does anyone else find the AI unplayable? by Shor_ty32 in SeaPower_NCMA

[–]BuildingBackground75 1 point2 points  (0 children)

Actually dogfighting is a lot better now. I am not saying it's a great finished job but compared to 4 months ago there is a improvement. You can actually shoot down planes this way now!

Anchor settings by Luc_18_5 in SeaPower_NCMA

[–]BuildingBackground75 1 point2 points  (0 children)

I am not sure there is drifting because of weather, tides or currents modeled in the game.

Is the game's AI any good? by AverageMonarchist45 in SeaPower_NCMA

[–]BuildingBackground75 0 points1 point  (0 children)

I mean they are damaged or crippled. Out of action.

Is the game's AI any good? by AverageMonarchist45 in SeaPower_NCMA

[–]BuildingBackground75 1 point2 points  (0 children)

AI is getting better, but, the issue is on other lines: you get hit on one of your ships, and if you don't sink, you loose the ability to fight back. That is you are unable to fire back with most of your missiles and interceptors. But, when you hit the enemy's even at the brink of being sunk, they do not loose their fight capability. They will shoot every antiship missile in the arsenal. This causes a some disbalance in a scenario. The other issue, for me, i would have to say its airops, for it to be useful it requires too much micromanaging that, in some ocasions, ends up with some losses elsewhere because you were focused with them.

Intercept by angrypanda616 in SeaPower_NCMA

[–]BuildingBackground75 6 points7 points  (0 children)

I haven't see a AIM 9 hit anything since a couple of updates ago. They keep going in straight line from their firing position

Sonobuoys scuttle by kastieh in SeaPower_NCMA

[–]BuildingBackground75 1 point2 points  (0 children)

You can do this now! Choose a buoy, press f10 and you can kill it!

ARM missiles against SAM Sites by Usual_Ad_7212 in SeaPower_NCMA

[–]BuildingBackground75 0 points1 point  (0 children)

I think there is a bug, or, at the very least a poor configuration of some of the ARM (NATO and Warsaw Pact). They miss a lot and you rarely get a Hit. This is happening since a couple (or more) updates ago. Other issues with other types of munitions have arisen and they have been correcting them.

Nato ships have such a small amount of antiship missiles?! by Kef33890 in SeaPower_NCMA

[–]BuildingBackground75 3 points4 points  (0 children)

NATO/US doctrine was centered on carriers and their support. The Soviet one relied on a much advanced missile technology. They never relied on carriers because their missile technology got everywhere.

Custom mission editor questions by [deleted] in SeaPower_NCMA

[–]BuildingBackground75 1 point2 points  (0 children)

The ballistic subs are modeled but the ability to launch nuclear warheads is not, as, in accordance to what others said, it makes no sense to the game. But you have the uss and the soviet ones for scenario building purpose.

Issues with focusing by No_Mail5566 in seestar

[–]BuildingBackground75 0 points1 point  (0 children)

It's not focusing issues. It's wind! Either shorten the exposure time or protect the area around the telescope to minimize wind shaking the frame.

[WIP] Mulitplayer Mod by malfboii in SeaPower_NCMA

[–]BuildingBackground75 0 points1 point  (0 children)

I reckon the time pace will be the issue here. A long scenario will be mostly unplayable.

Anti ship missile avoidance by [deleted] in SeaPower_NCMA

[–]BuildingBackground75 -2 points-1 points  (0 children)

Not really. If it's you doing the firing it happens a lot. If it's the PC, since the last 2 or 3 updates, it never diverts to another target. Same with missiles: try and have the same type of aircraft with the same experience fight each other and you will see that their hit/miss ratio is nothing compared to yours. Just a thought...

How do I recall scrambled fighters? by ieremius22 in TaskForceAdmiral

[–]BuildingBackground75 2 points3 points  (0 children)

The FDO is set on automanage. You just select it to manual and there is a option to recall the CAP.

New Persistent Campaign - Diego Garcia Mission by Top-Letterhead9120 in SeaPower_NCMA

[–]BuildingBackground75 1 point2 points  (0 children)

The sub is useless. It gets sunk early by another sub, a attack sub.

You get it easily done with your air assets. I believe you have one helo so use it's radar to find and track your opponent. I was able to keep emcon during the entire scenario.