Author Topic: Ground Control - Radar  (Read 392 times)

Offline artik

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Ground Control - Radar
« on: April 11, 2004, 03:55:04 PM »
In flight radar is very usefull but..... little bit unreallistic and in Special Events you would like to get somethin else - like ground controller that gives you directions to target/speed. alt

Do you can setup you radio on one of the fields and recive.

.radio 1 F125

field 125:Target - approx 5-10 planes, sector 13.10.2.7 heading NW, alt 10-15k speed medum.

Also could be given a voice message that will tell you the direction to the target.

I remember such feacher in Janes IAF - I liked it much because it was much closer to reality.

Such update will be much more realistic then in flight radar we have.

Another option
I think we can also use an option that radar will be aviable only for player in tower. So in SEA, CT or ToD one stay in tower and gives direction for forces for interseption etc.....
Artik, 101 "Red" Squadron, Israel

Offline Cobra412

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« Reply #1 on: April 11, 2004, 04:47:39 PM »
Artik it'd be nice to have that than the normal map.  It'd be more realistic but alot of issues would have to be figured out.  First off you'd have to design the radars by what they were back then.  They'd also have to place them realistically.  Plus they'd have to design a way for it to transfer the info across to the aircrews.

 I doubt radars back then were capable of telling velocity too.  Velocity searches are normally equipped on smaller high resolution radars.  The radars they used back then had only the capability of alt, heading and possibly amount depending on the year of the radar design.  Alot of older radars resolution hindered them in picking out each and every aircraft.  Majority of they determined the possible type of raid depending on the intensity of the radar return.

Offline daddog

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« Reply #2 on: April 11, 2004, 10:49:55 PM »
Quote
I think we can also use an option that radar will be aviable only for player in tower. So in SEA, CT or ToD one stay in tower and gives direction for forces for interseption etc.....
I could not agree more. Please Tower only dar as an option for our events.
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Offline artik

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« Reply #3 on: April 11, 2004, 11:55:30 PM »
Quote
The radars they used back then had only the capability of alt, heading and possibly amount depending on the year of the radar design.


I know that in BoB RAF radars could give you information about altitude (approximatly) and number of targets (approximatly too).
Speed and heading I think they couldn't (not sure). Mostly it requires usage of  Dopler effect or relative calculations I do not know if radars of this period could do this.

But altitude we really need - it could be measured in that time and it is very important information.
Artik, 101 "Red" Squadron, Israel

Offline Karnak

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« Reply #4 on: April 12, 2004, 02:42:37 AM »
1940 RDF stations could give alt, approx. #, approx. heading, approx. speed.
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Offline Karnak

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« Reply #5 on: April 12, 2004, 02:48:31 AM »
I posted this back in 2001:

Remove all dots and bars from the map. Leave the position indicator as there aren't enough terrain features to navigate without it. Replace all the dots and bars with the following text based system.

Here are a few walk throughs:

Field radar, or where to get the detailed info:

1. Player types ".vector 15" (This command asks field 15 to vector him/her onto the nearest enemy)
2. Ground control AI replies with one of the following statements:
a) Radar is down at field 15. (This is used if radar is down at the field)
b) Rook radar is down. (This is used if the nation's entire radar net is down)
c) Contact, 30 miles, 150 your bearing, heading 225, angels 15, speed 330. (This would be used to direct the player towards a contact, distance would be reported to the nearest 5 miles, bearing and heading would be reported in 15 degree increments, altitude to the nearest 3,000 feet and speed in 30mph increments)
d) Multiple contacts, 25 miles, 135 your bearing, heading 240, angels 21, speed 270. (This would be used to direct the player towards the contacts, distance would be reported to the nearest 5 miles, bearing and heading would be reported in 15 degree increments, altitude to the nearest 3,000 feet and speed in 30mph increments)
e) Contact in visual range. Good luck. (This would be used if the contact was within visual range, meaning dot range, of the player)
f) Contacts in visual range, good luck. (This would be used if the contacts were within visual range, meaning dot range, of the player)

The player could request updates as often as wished, but no information would be given once the contact/contacts were within visual range other than the fact that they are within visual range.

Ground observers, or the new "Bar Dar":

1. Player types ".observer 1"
2. Ground control AI replies with one of the following statements:
a) Observers report no enemy activity.
b) Observers report light enemy aircraft activity.
c) Observers report moderate enemy aircraft activity.
d) Observers report heavy enemy aircraft activity.
e) Observers report light enemy ground activity.
f) Observers report moderate enemy ground activity.
g) Observers report heavy enemy ground activity.
h) Observers report light enemy air and ground activity.
i) Observers report moderate enemy air and light enemy ground activity.
j) Observers report heavy enemy air and light enemy ground activity.
k) Observers report light enemy air and moderate enemy ground activity.
l) Observers report moderate enemy air and ground activity.
m) Observers report heavy enemy air and moderate enemy ground activity.
n) Observers report light enemy air and heavy enemy ground activity.
o) Observers report moderate enemy air and heavy enemy ground activity.
p) Observers report heavy enemy air and ground activity.
q) Rook communication network is down.

Offensive opperations, or the Big Picture 1:

1. Player types ".hq ops" (This command requests info from the HQ on where major offensive operation are occuring)
2. HQ determines which enemy controled sectors have a high concentration of friendly units, say 5 units, and then reports something like :
a) HQ is down. (This indicates that the HQ has been destroyed and cannot direct operations)
b) There is no offensive underway at this time. (This is used to indicate that no major offensive opperations are underway at this time)
c) Offensive in progress in sector 8, 11. (This is used to indicate that an offensive is occuring in that sector)
d) Offensives in progress in sectors 6, 8; 8, 11 and 9, 13. (This is used to indicate that multiple offensive operations are underway at this time)

Defensive operations, or the Big Picture 2:

1. Player types ".hq vector" (This command requests information on large enemy incursions into friendly territory)
2. HQ determines which friendly controled sectors have a high concentration of enemy units, say 5 units, and then reports something like :
a) HQ is down. (This indicates that the HQ has been destroyed and cannot direct operations)
b) No sectors are under attack at this time. (This is used to indicate that no major enemy activity is underway at this time)
c) Sector 10, 7 is under attack. (This is used to indicate that enemy action is occuring in that sector at this time)
d) Sectors 10, 7; 11, 10 and 13, 11. (This is used to indicate that enemy action is occuring in that sector at this time)

What are your thoughts about this system?

http://www.hitechcreations.com/forums/showthread.php?s=&threadid=24678&highlight=radar

The followup posts are correct that vocal repsonses would be easily done for the requested data, a la EAW.
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Offline GRUNHERZ

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Ground Control - Radar
« Reply #6 on: April 12, 2004, 03:23:15 AM »
Quote
Originally posted by Karnak
I posted this back in 2001:

Remove all dots and bars from the map. Leave the position indicator as there aren't enough terrain features to navigate without it. Replace all the dots and bars with the following text based system.

Here are a few walk throughs:

Field radar, or where to get the detailed info:

1. Player types ".vector 15" (This command asks field 15 to vector him/her onto the nearest enemy)
2. Ground control AI replies with one of the following statements:
a) Radar is down at field 15. (This is used if radar is down at the field)
b) Rook radar is down. (This is used if the nation's entire radar net is down)
c) Contact, 30 miles, 150 your bearing, heading 225, angels 15, speed 330. (This would be used to direct the player towards a contact, distance would be reported to the nearest 5 miles, bearing and heading would be reported in 15 degree increments, altitude to the nearest 3,000 feet and speed in 30mph increments)
d) Multiple contacts, 25 miles, 135 your bearing, heading 240, angels 21, speed 270. (This would be used to direct the player towards the contacts, distance would be reported to the nearest 5 miles, bearing and heading would be reported in 15 degree increments, altitude to the nearest 3,000 feet and speed in 30mph increments)
e) Contact in visual range. Good luck. (This would be used if the contact was within visual range, meaning dot range, of the player)
f) Contacts in visual range, good luck. (This would be used if the contacts were within visual range, meaning dot range, of the player)

The player could request updates as often as wished, but no information would be given once the contact/contacts were within visual range other than the fact that they are within visual range.

Ground observers, or the new "Bar Dar":

1. Player types ".observer 1"
2. Ground control AI replies with one of the following statements:
a) Observers report no enemy activity.
b) Observers report light enemy aircraft activity.
c) Observers report moderate enemy aircraft activity.
d) Observers report heavy enemy aircraft activity.
e) Observers report light enemy ground activity.
f) Observers report moderate enemy ground activity.
g) Observers report heavy enemy ground activity.
h) Observers report light enemy air and ground activity.
i) Observers report moderate enemy air and light enemy ground activity.
j) Observers report heavy enemy air and light enemy ground activity.
k) Observers report light enemy air and moderate enemy ground activity.
l) Observers report moderate enemy air and ground activity.
m) Observers report heavy enemy air and moderate enemy ground activity.
n) Observers report light enemy air and heavy enemy ground activity.
o) Observers report moderate enemy air and heavy enemy ground activity.
p) Observers report heavy enemy air and ground activity.
q) Rook communication network is down.

Offensive opperations, or the Big Picture 1:

1. Player types ".hq ops" (This command requests info from the HQ on where major offensive operation are occuring)
2. HQ determines which enemy controled sectors have a high concentration of friendly units, say 5 units, and then reports something like :
a) HQ is down. (This indicates that the HQ has been destroyed and cannot direct operations)
b) There is no offensive underway at this time. (This is used to indicate that no major offensive opperations are underway at this time)
c) Offensive in progress in sector 8, 11. (This is used to indicate that an offensive is occuring in that sector)
d) Offensives in progress in sectors 6, 8; 8, 11 and 9, 13. (This is used to indicate that multiple offensive operations are underway at this time)

Defensive operations, or the Big Picture 2:

1. Player types ".hq vector" (This command requests information on large enemy incursions into friendly territory)
2. HQ determines which friendly controled sectors have a high concentration of enemy units, say 5 units, and then reports something like :
a) HQ is down. (This indicates that the HQ has been destroyed and cannot direct operations)
b) No sectors are under attack at this time. (This is used to indicate that no major enemy activity is underway at this time)
c) Sector 10, 7 is under attack. (This is used to indicate that enemy action is occuring in that sector at this time)
d) Sectors 10, 7; 11, 10 and 13, 11. (This is used to indicate that enemy action is occuring in that sector at this time)

What are your thoughts about this system?

http://www.hitechcreations.com/forums/showthread.php?s=&threadid=24678&highlight=radar

The followup posts are correct that vocal repsonses would be easily done for the requested data, a la EAW.


Its way too complicated.

Offline artik

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Ground Control - Radar
« Reply #7 on: April 12, 2004, 04:05:15 AM »
There are a lot of options to implement such system but main points should be following:
[list=1]
  • Option to turn off in flight radar for SEA or CT.
  • Voice or Text message should be recived about enemy activity.
  • More information - altitude, heading, speed - probably direction for interception.
  • System Control options:
  • Automatic based of AI ground control (for MA or CT) with information on targets. Could be voice or text message (best to have both with turning off/on according to user preferences).
  • Player based ground control (CT or SEA) when the radar is aviablabe only from tower (or other place like radar station) with all required information (speed, alt, heading) and some tools for calculations of heading for easier report building for interseption. The player that stay on the ground will give all required information to the squadrons/players via radio/vox.

[/list]
Artik, 101 "Red" Squadron, Israel

Offline Flossy

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« Reply #8 on: April 12, 2004, 04:52:21 AM »
Quote
Originally posted by GRUNHERZ
Its way too complicated.
You're not kidding.... if it ever gets like that, I'm out.
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Offline BenDover

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Re: Ground Control - Radar
« Reply #9 on: April 12, 2004, 08:55:53 AM »
Quote
Originally posted by artik
Another option
I think we can also use an option that radar will be aviable only for player in tower. So in SEA, CT or ToD one stay in tower and gives direction for forces for interseption etc.....

I think there already is an option for this in the radar settings...or are you saying that CMs can't use it or it doesn't work?

Offline artik

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Re: Re: Ground Control - Radar
« Reply #10 on: April 12, 2004, 09:01:32 AM »
Quote
Originally posted by BenDover
I think there already is an option for this in the radar settings...or are you saying that CMs can't use it or it doesn't work?


No today there is no such settings.

If I do not mistake in BoB scenario there were third country used in simulate the radar control.

You have settings per country only you can't control if the radar is visible in flight or not.
Artik, 101 "Red" Squadron, Israel

Offline Eagler

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Ground Control - Radar
« Reply #11 on: April 12, 2004, 09:01:33 AM »
enemy icons should show up once they are within icon range of any friendly plane  to simulate that plane reporting their presence..

and they should drop from dar, once/if the plane reporting those contacts is shot down
or flies out of icon range


sounds hard to duplicate
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Offline BenDover

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« Reply #12 on: April 12, 2004, 09:12:52 AM »
I just checked the setting, and turns out I was getting the setting confused, its actually tower based radar...