

Thanks John! One reason I haven't gone back to SH5 yet is because I knew I'd need to spend some time figuring out which mod(s) or mod package to apply to the base game to get a decent platform to play on. I feel it is here where the CMANO is most behind the curve, in the missile simulation. The same discussion could be brought up with the SAMs. Its final range should be strongly dependent on the target's maneuvering, and of the quality of in-flight guidance provided by the launch platform. Also any off-boresight launch drains the rocket's delta-v for maneuvering.Īfter the rocket burns out, the missile should go inertial, bleeding off its speed as a function of maneuvering, and some other things, such as air density. The missile's forward speed when the rocket burns out is highly dependent on both the launch platform's and the target's altitudes, launch platform's forward speed, and so on. In real life, an AIM-120C-5 shoots off the rail (or is kicked off and then fired, depending on the launcher from which it is shot off), thereafter accelerating for., let us just say, around 15 seconds of burn time, building up some speed for up to, say again, 4 Machs of speed gain. Then it flies at that speed, until running out of energy, and self-destructing.

In CMANO, when you fire one, it accelerates to a fixed speed that only depends on its altitude band (1620.2500 kts). This would be clear to anyone who's ever had to study any missile in any depth, basically.ĬMANO uses range and speed as the describing parameters for these missiles, whereas more proper ones should be the burn time, thrust and drag (or at least, burn time and delta-v!).Īs we are flight simmers, let us take an AIM-120C-5 as an example. This can be correct for certain kinds of cruise missiles, but very inappropriate to the SAMs and AAMs for example. The entire concept is rather wrong way around in CMANO, where the missiles accelerate to fly at constant speed, and climb to "a cruise altitude" and so on. More of an issue to me is, IMO, the missile simulation. Other than that, I find the sub warfare to be okay in CMANO, although simplified in many aspects in comparison to actual sub sims. But then, I understand its approach is a bit different, particularly allowing for the real-time micromanaging. It is interesting that a strategy game that has potentially huge scale of operations, such as CMANO, actually doesn't really simulate the effects of C&C breakdown, lost comms and so on, except by some scripting by the scenery author. When appropriately pinned in a fight, they may fail to register your orders almost altogether. In some tactical level strategy games (such as the good old Close Combat series), it actually takes some time by the units to start executing your orders, then picking up their stuff and start moving.

In CMANO, the issue is that it is ambitiously wide in scalability: in one scenario, one micromanages a single sub, whereas in another one the player is driving a WWIII essentially.
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That is, how to model (or when to choose not to model) the command propagation. Truly a step up from the old Harpoon though.This is in my mind a very interesting point when discussing of various strategy games and even some simulators. My only real gripe is they handled Submarine Warfare pretty poorly with constant communications. Scottb613 wrote:Yep - great stuff - yeah - did the CMANO thing - any of the database entries with US Forces where there is a "SCO" in the description I put together for them - built hundreds of description/photo for the group and shared same. I also backed UBOOT on Kickstarter long ago so I'm looking forward to that one next year!

but it's a great experience to run a campaign with some degree of realism.Ī work colleague bought me SH4 from the supermarket bargain bin for 99p a couple of years ago. It just demands quite a lot of time to do it justice so may have to wait a bit longer. SH5, having been greatly enhanced by mods, is still on my 'to play' list for future. I enjoyed the 'happy times' but never got into the meat & bones of the war at sea. I used to keep a paper logbook for noting events and observations - helped greatly when plotting ship's routes and calculating speeds accurately over a long period of time, but each encounter could take some hours to play out, even with some degree of time compression. Time-consuming to play, I think I completed 9 patrols over a few months. What a big disappointment that was! Very buggy at first (how it was ever released in such a state I will never know), and quite buggy even after the paltry official patches. The release of SH5 resulted in me taking a few days off work to play it (the first and only time I ever did so do for a game).
