our ranks.

Dandywalken
Feb 11, 2014

The A-10 is indeed pretty much fine for our kind of operations. If the enemy has an IADS then dismantle it before sending A-10 flights. People who dismiss it as a meme because of weird autistic kids fantasizing about the gun are ignoring the Mavericks and sensor fused weapons it can carry. Plus that gun, if used, is up to 6 more vehicle kills.

Its not a super plane but it'll clean up enemy vehicles and artillery parks just fine.

Dandywalken fucked around with this message at 01:03 on May 24, 2017

Added Space
Jul 13, 2012

Free Markets
Free People

Curse you Hayard-Gunnes!
Ok, short guide to ground weapons. Anything labeled as a GBU is intended to hit things on the ground. Guided weapons are far more likely to hit and therefore automatically what you should choose if you have options.They come in a few general classes -

Anti-Tank:
These are your Vickers, your Brimstone, and the SK60B rockets. They're used as can openers, intended to melt through a tank or APC and remove it from the field. They work best against tin cans, and don't work so well if your target is too big or too spread out. That's what the happened when that Frogfoot was plinking away at the FOB during Finest Hour.

Cluster:
We don't use these much, but these bombs spread out into small little mines to take out dispersed targets, like dismounted infantry or runways. You could also count napalm here. They won't work if your target is protected by anything.

Big Boom:
These are your Paveways. They are as much explosive as you can pack into one frame. They're for use against buildings or small vehicle groups (like most SAM sites). They can be used against armor but their effectiveness is diluted.

Cruise:
Pretty much a Paveway with a bigger fuel tank, combining boom and distance. These are the Storm Shadow, Taurus, and SPICE. They're good if you want that radar site or office building halfway across the country taken out but don't want to walk there yourself. As we've seen they're vulnerable to anti-air.

ARM:
Anti-Radiation Missile. In theory they take out radar; in practice we haven't had a lot of luck with them. GPS targeting has pretty much made them irrelevant.

Penetrator:
Everyone's favorite SDBs. These things are like bullets, they go through armor, are hard to intercept, and gently caress up whatever they hit. We've seen how useful they are against SAM sites, and are a second choice to hit any kind of target you like. Their main drawback is sharing rack space with Meteors.

Hitting something with an SDB is a question of tradeoffs. Sure, 4 SDBs will clear out that tank platoon right now, but four anti-tank missiles will also to the job and you might have a SAM pop up you want those SDBs for.

Added Space fucked around with this message at 01:16 on May 24, 2017

Psawhn
Jan 15, 2011

omegasgundam posted:

Has there been an info-post about munitions types yet? I'll admit to being more than a bit confused over all of the different types and configurations of Paveways and the like.

Similar questions include: What's a Brimstone/Maverick/Mjolner and what do they do? What's with all these different types of short (Sidewinder/ASRAAM/IRIST-T)/medium (AMRAAM/Meteor)/long range missiles? What do these different model letters indicate?

There's kinda two axis that all weapons fall into: type, and age/capability. All weapons of the same type are mostly similar, except that obviously capability plays a huge role in how effective or competitive they are. In general, bigger letter models of the same series are better since they're newer, but check wikipedia for more specific information.

So let's take medium range missiles: AMRAAMS, Meteors, later R-77s. They all fill the same role: beyond-visual range combat. They all have the same restriction: they need a radar lock to fire. But they all have the same advantage over older missiles like the Sparrow: they have their own radar seeker for terminal maneuvers. Their differences are in their age, which trends pretty closely with their capability. The older AIM-120Bs that our Phantoms carry need their firing aircraft to have a radar lock and to guide them in most of the way to their target. The modern Meteor has a much longer range and can be guided by any eligible platform with the right datalink. People are saying that they're OP now... this isn't even their final form. With micromanagement, it's possible for one Gripen to launch the missiles while its own radar is turned off and immediately turn tail and outrun anything fired at them, while the S 100B sitting 200 miles back guides the missiles in.

WVR short range missiles -- Sidewinder, ASRAAM, IRIS-T -- are all mostly the same by this time period. The most relevant statistic of modern missiles is that they have slightly longer range and hit chance, that's it. They're also all, universally, fire & forget. (The newest tech, like HMD cuing or LOAL, offer an advantage in dogfights, but don't change the fact that they're still just WVR heaters.)

ATGMs, like Brimstone/Maverick/Vikhr, are all mostly similar: they shoot ground vehicles. The Brimstone and Vikhr (AT-16 Scallion) are mounted with racks with a dozen missiles or more per plane, which is why a lot of people really like them.

All air-to-ground munitions can have one of various guidance methods: dumb, own-sensors, or laser. We haven't used dumb bombs much, but I think they could have been quite competitive in permissive situations since many of our planes can carry more of them than any precision bombs. Weapons with their own sensors include TV guidance, IR cameras, millimeter wavelength radar, and GPS/INS, but they all have the advantage that their firing plane doesn't need to guide them in. Laser-guided bombs/missiles need to be guided in by someone, often the firing plane, but it could be another plane or helicopter, or even a guy on the ground with a laser designator. There's actually been a couple cases where our launching Phantom dropped some LGBs then flew out of lasing distance, and the bombs ended up missing by hundreds of feet.

With regards to Paveways specifically, it's generally that newer ones are better. Old ones have lower reliability and range. Newer ones have better range since their guidance fins operate more smoothly. JDAMs are the best since they also have GPS guidance, so they don't even need to be guided in by laser once they're launched.

Anti-radiation missiles are good for taking out enemy air defenses because they'll fly in and hit radars from long range. I kind of rank them as AARGM > HARM > ALARM. The ALARM is slower, but planes can carry a lot of them. The H in HARM stands for high-speed, which gives defenses less time to respond to them, and makes them harder to hit. (Some AA can't even target them. We've never seen a HARM vs a Tunguska, but it literally flies too fast for the Tunguska's guns to target it.)

I think this is a basic primer that covers almost everything. I haven't covered anti-ship missiles or anti-runway munitions or whatever, but those are more specialist things. For more details on a specific weapon, check wikipedia.

power crystals
Jun 6, 2007

Who wants a belly rub??

omegasgundam posted:

Has there been an info-post about munitions types yet? I'll admit to being more than a bit confused over all of the different types and configurations of Paveways and the like.

Similar questions include: What's a Brimstone/Maverick/Mjolner and what do they do? What's with all these different types of short (Sidewinder/ASRAAM/IRIST-T)/medium (AMRAAM/Meteor)/long range missiles? What do these different model letters indicate?

Ok, basic stuff first - if you want to find out a specific model, as stated, go look it up on Wikipedia. Thousands of nerds have cataloged these things in far too much detail. As far as model letters, if it's US-aligned, generally A, B, C, etc are sequential improvements. For Russia-aligned, well, I'm sure there's a pattern but damned if I know what it is. You probably have to speak Russian first to figure it out. They seem to just add letters and numbers on as they go and usually they're "M".

Weapons can be divided into a few basic categories. Note that CMANO likes to group most everything into "Guided Weapon" which is uselessly simplified.
Gun: Most aircraft have one built in, some carry them externally in a pod (the SK 60Bs can, the Su-25T can as well iirc, and I believe our Hawks (RIP) mount(ed) their gun in a permanently attached pod). These are never guided, very short ranged, and generally by the time you have to employ one either you're so far ahead you're just showing off, or you're so far behind you're throwing in everything you've got.
Within Visual Range (WVR) Air-To-Air Missile: Usually passively guided (see below); the exact range of WVR isn't a hard boundary but is usually around 10-15nm. These are agile and usually cheaper than their BVR counterparts, but you have to survive BVR combat to get here. Only your first choice if you want to shoot down helicopters.
Beyond Visual Range (BVR) Air-To-Air Missile: Usually actively guided (see below). Your first choice if you want to swat down another plane because hopefully you outrange the other guy.
Air-To-Surface Missile: Generally obvious, but usually divided into directly targeted with IR/EO sensors which max out at around 10nm vs GPS/INS guided which gets you cruise missiles. There's not much in-between.
Anti-Ship Missile: The name says it all, really. These have a much longer range than the ones intended to fire on ground targets because ships have the irritating tendency to return fire.
Cruise Missile: Specialized Air-To-Surface missile that's effectively a suicide drone. Some of them get fancier, but ultimately the point of these is they can make course corrections on their way in.
Air-To-Surface Rocket: Unguided explosive, sometimes with HEAT (a form of armor-piercing) warheads instead. Short range and inaccurate; generally fairly ineffective as our remaining SK 60B pilots will tell you.
Air-To-Air Rocket: Unguided explosive, obsoleted by WVR missiles, but I'm sure there's some of these lurking in the DB somewhere. They're literally useless and I will hate you people forever if you somehow manage to find a plane that mounts these and try to use them.
Bomb (Freefall): Bombs have a ton of guidance options, ranging from "none" to GPS/INS. Shorter range than the equivalent Air-To-Surface missile, but cheaper, and usually just as effective. Usually divided into HE (or "Iron"), Cluster, and Napalm. HE is effective against soft targets and most armor if it hits from the top (if it's guided, it probably will); cluster bombs scatter a bunch of tiny bomblets which then all attack from the top but have the downside of leaving unexploded ordnance (UXO) everywhere because there's so many bomblets that even a 1% failure rate is a ton; napalm is pretty obvious. Team Warcrimes around here is perpetually aroused by the latter two.
Bomb (Glide): Glide bombs extend their own tiny winglets so they can drift in over a longer distance. I don't believe anybody has ever made an unguided glide bomb because you would never hit anything with it. For all practical purposes, they're equivalent to Air-To-Surface missiles except they're slower and thus a bit easier to shoot down.
Torpedo: You hunt subs with it. As previously mentioned, the tactics for engaging subs and surface ships are different enough that you'd never get a weapon that could do both well, and since AShMs are both very good at murdering surface vessels and also incapable of flying underwater, that leaves these for the subs.

You can guide your weapon in a number of ways:
None: It goes where you point it. Probably.
Manual Command: Manual Command Line Of Sight (MCLOS) was great in like, the 50s. We're probably never going to encounter anything that uses it, which is good because it's horrible. You have to steer your missile with a joystick or equivalent while watching from where you are. Imagine doing that while also flying a plane and you can understand the problem. Make sure to ask the Brits how well the Blowpipe worked, and that one didn't even involve also flying a plane.
Semi-Active Command: Now we upgrade to you pointing a camera at something and that directing the weapon for you, which is vastly easier to aim. Common for surface-to-surface anti-tank missiles and not much else, but derivatives of it sometimes show up in surface-to-air systems - the Tunguska's missiles are command guided (but the actual target tracking is done with a radar and a computer as opposed to a viewfinder). May be referred to as Semi-Active Command Line Of Sight (SACLOS).
Infra-Red / Electro-Optical / TV: These are very similar in that they look for patterns of light and follow them, but IR uses, well, IR, instead of visual spectrum. EO guidance and its close relative TV guidance don't work as well at night due to that whole "dark" thing, and they're more commonly seen on missiles that track surface targets which don't necessarily put out a lot of IR. Jets are easier to target with IR because, well, their back end is a giant ball of white-hot rage. IR weapons can sometimes be distracted by flares, but these days software can somewhat reliably beat flares. The Russians at least experimented with an IR jammer that was basically a giant IR-spectrum strobe light but I have no idea how effective that is/was. IR/EO target acquisition is usually limited to around 10nm, but some systems can do better (MICA IR is the best, I believe).
Semi-Active Radar Homing (SARH): Radar is your go-to system for finding things at range in the air. On the ground it's harder because there's a whole bunch of other stuff, but the sky is mostly empty, so aside from the odd bird there's not much else to get confused by. Semi-Active radar weapons home in on reflections generated by an emitter on the launcher, which means the launcher has to remain pointed at the target until impact or the missile will lose its lock, which is what happened to the missiles pointed at MEAT's Reaper in the final Angolan mission (ok so the launcher exploded not looked away, but same problem). These aren't very common anymore, but Vietnam-era craft will probably have these. They're okay in a pinch but should not be relied upon for air-to-air. These can be fooled by chaff, but again, newer ones can filter this out to some degree. They can also be jammed, but the exact details of how that works is ultra super double classified so let's just go with "you know the jammer is there but not where it is". In addition, when a radar lock is acquired, if the target has a Radar Warning Receiver (RWR) it will start screeching hellnoises at that pilot, informing them that they have been targeted, so they aren't very stealthy. This act of emitting energy to guide the weapon makes radar guidance "active".
Active Radar Homing: Like the above, but the emitter is on the missile itself, so it's fire and forget. All the other caveats apply, which seems bad until you realize that radar is how you can take 70+nm shots.
Anti-Radiation: Anti-Radiation Missiles specifically home in on radar emitters (not, like, nuclear fission radiation, which would be very cool but also pretty useless). You'll only see these on air-to-surface missiles, where they're used to blow up surface-to-air weapons or at least their radars. The Israelis managed to mount a Shrike on a converted Sherman and I'd love to know how the gently caress you use that, and the Russians experimented with anti-air ARMs designed to hunt AWACSes, but neither really made it anywhere.
Laser: Sometimes referred to as Semi-Active Laser Homing (SALH). You point a shiny beam of light and the weapon follows it in. Available for missiles and bombs both. Somewhat short range due to the limitations of the laser and also the thing trying to find the laser, but gives you incredible precision. Downside is that the launcher or, technically, just someone else nearby, has to "paint" the target until impact, so it's not fire and forget. We've seen the so-called "buddy lazing" a few times, with the Reaper lazing for the Phantoms (for some reason, as those have lasers) and the Phantoms lazing for the Mirages. In reality you can even have ground forces provide the laser. You won't see a laser-guided air-to-air weapon because the target would just move and you'd lose the lock. Also note that people often think that this is a "beam rider"; it usually isn't. SALH weapons have a seeker in the nose and look for a laser reflecting off the target; beam riders have a seeker in the tail that try to keep the laser centered on the weapon. They're bad. You can actually build radar beam riders if you want an even worse guidance method.
GPS/INS: The weapon flies to a pre-programmed set of coordinates and explodes. Everybody should know what GPS is; INS is Inertial Navigation System and is an older technology with similar goals that doesn't rely on satellites but drifts somewhat over time. Most (western) munitions that do one use a combination of both. Russian and allied weapons will probably use GLONASS, Russia's GPS equivalent, but for our purposes it's the same thing.

e: I should probably add a sidebar here that most modern weapons actually use a combination of these; in particular, most BVR weapons can be command-guided until they're relatively close, which gives the target less notice because they won't have their RWR light up until the missile is only a few seconds out instead of several minutes. This detail is pretty hard to work out from the Command data, so for that one I recommend reading Wikipedia's summaries.

I'm sure I've missed some of both but that should be enough of the common stuff to know what you're talking about.

So how does this help you?

Let's look at a crowd favorite, the GBU-24 our Phantoms carry. Command calls it a Guided Weapon. Great! That explains absolutely nothing. Let's figure it out ourselves. First, check the Propulsion section - "Weapon Coast". It has no motor of any kind, so it's a bomb. Now look at Sensors - "Laser Spot Tracker (LGB)", which makes it laser-guided.
Compare to the SDB. Propulsion is "Glide Bomb", sensor is "Weapon - INS w/ GPS Navigation". So it's a GPS-targeted glide bomb.

Once you know you're comparing like-for-like, you more or less just need to check range and the warhead type and damage value. In this case, the GBU-24 does 363 damage to the SDB's 139.5, but the SDB has almost 8x the range, but they're both Hard-Target Penetrators. There's a ton more stats but 90% of the time target type, range, guidance, and warhead are all you need to figure out which weapon is the right one to use.

Side note: For (western) bombs specifically, you'll see "Mk82", "Mk83", and "Mk84" a lot. These are/were US-standard dumb bombs that have had an absurd amount of guidance kits built around them. The Mk82 is 500lbs, the Mk83 is 1000, and the Mk84 is 2000. The GBU-24 is a Mk84 with a laser-guidance kit; specifically, it's the second-generation kit and its first-generation cousin is the GBU-10, which is basically the same except for having half the range. Other common acronyms for bombs are "BLU" (Bomb, Live Unit, unguided); "GBU" (Guided Bomb Unit); "BDU" (Bomb Dummy Unit, used for training); "JDAM" (Joint Direct Attack Munition, the US-standard GPS guidance kit), and "CBU" (Cluster Bomb Unit).

While I'm at it, I'll also explain the US' missile designation system. For example, AMRAAMs are classified as AIM-120. The first letter is what's launching it - "A" for aircraft here; but you can also see "F" (single launcher, such as MANPADS), "M" (multiple launcher, most SAMs), and "R" (ships). The second letter is what it targets - "I" for interceptor; other options include "G" (ground) and "Q" (the weapon is a drone, don't ask me why that's a Q). The third letter is just "M" for missile but you might also see "R" for rocket occasionally. The number is a sequential ID assigned as the weapon is developed. For a practical example, when the Iranians mounted their HAWK SAMs, designated MIM-23, on their F-14s, they became AIM-23s.

The last thing to point out is that armored targets tend to resist things that aren't armor-piercing in some fashion. Part of the reason our SK 60Bs weren't doing much to tanks that their rockets had HE warheads - note "High Explosive (HE) Blast / Frag". That will do precisely fuckall to an armored target. So you want to get something like "Hard Target Penetrator (HTP)" or "High Explosive Anti-Tank (HEAT) Shaped Charge" which stands a good chance of defeating the armor on a tank.

Hopefully this explains how these weapons work and how to tell them apart! Apparently I got beaten twice writing this but I think this has the most info.

power crystals fucked around with this message at 01:45 on May 24, 2017

Soup Inspector
Jun 5, 2013

omegasgundam posted:

Has there been an info-post about munitions types yet? I'll admit to being more than a bit confused over all of the different types and configurations of Paveways and the like.

Similar questions include: What's a Brimstone/Maverick/Mjolner and what do they do? What's with all these different types of short (Sidewinder/ASRAAM/IRIST-T)/medium (AMRAAM/Meteor)/long range missiles? What do these different model letters indicate?

Okay, Added Space has already gotten the general stuff so I'll try to answer your secondary questions in (slightly more) detail. Please do not take what I'm about to write as the gospel truth, I'm relying on :spergin: and Wikipedia to fill in gaps, and more importantly I don't know how they behave in CMANO. With that said, I present to you...

Bandit's Book of Big Booms

Brimstone

Brimstone is a fire and forget (F&F) air to ground (A-G/A2G) Anti-Tank Guided Missile (ATGM). It's very similar to the Hellfire missile, if you're at all familiar with that. It relies upon a milimetre wave (mmW) radar to ensure accuracy even against moving targets; another plus is that their tandem charge warheads create relatively little collateral damage. Dual mode Brimstones also have a laser seeker that allows for buddy lasing (i.e. another weapons platform illuminates the target with a laser that the Brimstone then homes in on). There's the Brimstone 2 but I know relatively little about that.

AGM-65 Maverick

Probably the iconic air launched ATGM prior to the Hellfire coming around, the Maverick is an older F&F design dating from the mid to late Cold War. Apparently they're a bit less deadly than Brimstones. The exact means of guidance depends on the variant, of which there's a veritable alphabet. AGM-65A/B use electro-optical guidance (i.e. are "TV guided"). AGM-65D/F/G are IR guided (i.e. use thermal emissions to detect and track targets). AGM-65E uses a laser seeker (literally just follows a laser to the target). AGM-65H/J/K use a charge-coupled device, which as far as I can tell is just a fancier form of TV guidance.

Mjolnir/Bombkapsel 90 (BK90)

Called a 'submunitions dispenser' by our Swedish friends, the Mjolnir is a gliding stand-off (i.e. fired from range) cluster bomb system designed to engage and defeat enemy tanks with a minimum of unexploded ordinance hassle (UXO). It's actually proving surprisingly hard to find any info on this one, and I've been mostly focusing on "my end" of our operations so I don't have much experience of it in action. Sorry. :(

Short range A-A missiles

A-A being "air to air" (A2A). This category includes the Sidewinder, IRIS-T, R-73/AA-11 Archer, and ASRAAM. Almost all of these designs are IR guided - i.e. "heatseekers". It's worth noting at this point that these missiles are usually described as being [x] aspect, where [x] denotes what facing the target can be at relative to the missile and still be tracked. Earlier designs are rear aspect only - that is, if the target is doing anything other than facing directly away the missile will be unable to guide on it. Early Sidewinders - basically everything before AIM-9L if memory serves - were notoriously unreliable, though to be fair this was true of contemporary air to air missiles too. These missiles can only be used within spitting distance in aeronautical terms (about 12 nautical miles), but they're extremely agile.

Medium range A-A missiles

This is where you'll start seeing radar guidance. AMRAAM, Meteor, and R-27/AA-10 Alamo are examples. These missiles, as the name suggests, are normally used at ranges between the short range designs' "knife fight in a phone booth" and the long range "if I squint I can kinda see 'em". Although less agile, they're also pretty fast. Some missiles have to be guided to the target for the entirety of their flight (beam riding), others only for most of their flight and then engage a terminal seeker on the missile to hunt down the target themselves, and lastly true F&F missiles that can be fired and forgotten about. The special thing about Meteor is that it uses a ramjet engine, which means it goes absurdly fast and it's very nimble to boot - it's also got quite a long range.

Long range/BVR A-A missiles

The big boys, these are exclusively radar guided. Examples include AIM-54 Phoenix and R-40/AA-6 Acrid. Though about as manoeuvrable as a slab of concrete, they go very fast and hit hard. BVR, or Beyond Visual Range means that a missile is long legged enough to hit targets out from beyond... well... visual range. But usually you want to wait a bit so that your missile doesn't bleed off all its speed.

A special note about some Russian/Soviet air to air missiles: depending on the variant a different seeker may be mated on the same body - so one will have IR guidance and one will have radar guidance. Don't assume a Russian A-A missile has a given type of guidance without checking the variant!


fake e:

Beaten like Dos Santos's last Air Marshal but gently caress it

Quinntan
Sep 11, 2013

omegasgundam posted:

Has there been an info-post about munitions types yet? I'll admit to being more than a bit confused over all of the different types and configurations of Paveways and the like.

Similar questions include: What's a Brimstone/Maverick/Mjolner and what do they do? What's with all these different types of short (Sidewinder/ASRAAM/IRIST-T)/medium (AMRAAM/Meteor)/long range missiles? What do these different model letters indicate?

This could be a bit long, but let's try to go through it in order.

BVRAAM (beyond visual range air to air missile)
Currently we have three of these in the inventory, the MBDA Meteor, the Rafael Derby and the Raytheon AIM-120B AMRAAM. They are both active radar missiles and they work very similarly. They are initially launched blind, with the launch aircraft updating the target location as it flies. Once the missile comes within about 5nm or so, the radar on the missile activates and it goes into the terminal pursuit phase, where it is using its own radar to track and engage the target. The Meteor is, quite frankly, the best BVRAAM available and one of the best outside of hypotheticals in the database. It's got a phenomenal range (75 nautical miles) and, because its ramjet powered, its performance loss at long ranges is less than a rocket powered missile. It has dunked on everything we've come into contact with almost without fail. The other missiles, the AIM-120B and the Derby, are a bit more lacklustre than the Meteor but are still pretty solid. They both have a range of 40nm and are rocket powered.

The other primary type of BVRAAM is the semi-active radar homing missile. We saw those in use by the Angolans in the form of the AA-10 Alamo. While on paper they have an impressive range of 70nm, they have no active radar. Instead, a receiver in the nose of the missile receives radar returns from the launch aircraft. If for some reason the launch aircraft is no longer able to provide these radar returns, for example it loses radar contact on the target aircraft while evading a missile or it is destroyed, the missile has no capability to track a target itself. The missile thus goes dumb and will maintain a ballistic trajectory or self destruct instead of manoeuvring to engage the target aircraft. This is why, during the last mission, we saw the Angolan Su-30's missiles disappear from the map after we destroyed them, they were no longer able to provide the radar returns the missile needs to track a target and so they self destructed.

WVRAAM (within visual range air to air missile

Currently in the fleet we have four primary types of WVRAAM in the fleet, the Diehl AIM-2000 IRIS-T, the Raytheon AIM-9 (in multiple variants), the Rafael Python 5 and the Vympel AA-8 Aphid, but outside of a few exceptions, nigh on every single WVRAAM functions the same way. The seeker in the missile is linked to the cockpit (sometimes as simply as a light in the cockpit or an audible signal in the pilot's helmet) and begins monitoring in infrared. Once the missile has picked up a significant infrared signal, such as an aircraft moving at high speed, it alerts the pilot that it has started to track an infrared source. The pilot confirms the lock is on a hostile aircraft, then launches the missile. The missile will try to maintain a lock on the target aircraft until it hits the target. Very early missiles of this type were infamous for their tendency to either lose lock easily or to mistake the sun for a hostile aircraft, however modern WVRAAMs don't have this problem. Adding to this, the most modern WVRAAMs such as the IRIS-T, Python 5, the AA-11 Archer and the AIM-9X Sidewinder have exceptional agility, HMCS (helmet mounted cueing sight) compatibility and HOBS (high off boresight) capability, meaning they can successfully engage aircraft chasing behind them. For this reason, WVR combat has become something every fighter pilot tries to avoid, as entering a dogfight is likely to leave everybody dead.

Bombs

Within our fleet are multiple types of bombs that can be divided into two broad categories, guided and unguided bombs. Unguided bombs have the advantage of being lower cost and aircraft are generally capable of carrying more unguided than guided bombs, but generally require low level flight for precision. As air defence technology has improved, this has made unguided bomb runs extremely dangerous for aircraft performing them unless significant effort has been made to disable or destroy nearby air defences. Thread bête noires such as cluster bombs and napalm cannisters pretty much fall universally into this category.

Guided bombs fall into two broad categories in the fleet, short range and glide bombs. Most of our short range bombs are Paveway and AASM laser-guided bomb kits, meaning that the release aircraft must maintain a laser dot on the target, as the seeker on the bomb itself will try to follow the laser wherever it may go and steer the bomb towards it. This means that laser guided bombs are capable of following moving targets, so long as the release aircraft keeps tracking it with its laser. However, environmental factors such as cloud cover, dust, fog or smoke will disperse the laser, giving the Paveway or AASM nothing to follow. We also have the JDAM (joint direct attack munition), which is a GPS/INS (global positioning system/inertial navigation system) guided bomb kit. The release aircraft provides GPS co-ordinates on where the target is as well as information about the release aircraft's speed, altitude and attitude before releasing the JDAM. Using both the GPS and INS systems, the bomb is able to steer itself to the target. The JDAM is unaffected by environmental factors such as cloud cover, dust, fog or smoke, but as it does not have the capability to go after moving targets.

We have two types of glide bomb in the fleet, the Boeing GBU-39 SDB (Small Diameter Bomb) and the Rafael SPICE. The SDB works identically to the JDAM except it now has a range of 60nm, provided by a pair of pop-out wings on the bomb kit. These have the same benefits and drawbacks of the JDAM, being able to engage targets in all environmental conditions but cannot track moving targets. The Rafael SPICE is a 35nm range GPS/EO bomb. The bomb is fed initial release information from the release aircraft, then it is released, whereupon it follows a pre-programmed route to the location of the target. Depending on environmental factors and the type of target it has been assigned, it is capable of either continuing on using pre-programmed GPS co-ordinates to a stationary target, or using its infrared seeker to track and destroy a moving target.

Submunition dispensers

These have been barely used by us in operations, with their only use being to partially disable the runway at Lhasa. There are three types in our service, the DASA DWS.39 Mjolnir, the Hunting Engineering JP223 and the MBB MW-1. They all function identically, with the only difference being that the Mjolnir is released by an aircraft to glide over a target whereas the JP223 and MW-1 require the aircraft to fly over targets for dispensing. The dispenser, whether gliding or attached to an aircraft, flies over a target area and releases tens, hundreds or even thousands of submunitions. These cover a wide area, killing vehicles, runways or dismounted infantry. Given the extreme risks associated with JP223 operations in Iraq during Operation Desert Storm, and that air defences have only improved since then, the JP223 and MW-1 are effectively obsolete.

Anti-radiation missiles

We have two of these in our service, the MBDA ALARM and the Raytheon AGM-88 HARM. They both work very similarly. The missile itself is able to detect and home in on radar emissions, tracking them to the emitting radar and destroying it. This effectively blinds the SAM system, as without its search radar it cannot engage aircraft. Both missiles are capable of remembering the last location of a radar emission, meaning that even if the radar operators turn off their radar and stop emitting, the missile will continue on to hit the target. The ALARM also has a loiter capability, meaning that it can be launched into an area where radars are known to be operating and engage them as soon as they begin emitting, whereas the HARM has longer range.

Air-launched cruise missiles

We have two of these in our service, the MBDA Storm Shadow and the MBDA/Saab KEPD 350. Both of these missiles function identically. When released from the launch aircraft, they engage a jet engine and cruise at low level, following a pre-programmed route using inbuilt GPS and INS systems to keep on course. Once they reach the target area, they use an infrared imager to find their target and engage it. They are capable of engaging either stationary or mobile targets, and because they follow a pre-programmed route, they can fly around known air defence artillery locations. The only functional difference between the two is range, with the Storm Shadow having a range of 150nm and the KEPD 350 having a range of 180nm.

Anti-armour missiles

There are three primary types of these in our service, the Raytheon AGM-65 Maverick, the MBDA Brimstone and the KBP AT-16 Scallion (known in Russia as the Vikhr). The Maverick uses a camera, either electro-optical or infrared, to track its targets. The pilot has a screen in the cockpit of the aircraft displaying the imagery, and he or she is able to slew the camera around to observe the target area for armoured vehicles. Once the pilot has found a target, the missile is programmed to recognise that image as the target. Once launched, it will match the image to its surroundings and keep flying in the direction of the image it has recognised. It will keep doing so until it hits its target. The electro-optical camera is only suitable for daylight operations without cloud, dust, fog or smoke obscuration, whereas the infrared camera is capable of working at night and through obscuration.

The Brimstone is a radar guided missile. The WSO in the Tornado selects targets from the view provided by the radar on board the missile, then once the target has been selected, the pilot launches the missile. The missile keeps tracking the target until it is destroyed. Brimstones can also be salvoed at a convoy of vehicles, allowing each missile to find its own target and destroy it.

The AT-16 Scallion is similar to the Maverick in how the pilot uses an infrared camera to scan for targets, however once the target is selected, a laser beam is emitted by the launch aircraft. The Scallion rides the laser beam to its target.

Anti-ship missiles

We have two of these in our fleet, the MBDA Sea Eagle and the Saab RBS-15. In general, these function very similarly to air launched cruise missiles. They feature long range and are powered by a jet engine. Once near the target vessel, they activate their radar and search for targets. When it has found a target, it will fly as low as possible towards it, both to aid in defeating CIWS (close in weapon system) defences and to leave as large a hole as possible near the waterline.

Soviet and Russian anti-ship missiles, however, are slightly different. They tend to eschew the low approach in favour of flying incredibly fast as both a defence against CIWS and as an aid to pushing the warhead and remains of the missile deeper into the target vessel. For comparison, the RBS 15 flies at 600 knots. The AS-17 Krypton flies at 1610 knots to its target.

Unguided rockets

The pilot manually points their aircraft at a target and launches a salvo of rockets at the target. In our use, these have proven to be extremely inaccurate and put the launching aircraft at exceptional risk. At this point, we are phasing out the only aircraft that uses it as a regular munition. All you really need to know about these is that they are unspeakably terrible.

Edit: Beaten like a government mule.

Quinntan fucked around with this message at 01:57 on May 24, 2017

Yooper
Apr 30, 2012




Voting time!

Below are the options. Pick 3 of what you'd like and rank it. Some great breakdowns on weapon types and planes on the previous few pages. So if you're unsure about planes (or botes), check that out.

For example :

1. K&P CAS
2. Ivanov Support
3. BFLM Fighter





We have a two days discussion period prior to voting. Don't vote yet. You can haggle, harangue, fight, and riot. But don't vote. I'm not going to count it until then.

The previous Procurement Round was free form and lost focus after a few days. This time I've reined it in tighter. We have options. Lots of options. You need to pick one supplier and one option. So K&P Support, or Ivanov CAS.

Yes, I know people like Baloogans Wiki better, but it's kind of slow with a hundred goons all pinging it for obscure loadouts. So when I couldn't get to it I'm using CMANO DB.









The K&P Fighter Option converts all of our current Gripens into Gripen NG's.

LostCosmonaut
Feb 15, 2014

1. Ivanov Attack
2. Ivanov Fighter
3. K&P Attack

perfluorosapien
Aug 15, 2015

Oven Wrangler

1. Ivanov Support
2. K&P Attack
3. BFLM Fighter

power crystals
Jun 6, 2007

Who wants a belly rub??

1: BFLM Attack
2: Ivanov Support
3: Ivanov Attack

Quinntan
Sep 11, 2013
1) Ivanov Attack
2) K&P Attack
3) BLFM Attack

omegasgundam
Mar 30, 2010
1. K&P Attack
2. BFLM Attack
3. Ivanov attack

Nick Esasky
Nov 10, 2009
1.Ivanov CAS
2.Ivanov Fighter
3.K&P Support

So Much Russian. 54 Kryptons a sortie! Say goodbye to radars today! Then bomb everything to heck with a dozen type of Rooskie Missiles! Each Fencer can carry up to 3 or 4 of each of their PGMs while the max on the Tornados is typically 2! Brimstones suck against anything not a tank!

Bacarruda
Mar 30, 2011

Mutiny!?! More like "reinterpreted orders"
1. K&P CAS
2. Ivanov CAS
3. BFLM CAS

Four of the best F-16s in existence. Six Tornadoes. An Atlantique 2 maritime patrol aircraft. A fuckton of glide bombs, cruise missiles, anti-shipping missiles, ARMS, 120 Brimstones, and AMRAAMs. With a bomb-dropping, missile-chucking maritime patrol aircraft to boot. 25+ goon crew slots.

Bacarruda fucked around with this message at 03:05 on May 24, 2017

Jimmy4400nav
Apr 1, 2011

Ambassador to Moonlandia
1. Ivanov Support
2. Ivanov Attack
3. BFLM Support Focus

Hexenritter
May 20, 2001



1. Ivanov Support
2. K&P Attack
3. BFLM Fighter

sniper4625
Sep 26, 2009

Loyal to the hEnd
1. Ivanov Support
2. KP CAS
3. BFLM Fighter

sparkmaster
Apr 1, 2010
1. K&P Fighter
2. Ivanov Attack
3. BFLM Attack

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
1. BFLM Attack
2. Ivanov Fighter
3. K&P Fighter

McGibby
Jan 27, 2009

aaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaaa
aaaaaAAAAAAAAAAAA
AAAAAAAAAAAAAAAAA
1. Ivanov Attack
2. K&P Attack
3. BFLM Attack

McGibby fucked around with this message at 21:46 on May 24, 2017

sebmojo
Oct 23, 2010


Legit Cyberpunk









Yooper, could you link those weapon explanations in your OP? They're fantastic, and it would be great to have an easy way to consult that info.

orcbuster
May 17, 2017

BFLM Support
K&P Attack
K&P Fighters

orcbuster fucked around with this message at 05:02 on May 24, 2017

Grizzwold
Jan 27, 2012

Posters off the pork bow!
1. Ivanov Attack
2. Ivanov Fighter
3. K&P Attack

Paingod556
Nov 8, 2011

Not a problem, sir

1) Ivanov Attack
2) K&P Attack
3) BLFM Attack


All the mudmovers

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Dreamsicle
Oct 16, 2013

1. Ivanov Attack
2. K&P Attack
3. Ivanov Fighters

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