Sea Power

Sea Power

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How to micro effectively in SP (tested)
By Stix_09
Using individual units weapons effectively in game requires some basic understanding of

1) The weapons themselves. Capability of the weapon system and platform that uses that weapon.

2) How Sea Power's control unit and formation system works

3) Limitations of current automatic control mechanics in SP (which are still very much WIP).

Get this wrong and the efficient use of weapons is frustrating and very inconsistent.
This guide only covers basics of weapons and sensors and systems , for detail you will need to do some reading on various systems and the weapons platform and how radar and sonar and ECM work (not covered deeply here)

But this simple guide makes its relatively easy(ier) to put the a weapons on individual targets effectively and quickly.

Much of this also applies to vessels and ground units. But planes generally need more micro so that is the main focus.
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Basics
To order individual planes , in the formation, u have to

1)Pause issue attack order ,
2)Unpause,
3)repause,
4)swap plane
5)repeat.

This is what I do however

Pause the game (Important)
1)Select formation leader and not a wingman ** , (Middle mouse button is default hotkey for leader)
2)Select weapon of choice if there is more than one.
3)Then the target (with a salvo key modifier * if required)
3)select next plane in formation using hot key and repeat

In my opinion is also best to a pick a weapon first to do this or game will use the primary weapon to attack with. If there is multiple weapon types this may not be the one you may desire. Also note not all weapons work like this some weapons can't be used individually like dumb bombs , which can't be salvo fired as the weapon mounts are designed for them to be released all at once. You also need to know the weapon platform capabilities as well as the weapons themselves. See section Notes on weapons

* See key modifiers section below
** See IMPORTANT in next section. Read carefully regarding the formation leader vs wingmen weapons release system in SP. At present as this is a bit confusing and not explained well. This is what I have worked out with testing, it may change in game updates.

Formation leader hot key is the middle mouse button by default
There is also mouse button hotkeys for next /previous wingman defaults
You can also assign up to 20 custom hotkeys to units in the game. Make use of these.
Key modifiers(*)
SHIFT key is used to queue orders
CONTROL key is 2 salvo on a weapon
ALT key is a 4 salvo on a weapon
CONTROL + ALT 8 weapon salvo if you have that many weapons available.
Formation and unit controls
Formation move and altitude orders on leader impacts whole formation (wingmen orders though do not impact the formation only that unit). See NOTE below.

IMPORTANT:
With the game paused if the formation leader is selected, and you issue an attack order , all units in the formation will attack this same target unit with what ever salvo is selected. This will mean every plane in the formation will fire on same target as leader. So salvo of 2 would mean the whole formation will salvo attack only that one target (typically not desired for attacking plane formations)
So with game paused do not issue formation leader attack orders last (after wingmen attack orders) If you do any any previous wingmen attack orders will be overridden with a formation attack on the same target as the leader when you unpause the game.
If you have issued an attack order to the leader make sure you give each wingman in the formation an attack order after that (As any you do not will follow same attack order as you gave the leader on unpause).

Alternatively use the leaders weapons after all the wingmen have used up that type of weapon.

The SHIFT key modifier can be used to queue an attack orders for a unit (when swapping out wingmen). As long as the weapon and platform support that.
For doing salvo's see Key modifiers(*) section.

PK (Probability of Kill)
Counter measures is what causes most misses in SP (if they are not shot down)
With missiles against planes with chaff I would recommend a salvo of 2 be used. If they have also defensive jamming, a salvo of 3-4 is typically needed for those missiles that can be jammered.

You can also assign hot keys to units (there are 20 available you can use for this, see options in game). You can also issue non attack orders and non move orders to the whole formation using the right click formation orders menu (ie sensors and formation readiness status orders).

NOTE:
Giving wingmen move orders breaks formation group movement control and you will have to tell the unit to get back into formation if u do this or it will ignore further formation leaders move/altitude orders. If units are not following leader move orders , u also may have to reset the formation pattern and spacing 1st.

Notes on weapons
Semi active guidance weapons
A semiactive homing system is one that selects and chases a target by following
the energy from an external source, such as a tracking radar, reflecting from the target
A Fire Control Radar (FCR) that illuminates the target for the sensor in the weapon, and you can also get lazer systems that do this too for lazer passive sensor in weapon

eg
The AIM-7M can track 1 target at same time but 2 channels (missiles) (the F14 FCR can do 6 target at once). Weapons using their own guidance they are fire and forget, so not limited by the platform shooting them except availability and reload rates.
Some weapons like the AIM-54a can be re-targeted by re-selecting the missile after launch and changing target (but once it goes active u can no longer do this)
This can also be done with wire guided torped (like a Mark 48)

Passive guidance
A passive homing system, one that is designed to detect
the target by means of natural emanations or radiation such as heat waves, light
waves, and sound waves.

eg
IR/Heat seekers like the AIM-9 used as an example here

Two basic types:
All aspect (AIM-9L) which u can use from any target plane aspect
Rear aspect (AIM-9/A,B,D,E,J) which can only be used from rear aspect , Phantom F-4 for example has this type)
With rear aspect. For these make sure your are well within max range or missile may not reach the target as game does not currently do this and may launch too early.

Active guidance
In an active homing system, the target is illuminated and tracked by equipment on
board the missile itself

eg
The AIM-54A has two different guidance systems: Semi-active, initial target lock an tracking to the target and terminal active within about 10nm of the target.
In Sea Power during the semi active phase of the AIM-54A's flight, the F-14 has command link allowing re-targeting.

Torpedoes work in a similar way using passive sources from target or active sonar and they can also have a wire link to the submarine for command guidance


Weapon limits
To use weapons effectively in game you have to also know the limits of these systems. The weapon envelope itself and the guidance and tracking systems.
Envelope of use is the max, min ranges and heights, weapons flight profiles and speeds, FOV etc)
It also requires some understanding of sensors and systems and ECM and FCR limits used.

Dif weapons also have dif resistances to ECM in the game. High speeds and low/high altitude profiles also impact the ability to shoot things down and spot them on radar.

Get this wrong and weapons do not fire or will not hit the targets and you will get very frustrated and complain the weapons are *^%# and game is broken.

Excerpt from game files for an example for AIM-54A

############################################################ # Guidance Systems used by Seapower (all weapons in game) ############################################################ # Guidance Types: # 0 = None # 1 = IR Homing # 2 = Semi-Active Radar Homing # 3 = Active Radar Homing # 4 = Anti-Radiation Homing # 5 = Laser-Homing # 6 = TV-Homing # 7 = Active Sonar Homing # 8 = Passive Sonar Homing # 9 = Wake Homing TerminalApproachDist=11 LocalTerminalOnly=True MaxVelocity=2976 // Maximum speed in knots VelocityBleed=0.8 // Missile will eventually slowdown to MaxVelocity*VelocityBleed at the end of its lifetime AccelerationTime=43.8 // Time until start of the velocity bleed, in seconds Acceleration=20.0 // Acceleration factor MaxTurnRate=30.0 // Maximum turnrate in degrees per second MinLaunchRange=2 // Minimum launch range in nautical miles MaxLaunchRange=73.0 // Maximum launch range in nautical miles MinAttackAltitude=200 // Minimum altitude of a target, in feet. Outside Min/Max altitude missile deviation is greatly increaced LaunchReliability=97 // The lower the value, the greater risk of misfire or accident (0...100) #Homing SeekerGain=46.0 // Seeker gain in dB SeekerFOV=60.0 // Seeker field-of-view in degrees SecondaryPassiveRadarGuidanceType=HomeOnJam //Used with Active or SemiActive radar seeker. Used to detect emitting targets and home on them prior getting active target lock. Supported values: Full for both radar and ECM emissions and HomeOnJam if can home on jammers only PassiveRadarGuidanceFrequencies=All // Frequences Anti-Radiation and HomeOnJam weapons can detect SeekerPassiveRange=11 // Seeker passive range in nautical miles. Relevant for IR Homing, Semi-Active Radar Homing, Anti-Radiation Homing, TV-Homing, Passive Sonar Homing and Passive Sonar Homing (1, 2, 4, 6, 8 and 9) SeekerActiveRange=11.0 // Seeker active range in nautical miles. Relevant for Semi-Active Radar Homing, Active Radar Homing, Laser-Homing and Active Sonar Homing (2, 3, 5 and 7) Frequency=X-Band // Active radar seeker frequency, used to determine the jamming efficiency, jammer should support the same band PeakPower=8.0 // Active radar seeker output peak power in kW TargetMemory=True // Always locks on preselected target unless spoofed or jammed #ECCM CounterMeasuresRejection=75 // The lower the value, the greater risk of spoofing by countermeasures (0...100) NoiseRejection=70 // The lower the value, the greater risk of spoofing by jamming (0...100)

Multi Targeting missile examples
AIM-54A

Image showing 6 channels on the AIM-54a
(DEBUG F10 menu Sensors)
It's the F-14's radar ability allowing so many weapon channels and targets here

Formation of three planes with 2 missiles each sent to three different targets
But I could have selected more targets or shot 4 at each with just a few key presses (the F-14 can target lock and fire at up to 6 dif targets at once). What u can do in this regard depends on the weapon used and fire control systems of the planes/vessels. Note these AIM-7M's do not have a high flight profile like the AIM-54A's below do.

Here (below) the AIM-54A's going high for their initial track to target
Note the missile profile here where they climb to 40000ft in the initial flight phase.
Why its important to know in SP.
If you want to use weapons effectively in game this stuff can impact how hard or easy they are to counter , radar visibility etc or if they will even get there.

I've included some relevant game code notes showing games different flight profiles types.


#flight phase 1: loft----------------------------------------------------------------------------------------------------------------- #1st stage of missile flight - high altitude MaxLoftAngle=50.0 // Climb angle for initial loft MaxLoftAlt=40000 // Maximum altitude for lofting, apart of number in feet can be: Maintain - maintain altitude that missile had at lofting phase start, Target - go to altitude target had at the moment of the launch, Launcher - go to altitude launch platform had at the moment of the launch, #flight phase 2: sea skimming--------------------------------------------------------------------------------------------------------- #2nd stage of missile flight - low altitude #flight phase 3: final flight phase (e.g. terminal popup)------------------------------------------------------------------------------ #Pop-Up. Missile climbs to higher altitude before activating the seeker. Or in some cases going even lower #flight phase 4: terminal approach------------------------------------------------------------------------------------------------------ #Last stage - missile activates seeker and locks on target
3 Comments
Stix_09  [author] 6 Mar @ 8:24pm 
Thanks for these comments.

I typically don't recommend you don't use weapons free with planes. Its better to micro planes more than you would with vessels as auto behaviours like this are more problematic with planes.

Vessels can also get stuck trying to get into formation, due to bugs with collision avoidance. It's most often an issue with close spaced formation and you have to manually navigate these past other vessels
Capt Cole 17 Feb @ 2:17am 
Aircraft with an attack order will not follow player navigation commands, to regain control use the hold fire command.

Air to air missiles can shoot down anti-ship missiles if the player orders them to.
General Jack Ripper 27 Jan @ 3:32pm 
You actually answered one important issue I was wrestling with. Thank you.