![]() |
#81
|
|||
|
|||
![]()
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? Last edited by FG28_Kodiak; 04-16-2012 at 11:20 AM. |
#82
|
|||
|
|||
![]()
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 |
#83
|
|||
|
|||
![]()
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; using System.Collections; using System.Collections.Generic; using System.IO; using maddox.game; using maddox.game.world; using maddox.GP; public class Mission : AMission { 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\RadarTest\Radar.mis"; // adjust to your needs private static string MISSION_FILE = CLODO_FILE_PATH + FILE_PATH; List<LocalHeadquarters> Headquarters = new List<LocalHeadquarters>{ {new LocalHeadquarters("Luton (Ash)", "CallSign24", 242928.64, 251773.16, new ObserverStation( "Static0","AN,16","AN,17","AN,18","AN,19","AO,16","AO,17","AO,18","AO,19","AP,16","AP,17","AP,18","AP,19","AQ,16","AQ,17","AQ,18","AQ,19"), //Dover new ObserverStation( "Static2","AL,20","AL,21","AL,22","AM,20","AM,21","AM,22","AN,20","AN,21","AN,22","AO,20","AO,21","AO,22"))}, // Dunkirk {new LocalHeadquarters("RadPoe (Woodchurch)", "CallSign32", 208162.91, 227726.61, new ObserverStation( "Static1","AJ,15","AJ,16","AJ,17","AJ,18","AK,15","AK,16","AK,17","AK,18","AL,15","AL,16","AL,17","AL,18","AM,15","AM,16","AM,17","AM,18"), //Rye new ObserverStation( "Royal Observer Corps I","AK,19","AK,20","AK,21","AL,19","AL,20","AL,21","AM,19","AM,20","AM,21"))}, // fake simulation of Royal Observer Corps, none destructable //{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), new LandMark("Dymchurch", 223734.62, 222437.79), new LandMark("New Romney", 220005.71, 218110.40), new LandMark("Rye", 205758.66, 213525.22), new LandMark("Hastings", 195366.28, 203132.83), new LandMark("Eastbourne", 174755.54, 191963.14), new LandMark("Brighton", 144909.86, 197927.40), new LandMark("Calais", 284654.87, 215707.54) ); Random random = new Random(); internal class LandMark { public string LandMarkName { get; set; } public Point2d LandMarkPosition { get; set; } public LandMark(string landMarkName, double x, double y) { this.LandMarkName = landMarkName; this.LandMarkPosition = new Point2d(x, y); } } internal class LandMarkHandling { List<LandMark> LandMarkList = new List<LandMark>(); public LandMarkHandling(params LandMark[] mark) { if (mark != null) LandMarkList.AddRange(mark); } public LandMark getNearestLandMarkTo(Point3d position) { if (!(LandMarkList.Count > 0)) return null; LandMark NearestLandMark = null; Point2d currentPosition = new Point2d(position.x, position.y); LandMarkList.ForEach(item => { if (NearestLandMark != null) { if (NearestLandMark.LandMarkPosition.distance(ref currentPosition) > item.LandMarkPosition.distance(ref currentPosition)) NearestLandMark = item; } else NearestLandMark = item; }); return NearestLandMark; } } private List<string> getRadarCreationStrings(string filename) { List<string> list = new List<string>(); if (!File.Exists(filename)) GamePlay.gpLogServer(new Player[] { GamePlay.gpPlayer() }, "Missionfile {0} not found! Please check settings", new object[] { FILE_PATH }); using (StreamReader reader = new StreamReader(filename)) { string line; while ((line = reader.ReadLine()) != null) { if (line.Contains("Stationary.Radar")) { list.Add(line); } } } return list; } private ISectionFile createRadarTriggers() { ISectionFile trigger = GamePlay.gpCreateSectionFile(); List<string> Radarstations = getRadarCreationStrings(MISSION_FILE); if (Radarstations.Count > 0) { int i = 0; Radarstations.ForEach(item => { item = item.TrimStart(' '); string[] splittet = item.Split(' '); string keyTr, valueTr; keyTr = "Radar" + string.Format("{0:00}", i) +"Destroyed"; valueTr = " TGroundDestroyed 50 " + splittet[3] + " " + splittet[4] + " 100"; //TGroundDestroyedTrigger 50% destroyed in radius 100m trigger.add("Trigger", keyTr, valueTr); Headquarters.ForEach(hq => { hq.AddTriggerToObserver(splittet[0], keyTr); }); i++; }); } return trigger; } #region CourseCalculations private int ToAngels(double altitude) { double altAngels = (altitude / 0.3048) / 1000; if (altAngels > 1) altAngels = Math.Round(altAngels, MidpointRounding.AwayFromZero); else altAngels = 1; return (int)altAngels; } private int ToMiles(double distance) { double distanceMiles = 0; distanceMiles = Math.Round(((distance / 1609.3426)), 0, MidpointRounding.AwayFromZero); // distance in Miles return (int)distanceMiles; } private string degreesToWindRose(double degrees) { String[] directions = { "North", "North East", "East", "South East", "South", "South West", "West", "North West", "North" }; return directions[(int)Math.Round((((double)degrees % 360) / 45))]; } // to get the correct bearing its nessesary to make a litte enter the matrix operation. // the Vector2d.direction() (same as atan2) has 0° at the x-axis and goes counter clockwise, but we need 0° at the y-axis // and clockwise direction // so to convert it we need // |0 1| |x| |0*x + 1*y| |y| // | | | | = | | = | | // ok not very surprising ;) // |1 0| |y| |1*x + 0*y| |x| private double calculateBearingDegree(Vector3d vector) { Vector2d matVector = new Vector2d(vector.y, vector.x); // the value of direction is in rad so we need *180/Pi to get the value in degrees return matVector.direction() * 180.0 / Math.PI; } private double calculateBearingDegree(Vector2d vector) { Vector2d newVector = new Vector2d(vector.y, vector.x); return newVector.direction() * 180.0 / Math.PI; } private double calculateBearingFromOrigin(Point2d targetLocation, Point2d originLocation) { double deltaX = targetLocation.x - originLocation.x; double deltaY = targetLocation.y - originLocation.y; double bearing = Math.Atan2(deltaX, deltaY); bearing = bearing * (180.0 / Math.PI); return (bearing > 0.0 ? bearing : (360.0 + bearing)); } private double calculateBearingFromOrigin(Point3d targetLocation, Point3d originLocation) { double deltaX = targetLocation.x - originLocation.x; double deltaY = targetLocation.y - originLocation.y; double bearing = Math.Atan2(deltaX, deltaY); bearing = bearing * (180.0 / Math.PI); return (bearing > 0.0 ? bearing : (360.0 + bearing)); } private int getDegreesIn10Step(double degrees) { degrees = Math.Round((degrees / 10), MidpointRounding.AwayFromZero) * 10; return (int) degrees; } #endregion internal class LocalHeadquarters { public string Name { get; set; } public Point2d LocationCoords { get; set; } public string Callsign { get; set; } private List<ObserverStation> AttachedObservers = new List<ObserverStation>(); public LocalHeadquarters(string name, string callsign, double x, double y, params ObserverStation[] observerStations) { this.Name = name; this.Callsign = callsign; this.LocationCoords = new Point2d(x, y); if (observerStations != null) AttachedObservers.AddRange(observerStations); } public bool ObserveSector(string sectorName) { List<string> AttachedSectors = new List<string>(); if (AttachedObservers.Count > 0) { AttachedObservers.ForEach(item => { if (item.IsActive) AttachedSectors.AddRange(item.observedSectors); }); } if (AttachedSectors.Exists(item => item.Equals(sectorName))) return true; else return false; } public List<ObserverStation> GetObservers() { return AttachedObservers; } public List<string> GetObservedSectors() { List<string> sectorList = new List<string>(); AttachedObservers.ForEach(item => { if (item.IsActive) { item.observedSectors.ForEach(sector => { if (!sectorList.Exists(newsector => sector == newsector)) sectorList.Add(sector); }); }; }); return sectorList; } public List<string> GetLostObservedSectors() { List<string> sectorList = new List<string>(); AttachedObservers.ForEach(item => { if (!item.IsActive) { item.observedSectors.ForEach(sector => { if (!sectorList.Exists(newsector => sector == newsector)) sectorList.Add(sector); }); }; }); if (sectorList.Count > 0) { List<string> CurrentObservedSectors = GetObservedSectors(); if (CurrentObservedSectors.Count > 0) { CurrentObservedSectors.ForEach(item => { if (sectorList.Exists(sector => sector == item)) { sectorList.RemoveAll(sector => sector == item); } }); } } return sectorList; } public void SetObserverInactive(string triggerName) { if (AttachedObservers.Exists(item => item.TriggerName == triggerName)) { AttachedObservers[AttachedObservers.FindIndex(item => item.TriggerName == triggerName)].IsActive = false; } } public void AddTriggerToObserver(string staticName, string triggerName) { if (AttachedObservers.Exists(item => item.StaticName == staticName)) { AttachedObservers[AttachedObservers.FindIndex(item => item.StaticName == staticName)].TriggerName = triggerName; } } } internal class ObserverStation { public bool IsActive { get; set; } public string StaticName { get; set; } public string TriggerName { get; set; } public List<string> observedSectors = new List<string>(); public ObserverStation(string staticName, params string[] sectorNames) { this.StaticName = staticName; this.IsActive = true; if (sectorNames != null) observedSectors.AddRange(sectorNames); } public ObserverStation(string staticName, string triggerName, params string[] sectorNames) { this.StaticName = staticName; this.TriggerName = triggerName; this.IsActive = true; if (sectorNames != null) observedSectors.AddRange(sectorNames); } public void SetTriggerName(string triggerName) { this.TriggerName = triggerName; } } internal class Pilot { public Player player { get; set; } public LocalHeadquarters connectedHeadquarter; public DateTime TimeStamp { get; set; } public Pilot(Player player) { this.player = player; } } internal List<Pilot> PilotsInGame = new List<Pilot>(); public void checkSectors(Player player) { if (PilotsInGame.Exists(item => item.player == player)) { int i = PilotsInGame.FindIndex(item => item.player == player); if (PilotsInGame[i].connectedHeadquarter != null) { if (Headquarters.Exists(hq => hq == PilotsInGame[i].connectedHeadquarter)) { LocalHeadquarters localHQ = PilotsInGame[i].connectedHeadquarter; AiAirGroup[] EnemyAirgroups = base.GamePlay.gpAirGroups((player.Army() == 1) ? 2 : 1); if (EnemyAirgroups != null) { bool foundEnemy = false; Dictionary<string, int> Messages = new Dictionary<string, int>(); foreach (AiAirGroup aag in EnemyAirgroups) { string sectorName = GamePlay.gpSectorName(aag.Pos().x, aag.Pos().y); if (localHQ.ObserveSector(sectorName) && aag.Pos().z > 600.00) { foundEnemy = true; string message =""; Point3d destinationPoint = aag.Pos(); LandMark NearestLandMark = LandMarks.getNearestLandMarkTo(aag.Pos()); Point2d AirgroupPos = new Point2d(aag.Pos().x, aag.Pos().y); Vector2d AirgroupVector = new Vector2d(aag.Vwld().x, aag.Vwld().y); if (NearestLandMark != null) message = string.Format("Enemy {0} miles {1} from {2} at Angels {3}, Heading {4}", ToMiles(NearestLandMark.LandMarkPosition.distance(ref AirgroupPos)), degreesToWindRose(calculateBearingFromOrigin(AirgroupPos, NearestLandMark.LandMarkPosition)), NearestLandMark.LandMarkName, ToAngels(aag.Pos().z), getDegreesIn10Step(calculateBearingDegree(AirgroupVector))); else message = string.Format("Enemy in Sector: {1} heading {2}", sectorName, getDegreesIn10Step(calculateBearingDegree(AirgroupVector))); int nrOfAircraft; if (Messages.TryGetValue(message, out nrOfAircraft)) { Messages[message] = nrOfAircraft + aag.NOfAirc; } else { Messages.Add(message, aag.NOfAirc); } } } Timeout(3, () => { foreach (var msg in Messages) { GamePlay.gpLogServer(new[] { player }, "{0} {1}", new object[] { msg.Value, msg.Key }); } if (localHQ.GetLostObservedSectors().Count > 0) { string lostSectors = ""; localHQ.GetLostObservedSectors().ForEach(item => { lostSectors += item + " "; }); lostSectors = lostSectors.TrimEnd(' '); GamePlay.gpLogServer(null, "Radar blind for Sectors {0}!", new[] { lostSectors }); if (!foundEnemy) GamePlay.gpLogServer(new[] { player }, "No Enemy in other available Sectors spottet", null); } else if (!foundEnemy) GamePlay.gpLogServer(new[] { player }, "No Enemy in Range", null); }); } } } } } private void connectToHeadquarterSpeech(AiAircraft aircraft, LocalHeadquarters localHQ) { double initTime = 0.0; aircraft.SayToGroup(aircraft.AirGroup(), "Hello_guys"); Timeout(initTime += 2, () => { aircraft.SayToGroup(aircraft.AirGroup(), "This_is"); }); Timeout(initTime += 2, () => { aircraft.SayToGroup(aircraft.AirGroup(), localHQ.Callsign); }); Timeout(initTime += 2, () => { aircraft.SayToGroup(aircraft.AirGroup(), "n2"); // to is missing as ogg }); Timeout(initTime += 2, () => { aircraft.SayToGroup(aircraft.AirGroup(), aircraft.CallSign()); }); Timeout(initTime += 2, () => { aircraft.SayToGroup(aircraft.AirGroup(), "leader__"); }); } #region mission menus #region class Menu internal class Menu { internal class MenuEntry { internal string MenuName { get; set; } internal bool active { get; set; } } internal List<MenuEntry> menuEntries = new List<MenuEntry>(); public void AddMenuEntry(string description, bool active) { MenuEntry NewMenuEntry = new MenuEntry(); NewMenuEntry.MenuName = description; NewMenuEntry.active = active; menuEntries.Add(NewMenuEntry); } public string[] GetMenuDescriptions() { List<string> Descriptions = new List<string>(); menuEntries.ForEach(item => { Descriptions.Add(item.MenuName); }); return Descriptions.ToArray(); } public bool[] GetActives() { List<bool> Actives = new List<bool>(); menuEntries.ForEach(item => { Actives.Add(item.active); }); return Actives.ToArray(); } public bool IsValid() { if (menuEntries == null || menuEntries.Count < 1) return false; else return true; } } #endregion public void SetMainMenu(Player player) { if (player.Army() == 1) // red Side GamePlay.gpSetOrderMissionMenu(player, false, 0, new string[] { "Radaroperations" }, new bool[] { true }); else GamePlay.gpSetOrderMissionMenu(player, false, 0, new string[] { "Not Available" }, new bool[] { true }); } public void SetRadarMenu(Player player) { string headQuarter = "Select Headquarter"; string connectedTo = ""; if (PilotsInGame.Exists(item => item.player == player)) { int i = PilotsInGame.FindIndex(item => item.player == player); if (PilotsInGame[i].connectedHeadquarter != null) connectedTo = string.Format(" (connected: {0})", PilotsInGame[i].connectedHeadquarter.Name); } headQuarter += connectedTo; GamePlay.gpSetOrderMissionMenu(player, true, 100, new string[] { headQuarter, "Get Radar Information" }, new bool[] { true, true }); } public void SetConnectToHeadquarterMenu(Player player) { Menu NewMenu = new Menu(); LocalHeadquarters headQuarter = null; if (PilotsInGame.Exists(item => item.player == player)) { int i = PilotsInGame.FindIndex(item => item.player == player); headQuarter = PilotsInGame[i].connectedHeadquarter; } Headquarters.ForEach(item => { if (headQuarter != null && item == headQuarter) { NewMenu.AddMenuEntry(item.Name + " *", true); } else NewMenu.AddMenuEntry(item.Name, true); }); if (NewMenu.IsValid()) GamePlay.gpSetOrderMissionMenu(player, true, 101, NewMenu.GetMenuDescriptions() , NewMenu.GetActives()); else GamePlay.gpSetOrderMissionMenu(player, true, 101, new string[]{ "Not available" }, new bool[]{true}); } public void SetHeadQuarter(Player player, int menuItemIndex) { if (PilotsInGame.Exists(item => item.player == player)) { int i = PilotsInGame.FindIndex(item => item.player == player); PilotsInGame[i].connectedHeadquarter = Headquarters[menuItemIndex-1]; if (player.Place() != null) connectToHeadquarterSpeech((player.Place() as AiAircraft), PilotsInGame[i].connectedHeadquarter); } } public override void OnOrderMissionMenuSelected(Player player, int ID, int menuItemIndex) { if (ID == 0) { // main menu if (menuItemIndex == 1) { SetRadarMenu(player); } } if (ID == 100) { //Radar Menu if (menuItemIndex == 1) { SetConnectToHeadquarterMenu(player); } if (menuItemIndex == 2) { checkSectors(player); SetMainMenu(player); } if (menuItemIndex == 0) SetMainMenu(player); } if (ID == 101) { //Radar Menu if (menuItemIndex == 0) SetRadarMenu(player); else { SetHeadQuarter(player, menuItemIndex); SetRadarMenu(player); } } } #endregion public override void OnBattleStarted() { base.OnBattleStarted(); MissionNumberListener = -1; GamePlay.gpPostMissionLoad(createRadarTriggers()); } public override void OnPlaceEnter(Player player, AiActor actor, int placeIndex) { base.OnPlaceEnter(player, actor, placeIndex); if (!PilotsInGame.Exists(item => item.player == player)) { PilotsInGame.Add(new Pilot(player)); } SetMainMenu(player); } public override void OnTrigger(int missionNumber, string shortName, bool active) { base.OnTrigger(missionNumber, shortName, active); if (shortName.StartsWith("Radar") && shortName.EndsWith("Destroyed")) { GamePlay.gpLogServer(null, "Radar destroyed", null); Headquarters.ForEach(item => { item.SetObserverInactive(shortName); }); } } } Last edited by FG28_Kodiak; 04-20-2012 at 08:42 AM. |
#84
|
|||
|
|||
![]()
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) ...
|
#85
|
||||
|
||||
![]() Quote:
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. |
#86
|
|||
|
|||
![]() Quote:
![]() So how the numbers of aircraft was given 1, 2, 5+ 10+ 15+ 20+ etc? |
#87
|
|||
|
|||
![]()
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? Last edited by 5./JG27.Farber; 04-20-2012 at 12:14 PM. |
#88
|
|||
|
|||
![]() Quote:
![]() |
#89
|
|||
|
|||
![]()
From what I've read about the Chain Home radar, the altitude was measured comparing the strength of two receivers at different heights in the tower. Because of this, they where measuring angles.
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. ![]() |
#90
|
|||
|
|||
![]()
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. |
![]() |
|
|