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-   -   Organising flights in a multisquad campaign. (http://forum.fulqrumpublishing.com/showthread.php?t=30979)

csThor 04-30-2012 06:31 AM

Quote:

Originally Posted by 5./JG27.Farber (Post 417184)
No, Kodiaks system covers what you tell it to. I think they were like the third example but more elipse and over lapping like you said... I dont intend to use 20 radar to cover the South East like real BoB, as you reds will have to switch channels constantly and with one shot every four minutes that would not be much good. Also there was Chain Home high and low for different altitudes. So its simpler and better to use high and low combined with say 4 radar operating... Covering an unrealistic area...

Otherwise one radar might only be high or low and only cover 40km wide and 120km long... So you would check in with that radar and be locked out for 4 mins! There would in all likelyness be nothing in that slim sector and therefore the radar would be useless.

So, in clonclusion its better, faster and simpler to let one radar cover a bigger area both high and low... You might argue its unrealistic but any gap in the field is still a gap and an entire air armada can be sailed through a 40km gap! So its more realistc to fudge it. Also Kodiak has included Air Obsever Corps, so any inland grid sqaures can be set to them. Think Ill go with something like picture 2. - but wider with AOC taking up the slck near the cone point.!

Actually - as dictated by logic - any kind of emitted wave with a finite range will form a cone with a circular edge just as in the second sketch (IIRC - the darn proxy at work blocks your picture host :( ). I don't know exactly whether CH stations covered a 180° cone but IIRC they did so you would get what was almost a half-hemisphere where it could detect aircraft (but of course with a minimum altitude due to earth curve ;) ).

As for gaps and detection or not: A player should register with a Sector and not an individual radar. Each sector (IIRC No. 11 Group had six or seven) had access to several radars and of course the Observer Corps. There's a nice overview available here: http://www.raf.mod.uk/history/fightercontrolsystem.cfm

FG28_Kodiak 04-30-2012 07:12 AM

You connect to a sector HQ, with several radars and Observer Corps in my script ;)

csThor 04-30-2012 07:34 AM

Oh, then I misunderstood. Gotta have another coffee. ;)

Osprey 04-30-2012 08:49 AM

Kodiak, this really is epic. This isn't just one RDF setup for one campaign, this really is the kind of immersion required for servers generally. It will be very interesting to see how this works, particularly post patch, and I think it is something that can also be extended on those experiences. In the longer term I can see this being part of a library which includes new sound recordings from pretty English WAAFs which can be installed to clients and accepted on servers to give realistic direction to flight leaders, if Steam allows it all. Still, i'm getting ahead of myself........

@Farber, I agree, we can't have the complexity of the real system. My only concern is the 'realism' of knocking them out, but still, you can't knock out observer corps personnel can you? ;)

5./JG27.Farber 04-30-2012 09:29 AM

Nope :)

The OC is everything from little school boys, police men and enlisted men sitting in trenches with binoculars... AAA guns, barrage balloons, etc etc... It would be very hard to knock that out.

Hmmm maybe the observer should only be able to see low aircraft, like upto 4000m's... It would also be interesting to know if there could be a chnace the AOC didnt spot anything?

Osprey 04-30-2012 03:53 PM

Well they would see them, reckon at least bomber or fighter, and perhaps count numbers, heading and height but it would get harder with height, it would be worth investigating the kind of work they did for the sake of accuracy. They used apparatus to help them and may have been hooked into the network of RDF or passed information about incoming raids in order to help gain more information.

With regards to knocking out radar, the RAF system had mobile units with a shorter range which could be moved to plug the gap. I believe this happened on August 12th and the screen was back up inside an hour as a result. On that day they though they were more successful and decided to test with Stuka's off North Foreland. 501 got stuck into them and slaughtered them.

5./JG27.Farber 04-30-2012 03:57 PM

It was kind of like a hand over from the radar. They reported to the sector plotters. I think it would be easier to see large formations at any height. However 4 109's at 5000m's - I think very hard.

5./JG27.Farber 05-01-2012 09:56 AM

ok, your script is working in FMB, for some reason we could not spawn in dedi server to test it there and we ran out of time last night. I dont know if it was because of server problem or just a problem with the game. We had added a red spawn point but could not spawn. :confused:


Before this we tried to use the script on our mission with our parameters but there was some errors. Can you see any mistakes here?

Code:

    private static string userdocpath = Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments);
    private static string CLODO_FILE_PATH = userdocpath + @"\1C SoftClub\il-2 sturmovik cliffs of dover\";
    private static string FILE_PATH = @"missions\campaign\campaign3.mis"; // adjust to your needs
    private static string MISSION_FILE = CLODO_FILE_PATH + FILE_PATH;

    List<LocalHeadquarters> Headquarters = new List<LocalHeadquarters>{
        {new LocalHeadquarters("Luton(Eastbourne)", "CallSign24", 50000.0, 178852.52, 197246.94,
 
            new ObserverStation( "Static1","A,4","B,4","C,4","D,4","E,4","A,3","B,3","C,3","D,3","E,3","A,2","B,2","C,2","D,2","E,2","A,1","B,1","C,1","D,1","E,1"))}, //Dover
   
                {new LocalHeadquarters("RadPoe (Rye)", "CallSign23", 50000.0, 206102.81, 212379.97,
 
            new ObserverStation( "Static37","F,6","G,6","H,6","I,6","F,5","G,5","H,5","I,5","J,5","F,4","G,4","H,4","I,4","J,4","K,4","F,3","G,3","H,3","I,3","J,3","K,3","L,3","F,2","G,2","H,2","I,2","J,2","K,2","L,2","F,1","G,1","H,1","I,1","J,1","K,1","L,1"))}, //Rye
           
                {new LocalHeadquarters("Dover (Ash)", "CallSign22", 50000.0, 246758.98, 235779.38,
 
            new ObserverStation( "Static38","I,7","J,7","K,8","L,8","M,11","N,11","O,11","J,6","K,7","L,7","M,10","N,10","O1,0","L,5","L,6","K,6","K,5","L,6","L,5","L,4","L,3","L,2","M,9","M,8","M,7","M,6","N,9","N,8","L,10","L,11","L,12","O,9","O,8"))}, //Dover
         
                {new LocalHeadquarters("Dunkirk (Woodchurch)", "CallSign32", 50000.0, 220622.50, 252385.53,
 
            new ObserverStation( "Static3","A,12","B,12","C,12","D,12","E,12","F,12","G,12","H,12","I,12","J,12","K,12","A,11","B,11","C,11","D,11","E,11","F,11","G,11","H,11","I,11","J,11","A,10","B,10","C,10","D,10","E,10","F,10","G,10","H,10","I,10","J,10","A,9","B,9","C,9","D,9","E,9","F,9","G,9","H,9","I,9","J,9","A,8","B,8","C,8","D,8","E,8","F,8","G,8","A,7","B,7","C,7","D,7","E,7","F,7","G,7","A,6","B,6","C,6","D,6","E,6","B,5","C,5"))}, //Rye
         
                //{new LocalHeadquarters("Forest (Woodchurch)", "CallSign15", 208162.91, 227726.61, new ObserverStation( "Static4","E,1","E,2","E,3"), new ObserverStation( "Static5","F,1","F,2","F,3"))}
    };


    LandMarkHandling LandMarks = new LandMarkHandling(
        new LandMark("Dover", 245577.51, 234521.20),
        new LandMark("Folkestone", 235333.17, 229568.64),
        new LandMark("St.Magarets's at Cliffe", 250423.81, 238001.64),
        new LandMark("Deal", 250985.14, 244801.80),

The problem was some of the headquarters not showing up. Also when you selected HQ2 it would give you HQ1, Select HQ3 it would give you HQ2. Also the last HQ would not show in the menu. :confused:

FG28_Kodiak 05-01-2012 03:37 PM

Ok will take a look at it.

- Bug (wrong HQ selection) found and eliminated ;)

5./JG27.Farber 05-01-2012 05:15 PM

Awesome thanks. How did you find all the callsigns numbers? -Just count them in game?


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