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Organising flights in a multisquad campaign.
Well our campaign is nearly ready and everyday the "grail patch" draws closer. The big question still remains. How to coordinate (especially red players) into action realistically during our missions. We could simply direct the squadrons in the air and then use one of the following:
Obviously the most realistic method would be have a fighter command to plot and direct red squadrons where they are needed. However I dont see anyone comming forward to do this. This thread wexplains how it might happen: http://forum.1cpublishing.eu/showthread.php?t=30918 Triggers are the next obvious solution. However Triggers are a dead cert! There is no room for error which is unrealistic. Also the Orange writing is a massive immertion killer. The third option is a brief. This is ok for blue on the attack. However red may feel cheated by a brief if they dont get into action and or lose out in the mission. The forth option is let radar and the game call out the action and squadrons conduct themselves. What do you (especially those willing to take pat) think. We are open to all ideas however keep them short and simple - no essays please. I look forward to reading your responses. |
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if ("EnterAreaM8".Equals(shortName)) |
Could a trigger have a chance of success? Or is it like a switch - on/off. Can a message in chat be sent to a specific Squadron or just one team?
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triggers can be made to do 'random' things
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// Script that triggered an accidental damage to the player plane |
The best would be IMHO to react on Radar messages. However I didn't find a way so far to react on them in the script.
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I think the main problem with radar is that it tells the RAF the type. In reality FC RDF plotters would only be able to give location, height, heading and approximate numbers eg.
"30 plus, 10 miles North of Calais at Angels 12, Heading 300" Ground control (who the flight lead was in contact with) would give a vector and height for interception. This often took the form of a normal conversation when single pilots were sent to intercept single enemies. eg. "climb to 10,000ft, heading south-south west, you should see him on your 2 o'clock by now" So what would be immense is to have the script loop the list to find all RAF flight leads (which have at least a single wingman) and then load a custom menu for that pilot. The custom menu would have a ground control option to locate the enemy and firing it would give him a height, position, heading and number in the chat, vocally or on the orange HUD. Since this would be by request to that flight leader only then I don't see a problem with that. It is then up to him to direct his squadron to the enemy. It is possible to create a menu, to get the enemy, to get the flight position of the pilot. I would code this but I'm shite at it, I have the idea but not the technical ability :( I'm not a fan of randomness, RDF was excellent and pretty much directed the RAF into position - there are hundreds of accounts from both sides about this. I only just read about how Brian Kingcombe would scramble away inland from the enemy who were 15kft, he'd climb to 20kft, turn around and shallow dive south to meet them at speed. Anyway, replication would be ace. |
An other way to get the Enemy location via script.
In this script i check the distance between red Airgroups and blue Airgroups. And if it lower as a given value, there will a Voice Message being generated to the ally Airgroups which are in range to the enemy. The script is not fully tested yet, i am to busy at the moment (home renovation :rolleyes:). Feel free to expand it, the voice files (use the filename without .ogg) are located in ..\Steam\SteamApps\common\il-2 sturmovik cliffs of dover\parts\bob\speech, you can add for example the type of the Enemy Aircrafts, their Numbers etc. The timedelay between the checks should be larger as in my example to avoid overlaping of the messages. Code:
using System; |
That looks interesting, Kodiak. Do I just copy that script over existing one? Do I need any extra functions to invoke messages? Where do I edit distaff value between Airgroups? .... If You answer I will test it as soon as possible...
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Only copy the sendMessagesToAirgroup to your code, in OnTickGame you will see the example how to use it
sendMessagesToAirgroup(aag, 100000.0); bold is the distance. |
Some more radar speech code that might be useful. I use sayMessageTo to voice to everyone in the army, not just the airgroup, and have converted altitude to use 'angels' & 'metres' (depending on the army) with custom functions.
Interestingly, both (actor as AiAircraft).getParameter(part.ParameterTypes.Z_Alt itudeMSL, -1); and (actor as AiAircraft).getParameter(part.ParameterTypes.Z_Alt itudeAGL, -1); both fail to get the airgroup altitude in a multi-player server environment, so you need to use the Pos().z & convert the z offset to metres. Code removed by author |
Now this stuff looks very promising.
I'm going to crack open VS express and have a bigger look. I can't write the stuff but adapting it may be easier. |
Kodiak thats great. Were gonna give it a whirl on our server today. I have some ideas for expansion. Could there be some kind of delay between requesting the information and recieving it, say 4 mins? This would simulate the request going to and from the lines of communication. Also. What if some radars are knocked out or damaged? Can this be simulated also?
P.S. I know how you feel with the renovation, Ive been doing it for 4 months now. It will be finished this week. What a grind. |
you wanna ask the operators with the mission menu? and than after 4min you will get the response? This is possible without problem.
Okay for clearance, when we use "radars" will you give the messages to the Airgroups in range of a spezific radarstation or to all. So if you hit the 'radarbutton' then you get Information of all Enemies Airgoups in range of any available radarstation or only from this you are in Range? |
i gave it a go : this is my script
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Added if (EnemyAirgroups == null) return; to method sendMessagesToAirgroup and if (GamePlay.gpAirGroups(1) != null) in OnTickGame to avoid exception Code:
using System; |
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How would you ask the radar? :confused: |
via MissionMenu.
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If my input is allowed. I agree with Kodiak about the menu thing. Think of it as a Squadron Leader "registering" with a certain Sector Station Ops Room to receive RADAR information. That could be easily done either by making this selection available in the menu (i.e. Select Sector -> Biggin Hill, Kenley, Tangmere etc - if you want more structure and accept a slightly higher workload for the squadron leader) or simply via a distance check for the airgroup (if it's supposed to be easier).
I do, however, suggest to take a look at how the Squad Select Series at Warbirds and the Friday Squad Ops at Aces High II operate. They appoint a CO prior to a run and he has to devise a general plan. Since we lack the numbers they can (theoretically) operate with there would, of course, be some adaptations necessary. My suggestion would be: 1.) Select one squad for CO duty prior to the run. Rotate this position within the squad pool after each run. 2.) Give the CO a number of targets he can choose from. For example a mission set in August 1940 would give the Luftwaffe CO a list of primary airfields of which he has to hit a certain number (depending on number of players, I guess no more than two for CloD) plus a list of secondary targets which may give the LW additional points. This way you create a more realistic Fog of War situation in which the RAF doesn't know which targets will be hit by the LW in advance. For the RAF this CO duty is, of course, not that important. Later it will certainly become more important once we move to theaters which include offensive ops by both sides. |
Kodiak, Your script for generating voice messages due to distance from blue Airgroup seems to be working fine on server console, however I can't test it physically my self cause I am on holidays and using IPod at the moment (can't run Cliffs of Dover on iPod...yet). If someone can give us a hand pleas go to 5jg27.net there is direct connect button to server.
Just one more question, by the look at the script It supose to give radio messages every x amount of seconds or do I have to go to TAB menu to ask for message? (just getting confused here) |
At the moment with time amount, but it's no problem doing this via menu. But at the moment there is the problem with the missionmenu for the red side on dediserver, so it's better to wait for the patch, and hope the patch solving this problem.
How many of this Sector Station Ops Room where available at BoB? How many radars and other observers was attached to one station? |
Hi Kodiak, whilst Farber has done the vast majority of the work and it is a JG27 campaign, I am providing a large number of his enemy fighters for it (looking forward to that :) ) and I have been working with him on how this runs (though the buck stops with him).
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http://i7.photobucket.com/albums/y29...eselection.png Everyone else selects something else, therefore this means not everyone gets the menu option and have to be organised by the squadron leader. Only 3 or 4 people on RAF would even have this ability so their workload goes up and the pressure for their team to stay together in flight becomes very important. The information provided should be: 1. Location 2. Approximate numbers (30+??) 3. Height 4. Heading The flight lead has to then direct his crew to intercept. If this can be provided vocally then that is even better. Fighter Command had a WHOLE picture of the area via the plotting room bunker. This would receive all radar information from the RDF stations and observer corps, then scramble accordingly. @FARBER I imagine that for the purposes of campaign, that this event, ie "501 squadron scramble" could be handle by trigger. That way we start at the right time from the right place. I wouldn't want to be on some random patrol for ages because I don't know what's going on and then find ourselves 180 miles away with 1/2 tank of fuel left. Sorry to talk mission but I would suggest participating RAF squadrons being "At Readiness" with kites ready to scramble waiting for the off would be most realistic. 4 minutes delay This 4 minutes delay for response is interesting since information cannot be absolutely up to date. I'm trying to find out the delay between RDF station and reporting to the squadrons. 4 mins seems a long time, you could cross the Channel in that time. An alternative suggestion is that the flight leaders have a time delay between plot requests of a few minutes, so once they request and get feedback they cannot select again until that time has expired - this would add in the random factor for LW course changes and human error until visual confirmation, it would stop a flight leader from just hammering the button! This is why I love this stuff, because you learn so much about it all as you go :) I read that Ground Controlled Interception didn't occur until later because the RDF stations needed to scan the whole sky, therefore a squadron was scrambled and vectored to an interception position and that was it, though it was accurate. There was no 'within range of a station' since the entire coast was covered as one. It's really this we need to replicate. The difficulty would be that since we don't have the whole of 11 group in the mission then the Luftwaffe could 'slip the net' so we probably could do with a bit more reliability. Here's a nice overview http://www.radarpages.co.uk/mob/gci/gci.htm Quote:
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DANG! So the custom menu code is not available on dedicated servers? I must admit, I couldn't get it to work but I put it down to me being rubbish. Is there a way you can fire an event to the server to obtain that radar information? Please view my above post for further context, they are just ideas. |
About the 4 minutes delay. It appears to be bang on because the RDF data went through a filter station (where people examined the plotted information) before being passed to the FC bunker - this website is definitely worth a read.
http://www.ventnorradar.co.uk/CH.htm "The edited data was assembled as markers on a large plotting table and this showed the situation as it had been something like four minutes previously : since then the bombers would have flown about another fifteen miles" This is interesting too. Vector was only confirmed with the second reading. "Repeated plots became the direction of travel (vector) with the height and estimated number of aircraft repeatedly confirmed" CH was blind past the coast and then the OC was used. But was the delay resolved for the BoB??? "With the separate raids thus identified, the information was passed to an Operations room staff who could then make the tactical decisions regarding the deployment and vectoring of the defending aircraft, either those already in the air or presently on the ground, towards their ever moving targets. It was found that those best equipped to calculate the required courses were recuperating experienced pilots as they were able to better visulise the everchanging relationships between defending and attacking aircraft. However, once the enemy aircraft had crossed the coast the CH RDF could no longer detect them and then the Royal Observer Corps reports to the Filter Room became the sole means of tracking the enemy." "The system of having to use correction charts before reporting plots to the Filter Room contributed to the four minute delay and and sometimes of course the human factor introduced errors. This problem was solved by 'The Calculator'. Designed and installed by the Post Office ( which later constructed the Colossi computers for Bletchley Park) and using relays and uniselectors, this little known and uncelebrated early form of computer automatically added the correction factors to the input plots and displayed the results visually as the grid reference. The machine could also correct heights in the same way and a mechanically linked teleprinter could send the data by telephone line to the remote Filter Room. Ventnor was equipped with its first calculator in June 1940 and received its second in April 1941." |
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And just to make that absolutely clear I am not talking about using the whole width of the map if it doesn't reflect the number of players engaged. Right now that is simply not possible from the technical side as we don't see 128 player servers working and being filled to that point (plus a load of AI for the bombers which few people fly, anyway). The target zone would be limited to one of the areas assigned to the german Luftflotten (Luftflotte 3 = west of Seine, Luftflotte 2 = east of Seine). This way both RAF and LW would meet in one area and not play chicken with each other. Quote:
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Sort of reminds me of the USL in that there was a known mission and both sides planned for it plus if someone knew what was going to happen though then it sort of spoils it for them.
Although it would be nice, I wouldn't expect Farber to have to tail a bomber with flaps down lol I can live without that total repetition! |
Never heard anything about the USL so I can't compare but essentially I envision a system in which the RAF will not know what the LW will attack until the action is underway. It's not that I want the LW to announce its targets before flying ... that would make the whole system pointless (all that will be known in advance is the area of operations - ergo whether the west or the east of the Channel map will be used).
Tactically the squadrons should be given not more than a general task but not told "you must do close escort for the bombers". All these considerations should be up to the squad. |
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Good Post Osprey. Heh 4 minutes hey? Good guess then. You guys can sit on the ground in readyness, no problem. |
Ok example for the mission menu:
Select red side then TAB->4 at moment the "radar" is not functional, menu at the moment is an example, so feel free to comment :rolleyes: for rest i must first read the posts above :rolleyes: Code:
using System; |
The menu works. I can attach myself to one of the radaroperators, Alpha, Beta, Gamma and Delta.
I can also see the request option. |
Any wishes for the captions of the menus?
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I am trying my best but I can't get to work voice messages script invoked by time for some reason.
I persume that it will be adopted for this menu script... Is it correct? |
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Channel 1,2,3,4? Make Request? Would be nice if when you asked for information the voice actor acknoledged and said, "Roger, Standby "players callsign letter"" What do the channels actually mean/do/will do? |
@_79_dev
Yes would be the better way, the first example was only for showing the possibilies. @5./JG27.Farber Quote:
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http://forum.1cpublishing.eu/showthread.php?t=30245 Would open up some nice possibilities if can be done- Desastersoft seems to have added 8 sound files for their demo (hidden away in //...steamapps/.../desastersoft/wick vs dundas/sounds) |
Have tried it also but not very intensive :grin:, no result.
Another possibility should be the Soundplayer integrated in System.Media. But i don't think it work on Multiplayer, scripts are serverbased. For singleplayer missions it should work. But we only interested in Multiplayer :cool: |
By the callsign letter, this is the one you choose in game. I choose "Falke" for farber for example. I have heard the computer call it to me, or is this only in offline?
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I can get the airgroup callsign via script, but must test if this is able for a single player.
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I've been absent, but Kodiak this is very promising stuff!! :)
I'd like to help with this, I have ideas but I'm at work so I will post later on. ~S~ and many thanks! |
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Yep a single player in multiplayer :-P
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Ok Problem, there are callsighn?? ogg present, but if i try to play them via SayToGroup nothing happens. :(
So it seems it's better to wait for the next patch, hope the problem is solved. |
I think that customising sounds to individuals may be a step too far for now, the existing sounds seem to have most of the comments needed to piece together a decent instruction. I'll write up some design/requirements and example scenarios in which existing logic could be used to create those instructions. I think we could start with some basic vocal instruction and extend the logic in pieces to improve the description as that is proven out.
I need a chat with Farber about his requirements from a German pilot perspective. We need to be careful here, and I'm not trying to gain advantage for the RAF BUT it should be noted that in 1940 it was not possible for German fighter pilots to talk on radios to German bomber crews because they had completely different sets and 'crystals'. This is explained in Ulrich Stienhilpers book "Spitfire on my Tail" who was responsible for radio comms for his squadron. Of course I am open to correction on this, and I'm keen to learn about any use of German radar in directing fighter squadrons - again I don't think there was any, they used radar for attack eg finding ships to target in the Channel. |
No, fighters could not communicate with bombers and niether will we, as most if not all will be AI.
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Argh sometimes i could the devs ... :grin:
Callsigns work, the oggs are called callsign1 .. etc. but you must write CallSign1 in code :rolleyes: |
You can't use a variable or parameter?
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Yes i can, but i must it 'translate' it somewhere. :rolleyes:
Ok try of a 'connect' - communication (use the mission-menu ;)): Code:
using System; |
Oooo you're working ahead of me :) This looks interesting, when I get back from football I'll run it up in VS and try it in a dedicated server. Do I need any special map set up so it knows about the sectors?
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Do you will script this by your own? - No problem i 've some other scriptwork to do. :rolleyes:
At the moment it's only a test for communication, nor other features like sectors implemented. |
No no, I am rubbish at writing the code myself because I am not trained properly. I can only read it and understand it usually, and write basic logic.
I would just like to offer help with getting this working, I think a lot of people would find 'realistic radar' quite useful :) |
Latest script for menu is up on server, ready to be tested... thanks Kodiak... Conect here http://www.5jg27.net/
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Kodiak,
Here's the speech file (text) with all the ogg phrases in various languages. http://www.freefilehosting.net/speech I'm trying to concatonate various phrases into sentences, without success at the moment. There must be a way, since the inj-game radar speech uses almost complete sentences from the ogg phrases. |
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Really sorry I did nothing yesterday. I am changing ISP and since I told them I have been getting cut off every night :( I have been looking at these and have some ideas on what needs to be said by the radio operator. For instance, I'm interested in the Point3D position of both aircraft, therefore for example if(pilot.height < aiairgroup.height) { //use "climb.ogg" & "2.ogg" angels i; } else { //use "descend.ogg & "2.ogg" angels i; } There are also direction oggs such as "turn right.ogg" but I don't know how sophisticated this can be. Unless it is easy to work out interception vectors then that is probably too much work or a longer term project. It is not needed for now I would like to know more about the sectors and how you intend to have this working. I have some input for this. There are a few important behaviour requirements for this if possible, briefly: 1. No aircraft reported under 600m (Chain Home Low min operating height) 2. RDF range as far as the French coast (and into France some 50 miles in the Pas De Calais area) A range map is available on Wikipedia I have an idea for a 4 minute delay but it's probably complicated and not the first thing to implement. It would involve the radar constantly working behind in the script and storing 4 minute old data in variables, then releasing that to the user on request instead of current data. Perhaps if the RDF event fired every minute transparently and the resulting information string stored and passed on every minute into a new variable until the 4th minute, then this was accessed and played to the player. (hope that makes sense) Speak later ~S~ |
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By this one could write a function that takes a array/list of strings that contains the names of the ogg files that should be played in a row. |
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Ok to sectors how i will use them. If a Battle Area is available you get the sector of a Actor with: GamePlay.gpSectorName(x, y) for exampe i get "D,1" as a string. Then i look if there is a HQ which is ' responsible' for this sector, each HQ gets a List with Sectors (its the job of the missionbuilder which sectors are stored in the Lists). If the player is connected to this HQ he became a response like "Mason Leader Enemy Bombers are in sector D 1", the rest depends on what is possible like Angels 12, Heading 320 etc. if he is not connected to that HQ he get no message, or "Mason Leader no enemy in sectors". To which 'HQ' the player can connect depens of the range to the next HQs. On German side may be i introduce a "Fliegerleitoffizier" which give targets to german stukas or bombers. Like "ship convoi in sector D,1 destroy.." |
Nice. :-P
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So added sectors to headquarters, for testing i use a simple chat message, at the moment.
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using System; Three planes in sectors (at beginning all in sectors from RadPoe) one figther, one Bomber and a Bf110 below 600m (this should not be 'found' at the beginning) Code:
[PARTS] |
I tested your mission. It works fine. However its like the aircraft has radar.
Could the command sectors be tied to an ingame object? Then it could take its readings from there instead of mesuring from the aircraft. Also this means radar can be destroyed. Could radar tell the difference between fighters and bombers? |
It was going to be one of my suggestions, however I have grave reservations about the ability to destroy radar. Although yes, a tactical war campaign that is perfectly sensible the impact would be:
1. Not historical. During the entire BoB, RDF was lost for under 2 hours in one sector only. 2. Lost RDF means that, on such a large map, that you are unlikely to meet each other in the sky, which is the whole point. If it came to that, the first thing one would do would be to send out the entire squadron to each station and strike the object with 1 jabo. Job done. In reality an entire bombing group had little success. When we had Radar in the USL I made it so that it wasn't worth the attempt since it would detract from the historical nature of the missions that were developed. |
Hm a sector is 10*10Km or more, so i don't think its to easy, and if no symbols in options a pilot must know where he is himself :rolleyes:, and there will be a time delay between request and answer, and a delay before a pilot can request again, so a player could not ask every 5 seconds. (not implemented yet).
But i can create Radars, each radar then has it's sectors to observe and is attached to a HQ. If a radar is destroyed the HQ is blind in this sectors. Must test if a radar is an Actor, so i can 'see' if it is destroyed (the destroy with bombs ;)). |
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Mobile units were used when this happened and were not as effective due to their short hieght which effect wave length and the distance they could "see". Quote:
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One 250kg bomb from a single fight will knock out that radar. The towers in the BoB weren't destroyed anywhere despite several attempts by entire bomber squadrons. There were a couple of single events where radar was damaged, one because a bomb happened to land on one of the essential buildings in the complex.
I'm really not sure where this is going, what is the bigger objective of the campaign? I am seeing long term a tactical reason for this. From my perspective I honestly don't care if you bomb the crap out of every target as long as we get to meet you in the skies in the same interception fashion as the boys of the day did, but if you knock out our eyes then that won't happen - you can come in from anywhere, anytime across a big map. |
Dont worry Osprey, it will be fine. I cant give to much away ;)
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Forgive my panickyness......
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Ok Problem, this Radars are not normal Actors, so i can't register their creation nor their destroying via script, must add TGroundDestroyed-Triggers to every radar. More unconfortable for mission-builder. :rolleyes:
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You could parse the mission file OnBattleStart (or one of the init events before) and create a mission file that contains triggers for each radar station and then postload the trigger file (remember to set MissionNumberListener = -1;). The script has to know the path to the mission file though. |
Yes i could, but would :rolleyes: :grin:
Gib ihnen den kleinen Finger ... :rolleyes: |
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Ok added the possibility to destroy Radars so the HQ gets blind in attached sectors.
For triggers i scan the mis file for the Radarstations: Code:
using System; |
I tested it.
Luton is the only station that picks up the bombers. I assume Luton is the station which gets bombed. It continues to function after been blown to pieces. The other stations pick up nothing. I altered the mission slightly. I airspawned myself in ad crashlanded near the towers. Tab menu is disabled on killed. |
Luton has two radarstations attached one for sectors A1..A3 and one for B1..B3, the Bombers destroyed this for A1..A3, so there should no informations from these sectors be available. But this is not the case?
Do you changed the MISSION_FILE variable to your needs? If it is not found there are no triggers for the Radars are generated, which are needed to register the destroying of it. My testversion is in ..\Documents\1C SoftClub\il-2 sturmovik cliffs of dover\missions\RadarTest It's normal that the mission menu is vanished after death or parachute. |
I will test again.
I did not change anything, only where I spawned. |
ok I tested it. Luton channel still works when the radar is destroyed. Is this becase each channel has two radars? :confused:
I changed the flight path of the bombers to go accross all radars. This works and you have to change channel to keep up with them. :-P |
Which path do you have the mission?
Is there a message "Radar destroyed" in the chat bar, if the radar is hit? If not the missionpath is wrong, if yes i there is a bug elsewhere :rolleyes: Memo to myself: Add a message if the mission file is not found ;) |
Ahh ok, I dont script. Sorry, I ddint realise it was s o specific.
Yes now in the right directory it works! A message comes up saying Radar Destroyed. When you ask for information after this it says, No enemy in other available sectors spottet. Maybe after its destroyed and a request is made it should read - Negative, Radar Blind? So we just add grids in the .cs file for the grids we want it to be able to see? Could radar actually tell the difference between fighters and bombers? Maybe it should say aircraft? |
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List<LocalHeadquarters> Headquarters = new List<LocalHeadquarters>{ Code:
new LocalHeadquarters("Luton", "CallSign24", 100.0, 100.0, .. Code:
new ObserverStation( "Static0","A,1","A,2","A,3") You can also add so many Radarstations to a HQ you need. The message texts are only placeholders at the moment. |
Very good explination, thank you Kodiak!
ok, so now we have a working example, how about 4 min delay and 4 min lock out? ;) |
Working on it. Time delay is no problem.
i've added number, course and height information to the messages. May be i will add a message for Intercept course to the nearest or biggest enemy group, or make it able to select the target via mission menu and then get the course settings. :rolleyes: |
I dont think Radar could give much details, other than, aircraft 10+,30+,50+ location and heading. Thats it I think.
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Other question, which mile the RAF use
1.609,3426m = 1mile? At the moment i generate messages like 6 Enemy in Sector: A,3 heading 180 7906m 350° from Smalltown but i will 7 miles North from Smaltown (Smalltown only a example, i added Landmarks to the script). but i wanna know the compass terms like N, NE, E, SE, S, SW, W, NW are enough or are more needed NNW, NNE, etc? And the heading was it geografical or magnetic? |
correct- RAF used 'English' miles upto Sept '45 when they converted to Nautical miles (knots), involving the change of every asi:!:
AFAIK headings were usually given as 'vectors' in degrees (10 deg increments) I THINK this was magnetic. (there was a second format using 'bearing' and iirc this used the other North, however i may be mixing the 2 up) need to find reference to this |
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Ok new version to test:
Added Landmarks to the mission, now you get messages like 27 Enemy 15 miles West from Calais at Angels 13, Heading 320 18 Enemy 13 miles South East from New Romney at Angels 8, Heading 0 in the chatbar To do: -Add more 'fuzzy' to the messages but at moment i don't know how exact the british radar was. -merge the Airgroups better if they are in 'pulks'. Code:
using System; |
I've read something of a 300% inaccuracy but that sounds grossly overstated to me. I do have a suggestion, however, and that pertains to the reported number of planes. IIRC the numbers were never that accurate, mostly it was 10+ or 20+ ... so I wonder if it would be better to use this term (which also adds a bit of insecurity as 10+ can mean 10 or 19) ...
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It could give heading when 2 or more plots were registered. It could easily tell who was friend or foe from the signal and FC (as part of the 4 minute delay) would be able to give an interception vector. You are correct on the aircraft numbers, and this could be implemented with a switch statement in code. |
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So how the numbers of aircraft was given 1, 2, 5+ 10+ 15+ 20+ etc? |
Bravo Kodiak! This is a real work of art!
Single or few aircraft were hard to detect I belive. Think it would be more: 5+, 10+ 20+ 30+ How did you find the location for each town? Place a static in each town and look in the .mis file? |
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Since the angles where not exact, the altitude error increased with the distance. I think this could be emulated with simple trigonometry using random errors for the angle. http://theairtacticalassaultgroup.com/banner.png |
Is this the final evolution of the script Kodiak? We are eger to implement it and iron out the wrinkles on our own maps. What about the 4 min delay?
Thanks for this, Farber. |
No its not ;)
Current Version, added routine to merge Airgroups better, to avoid 'splittering' added a short time delay (for testing) To Do: complete the Radar Mission Menu, hope i finish it this weekend, so the script is usable on servers. Future: Create a DLL and Configuration via XML-file, so the handling will be easier for missionbuilders. Code:
using System; |
Speedy reply!
You sir, are a credit to the community and our forth coming campaign! S! :cool: |
Quote:
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Credit where credit is due Kodiak, this is an epic program that shoud add a big dimension to immersion. ~S~ !!
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What pattern would a radar "emit"?
Which pattern is closets to reality? http://i1020.photobucket.com/albums/...etc/radar3.jpg http://i1020.photobucket.com/albums/...etc/radar2.jpg http://i1020.photobucket.com/albums/...etc/radar1.jpg |
Here's the coverage but this is 2D in a 3D world. The stations overlapped to complete the coverage.
http://ww2db.com/images/battle_britain9.jpg Or are you asking what Kodiak's RDF covers? |
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.! |
You can let them overlapp.
So if one Radarstation is destroyed your HQ lost not all sectors from this observer, only the unique. |
So the menu should now work correctly, but i was to busy to test it properly, so i hope you will testing it for me ;)
At the moment i use a time delay from 30sec. for the station answer, and a additional 10sec before the radar can be reused (for testing no problem to change the timings) . Please check the messages, i don't know how the radar communication exactly was, so maybe i must change them. The communication is only possible if in range to the station for testing 50Km at the moment, you can only choose the HQs in range and you can lost the connection. Only airgroups larger than 3 are detected, 5+ (4-7), 10+ (8-17planes) 20+(18-27) 30+ (28-37) etc. Code:
using System; |
Sounds good. We will test if for you. :-P
Thanks Kodiak, you really are a diamond! |
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