Whats your experience with WRA 75%?

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SchDerGrosse
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Whats your experience with WRA 75%?

Post by SchDerGrosse »

After the latest patch, missiles are autofired not from NEZ but from 75 % max range.

I have only done a few tests, but the preliminary results are that that while NEZ was overkill, 75% WRA is waay to far for an engagement range under the new missile dynamics and ordenance peter out all the time.

Will do more testing.

What your experience regarding the subject?
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TempestII
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Re: Whats your experience with WRA 75%?

Post by TempestII »

With modern missiles like the Meteor and AIM-260, it does seem like one can get away with a WRA of about 60% Range against high altitude targets. But generally, anything over 50% will be waste of missiles if the target is to destroy the enemy's airpower. And at low attitudes in the thicker air, even modern missiles struggle to reach destroy low energy targets at anything more than NEZ.
Of course, longer range shots can be more useful at keeping hostilities away from strike packages and other objectives in the right situations.

A video was made recently showing how the JATM and Meteor do against each other at various ranges.

https://youtu.be/DtVF5j1zxDg

In future scenarios, I'm likely to be inclined to create the enemy AI using 2+ different CAP WRA if there's enough resources - one mission at circa 60% and the other at NEZ.
thewood1
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Re: Whats your experience with WRA 75%?

Post by thewood1 »

You should be able to create two missions with different WRA that uses the same flying units. Use the ops planner with a simple lua code that uses true/false if the contact type is of a certain type. It can satisfy one mission and trigger another. I would have to play around with it to perfect it.
Kushan04
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Re: Whats your experience with WRA 75%?

Post by Kushan04 »

SchDerGrosse wrote: Mon Aug 14, 2023 6:00 pm After the latest patch, missiles are autofired not from NEZ but from 75 % max range.

I have only done a few tests, but the preliminary results are that that while NEZ was overkill, 75% WRA is waay to far for an engagement range under the new missile dynamics and ordenance peter out all the time.

Will do more testing.

What your experience regarding the subject?
The community asked for it.

Personally I hate it. If the community wouldn't go crazy about it (again), I'd change it back to NEZ it a heart beat. As it is I'm considering changing them to 50% for a future update.
thewood1
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Re: Whats your experience with WRA 75%?

Post by thewood1 »

I would not say the "community". It was part of the community. I keep all AI at NEZ. its more dynamic as a default. any set % is too rigid.
BDukes
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Re: Whats your experience with WRA 75%?

Post by BDukes »

I use 25% against the good stuff, 50% against older higher performing, and 75% with most bombers. I've been pretty happy with that!

Mike
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thewood1
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Re: Whats your experience with WRA 75%?

Post by thewood1 »

But what do you set the AI's WRA at? I think a human player can adjust missions on the fly based on the contact and intel. But the AI is generally stuck with what its set for. Unless you go through some dynamic missions steps.
BDukes
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Re: Whats your experience with WRA 75%?

Post by BDukes »

thewood1 wrote: Tue Aug 15, 2023 7:30 pm But what do you set the AI's WRA at? I think a human player can adjust missions on the fly based on the contact and intel. But the AI is generally stuck with what its set for. Unless you go through some dynamic missions steps.
That's what I set the AI too before I play.

Player side I start with that and tinker a lot.

M
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maverick3320
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Re: Whats your experience with WRA 75%?

Post by maverick3320 »

I think an option to have AI WRA as "random" would be an excellent addition.
thewood1
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Re: Whats your experience with WRA 75%?

Post by thewood1 »

Not sure why random would even be considered. Even the AI is built with a plan on how to engage expected enemy. If its not, its not a well-designed scenario. The editor allows all kinds of random things to happen that don't completely bork the AI plan. Random WRA would do exactly that.

What I think is a better consideration is for both human and AI. That would be the WRA discipline be tied to proficiency. Less experienced and under-trained aircrew might be more tempted to fire off long-range and low PH shots over better aircrew. But it should apply universally.
BDukes
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Re: Whats your experience with WRA 75%?

Post by BDukes »

thewood1 wrote: Wed Aug 16, 2023 12:48 pm Not sure why random would even be considered. Even the AI is built with a plan on how to engage expected enemy. If its not, its not a well-designed scenario. The editor allows all kinds of random things to happen that don't completely bork the AI plan. Random WRA would do exactly that.

What I think is a better consideration is for both human and AI. That would be the WRA discipline be tied to proficiency. Less experienced and under-trained aircrew might be more tempted to fire off long-range and low PH shots over better aircrew. But it should apply universally.
I took it as random within the scope of what makes sense (so not 10-120 but 10-15 etc).

Masurca wrote some code some time ago that tied some logical assumptions into the setting-specific WRA. I did try it, and it worked great IMHO. You could use this as a framework to build out your own rules etc.
--[[
BETTER_BVR
by @musurca - 2/5/2023

This script automatically sets the WRA of each side's BVR weapons
based on the following rules:
* If outranged by the enemy's best AA missile, then fire at the weapon's
maximum range;
* Otherwise, fire at a Decision Range (DR), which is estimated
at 2/3 of the maximum range of the enemy's best AA missile. (We could
likely get a more precise value if we had access to fields of the
unit DB not currently reachable from Lua, but 2/3 max range seems
to produce reasonable values in many scenarios.)
* In the unlikely event that the DR is less than 1/3 of our weapon range,
then just use the No-Escape-Zone (NEZ) of our weapon.

Unit BVR engagement doctrine is also set to crank-and-drag by default,
giving the pilot the option to drag if necessary to survive.

The WRA of all WVR weapons (determined by the value of RANGE_WVR below) is
set to NEZ.
--]]

-- set this to true to print each side's most dangerous BVR weapon & range
local DEBUG_MODE = false

-- maximum range of a missile such that it's considered WVR
local RANGE_WVR = 12

-- percentage of enemy maximum range used for Decision Range
local DECISION_RANGE_PERCENT = 0.66667

-- percentage of our weapon range to compare to DR that yields NEZ
local NEZ_RANGE_PERCENT = 0.33333

-- BVR engagement logic
local BVR_LOGIC = 2 -- crank-and-drag

--target types affected by the script
local BVR_TARGET_TYPES = {
'Aircraft_5th_Generation',
'Aircraft_4th_Generation',
'Aircraft_3rd_Generation',
'Aircraft_Less_Capable'
}

local sides = VP_GetSides()
local max_range_weapon = {}
local threat_range_max = {}
local wras_adjusted = 0

function get_weapon_range_max_aa(wpn_dbid)
local db_data = ScenEdit_QueryDB('weapon', wpn_dbid)
local ranges = db_data.ranges.air
return ranges.max
end

function get_all_side_aircraft(side)
local units = {}
for _, unit_stub in ipairs(side.units) do
local u = ScenEdit_GetUnit({guid=unit_stub.guid})
if u.type == "Aircraft" then
table.insert(units, u)
elseif u.type == "Facility" or u.type == "Ship" then
if u.embarkedUnits then
if u.embarkedUnits.Aircraft then
local ac_tbl = u.embarkedUnits.Aircraft
for i, v in ipairs(ac_tbl) do
local ac = ScenEdit_GetUnit({guid=v})
table.insert(units, ac)
end
end
end
end
end

return units
end

-- STEP 1 -- calculate the maximum range of each side's AA missile arsenal
for _, side in ipairs(sides) do
local max_range = 0
local dangerous_weapon = ""

local units = get_all_side_aircraft(side)
for _, unit in ipairs(units) do
local loadout = ScenEdit_GetLoadout({
unitname=unit.guid,
LoadoutID=0
})
for _, weapon in ipairs(loadout.weapons) do
-- loop through all missiles
if weapon.wpn_type == 2001 then
--retrieve the missile's maximum AA range from the DB
local weap_range_max = get_weapon_range_max_aa(weapon.wpn_dbid)
-- compare to current maximum and replace it if it exceeds
if weap_range_max > max_range then
dangerous_weapon = weapon.wpn_name
max_range = weap_range_max
end
end
end
end

max_range_weapon[side.name] = {
range=max_range,
name=dangerous_weapon
}
end

-- STEP 2 -- calculate the "most dangerous range" for each side, based on their
-- enemy's maximum missile range
for _, side in ipairs(sides) do
local max_range = 0
for _, otherside in ipairs(sides) do
if side.name ~= otherside.name then
local posture = ScenEdit_GetSidePosture(side.name, otherside.name)
if posture == 'H' or posture == 'U' then -- if hostile or unfriendly
if max_range_weapon[otherside.name].range > max_range then
max_range = max_range_weapon[otherside.name].range
end
end
end
end
threat_range_max[side.name] = max_range
end

-- STEP 3 - estimate a custom MAR for each air unit on each side
-- and set the WRA accordingly
for _, side in ipairs(sides) do
-- this is the maximum range of our enemy's best AA missile
local threat_range = threat_range_max[side.name]

local units = get_all_side_aircraft(side)

-- now estimate a custom decision range for each air unit in BVR combat
for _, unit in ipairs(units) do
-- set our BVR engagement doctrine
ScenEdit_SetDoctrine(
{guid=unit.guid},
{bvr_logic=BVR_LOGIC}
)

local loadout = ScenEdit_GetLoadout({
unitname=unit.guid,
LoadoutID=0
})

for _, weapon in ipairs(loadout.weapons) do
-- loop through all missiles
if weapon.wpn_type == 2001 then
local wpn_range_max = get_weapon_range_max_aa(weapon.wpn_dbid)
local wra = ScenEdit_GetDoctrineWRA({
unitname=unit.guid,
target_type='Aircraft_Unspecified',
weapon_id=weapon.wpn_dbid
})

if wra.WRA then
if wpn_range_max > RANGE_WVR then
-- this is a BVR weapon

-- Estimate a Decision Range
local decision_range = DECISION_RANGE_PERCENT * threat_range
local wpn_range_nez = NEZ_RANGE_PERCENT * wpn_range_max

if decision_range > wpn_range_max then
-- we're outranged by the enemy's best BVR weapon, so
-- it's safest to fire at our weapon's maximum range
wra.WRA.FIRING_RANGE = 'Max'
elseif decision_range < wpn_range_nez then
-- we significantly outrange the enemy, so use NEZ
wra.WRA.FIRING_RANGE = 'NEZ'
else
-- use the Decision Range
wra.WRA.FIRING_RANGE = tostring(decision_range)
end
else
-- it's a WVR weapon. if we're already in the merge,
-- use the weapon's no-escape-zone
wra.WRA.FIRING_RANGE = 'NEZ'
end

for _, targ in ipairs(BVR_TARGET_TYPES) do
ScenEdit_SetDoctrineWRA(
{
unitname=unit.guid,
target_type=targ,
weapon_id=weapon.wpn_dbid
},
{
wra.WRA.QTY_SALVO,
wra.WRA.SHOOTER_SALVO,
wra.WRA.FIRING_RANGE,
wra.WRA.SELF_DEFENCE
}
)
end

wras_adjusted = wras_adjusted + 1
end
end
end
end
end

print("Done! "..tostring(wras_adjusted).." WRAs adjusted.")

if DEBUG_MODE then
print("")
for _, side in ipairs(sides) do
local weap = max_range_weapon[side.name]
if weap.range > 0 then
print(side.name.." - "..weap.name.." ("..weap.range.."nm)")
end
end
end
Don't call it a comeback...
thewood1
Posts: 8574
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Location: Boston

Re: Whats your experience with WRA 75%?

Post by thewood1 »

I have tried, semi-successfully, to use a little lua and a lot of mission and ROE templates. Its a lot less lua code. But working with templates, missions, and flight plans has its own stress.

Again, if you do random, it should be universal.
musurca
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Contact:

Re: Whats your experience with WRA 75%?

Post by musurca »

BDukes wrote: Wed Aug 16, 2023 1:30 pm Masurca wrote some code some time ago that tied some logical assumptions into the setting-specific WRA. I did try it, and it worked great IMHO. You could use this as a framework to build out your own rules etc.
Hi Mike -- glad this is working well for you! Note that the version you posted is a little out of date-- there's a slightly more current version of that script which should give you much better results here: https://www.matrixgames.com/forums/view ... 3&t=392591

The script works best with ARH missiles right now; I still need to update it for the SARH case, which would just involve zeroing the MISSILE_ACTIVE_DIST parameter.
maverick3320
Posts: 241
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Re: Whats your experience with WRA 75%?

Post by maverick3320 »

thewood1 wrote: Wed Aug 16, 2023 12:48 pm Not sure why random would even be considered. Even the AI is built with a plan on how to engage expected enemy. If its not, its not a well-designed scenario. The editor allows all kinds of random things to happen that don't completely bork the AI plan. Random WRA would do exactly that.

What I think is a better consideration is for both human and AI. That would be the WRA discipline be tied to proficiency. Less experienced and under-trained aircrew might be more tempted to fire off long-range and low PH shots over better aircrew. But it should apply universally.
Surely someone with 8000+ posts on an operational level wargame forum would understand that no plan survives first contact with the enemy.

If the human player knows the AI WRA, tactics can easily be adjusted. For example, I'm playing Med Fury 3 right now. My F-16CG blk 40s simply fire their AMRAAMs early (prior to NEZ) knowing that the enemy Mig-23 MLKs and Mig-29s will hold fire, every time, until the AI WRA criteria is met (NEZ). My F-16s fire early, which causes the enemy Migs to evade (every time), therefore giving my human-controlled pilots the advantage as the Migs usually lose radar lock due to the evasion. Are you saying that Gunner98 designed a poor scenario here?
thewood1
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Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: Whats your experience with WRA 75%?

Post by thewood1 »

My point isn't to keep the player guessing. A much more realistic approach for any player is that they should know approximately when the enemy is going to fire. In real life accounts I have read through, fighter pilots know generally the capabilities and tactics that an enemy aircraft are going to use. Do they know the exact WRA?...no. But they know a Mig-23 with AA-8s are most likely going to fire around 3-4 miles for a balanced kill shot. What they don't know is the engagement strategy the enemy is using. The initial engagements should tell the player.

What is a lot better is to have the AI use multiple missions. Swap missions out based on the defensive/offensive strategy of the AI side. WRA should never be just random, but tied to a decision the AI/designer has in mind. WRA at NEZ for biggest attritional threat to kill enemy aircraft. Max WRA to force an enemy aircraft into the defensive to get to a mission kill. It can be based on core mission being barrier defense, area defense, escort, etc. The AI has to use WRA in conjunction with a lot of other stuff other just how far away an enemy aircraft is. Expected enemy capabilities, EMCOM, Winchester settings, support from other units, fuel settings, etc.

Having random WRA is playing this as simplified flight sim. There should be a lot more involved than just wondering what the WRA is for the enemy.

btw, not very cool trying to bait me into saying someone builds bad scenarios. Not sure why you would try to pit people against each other ins simple discussion.
DWReese
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Re: Whats your experience with WRA 75%?

Post by DWReese »

IMO, and from my experience, 75% misses too much, and wastes missiles.

50% is obviously better, but still not that great.

I suppose that it also depends on the specific a/c involved, weapons used, and situation.
BDukes
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Re: Whats your experience with WRA 75%?

Post by BDukes »

thewood1 wrote: Thu Aug 17, 2023 2:01 pm My point isn't to keep the player guessing. A much more realistic approach for any player is that they should know approximately when the enemy is going to fire. In real life accounts I have read through, fighter pilots know generally the capabilities and tactics that an enemy aircraft are going to use. Do they know the exact WRA?...no. But they know a Mig-23 with AA-8s are most likely going to fire around 3-4 miles for a balanced kill shot. What they don't know is the engagement strategy the enemy is using. The initial engagements should tell the player.

What is a lot better is to have the AI use multiple missions. Swap missions out based on the defensive/offensive strategy of the AI side. WRA should never be just random, but tied to a decision the AI/designer has in mind. WRA at NEZ for biggest attritional threat to kill enemy aircraft. Max WRA to force an enemy aircraft into the defensive to get to a mission kill. It can be based on core mission being barrier defense, area defense, escort, etc. The AI has to use WRA in conjunction with a lot of other stuff other just how far away an enemy aircraft is. Expected enemy capabilities, EMCOM, Winchester settings, support from other units, fuel settings, etc.

Having random WRA is playing this as simplified flight sim. There should be a lot more involved than just wondering what the WRA is for the enemy.

btw, not very cool trying to bait me into saying someone builds bad scenarios. Not sure why you would try to pit people against each other ins simple discussion.
Yeah I agree. Different missions and strategies. I implemented that with some Lua code in the Ukraine/Russia scenario. There is much more to do, and it's all trial and error. The civ community isn't as engaged as it once was, so not sure it's worth pursuing too much. Maybe after things kind of settled with 64 bit.

Cides isn't everybody playing Baldur's Gate now :D

Mike
Don't call it a comeback...
BDukes
Posts: 2450
Joined: Wed Dec 27, 2017 12:59 pm

Re: Whats your experience with WRA 75%?

Post by BDukes »

DWReese wrote: Thu Aug 17, 2023 2:29 pm IMO, and from my experience, 75% misses too much, and wastes missiles.

50% is obviously better, but still not that great.

I suppose that it also depends on the specific a/c involved, weapons used, and situation.
Yeah, one of the key things is looking at the missile propulsion types. Persistent vs. Burnoutski.

M
Don't call it a comeback...
thewood1
Posts: 8574
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: Whats your experience with WRA 75%?

Post by thewood1 »

One thing I played with a few months ago was setting WRA based on proficiency. A highly inexperienced pilot might be more inclined to fire at MAX. It became too much of a burden in the scenario I was building. I thinks its better to have proficiency a little more random and tie it to WRA.
BDukes
Posts: 2450
Joined: Wed Dec 27, 2017 12:59 pm

Re: Whats your experience with WRA 75%?

Post by BDukes »

thewood1 wrote: Thu Aug 17, 2023 3:20 pm One thing I played with a few months ago was setting WRA based on proficiency. A highly inexperienced pilot might be more inclined to fire at MAX. It became too much of a burden in the scenario I was building. I thinks its better to have proficiency a little more random and tie it to WRA.
Yeah this is a good idea. Proficiency should probably be thought of at the system level anyway.

Rationale on this one- Possible to have the C squad perform like the B squad if variables are limited and their GCI is good. Early cold war interceptors come to mind. Bet there was a book-firing value you had to follow whether you were a doofus or not.

Mike
Don't call it a comeback...
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