![]() ![]() Considering it can cross 100km in 9.2 minutes, it is almost certain to succeed. ![]() So if this ELINT ship attacks an enemy garrison with no radar or IR at high noon, it has to cover 100km of ground before the enemy sounds the alarm. I ran some tests and discovered that some settlements took upwards of 35 minutes to report me while I buzzed around overhead, while others did it in 19 minutes or less. So here is the trick: Reporting Time Is Not Uniform. So that’s why if you flew say 500km of a strike group town with your Sevastopol, they didn’t immediately spot you! ![]() Remember however, that the modules in game have a hard cap of 750km Radar and 300km IRST.Īlso note that when you land, radar range is cut severely. That’s a hard number, no ifs ands or buts. The IR signature is the range at which you will show up on enemy IRST. 100km is the sight range at noon, and 75km is the sight range at midnight. The visual detection system is fairly simple. Visually, through Radar, and through Infrared. My take on a sneaky early warning and scout ship. This is the ship we will use to work some numbers. The key random element in this number is the detection time of the enemy being attacked. (Note, I didn’t say ‘towns’ or ‘garrisons’) In summary, the chance for sudden strike means your battlegroup will succeed against Chance% of the enemy groups you may encounter. ![]()
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |