Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

add on, knowing what unit detect the enemy

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> add on, knowing what unit detect the enemy Page: [1]
Login
Message << Older Topic   Newer Topic >>
add on, knowing what unit detect the enemy - 10/1/2013 2:08:23 PM   
Alex170g

 

Posts: 36
Joined: 10/1/2013
Status: offline
I've seen some post that request that the contact report button should show what radar/sonar is detecting that unit, not only their emmisions, as the list can be pretty large I think that the best way should be that, when I click an individual unit, I can bring a list with his sensors and what are they detecting....

for example (close to far):

radar: #1 contact at 5nm--- 320º
#2 contact at 30nm--- 020º

FLIR: #2 contact at 5nm--- 020º

Sonar: None

ESM: #1 contact at 5nm--- 320º
#2 contact at 30nm--- 020º
#3 contact at 125nm--- 022º

plese make a post if, like me, you think this is a must have.
Post #: 1
RE: add on, knowing what unit detect the enemy - 10/1/2013 2:16:49 PM   
Primarchx


Posts: 3102
Joined: 1/20/2013
Status: offline
I agree that some method of determining which units have an active contact on a given platform would be helpful. Trouble is a list, especially in a big game, could be extensive and hard to parse.

How about a hot key that places map notations around friendly units with the type of sensor contact they have with the platform selected? Notations might be R (radar), S (sonar), V (visual, including IIR) and E (ESM)? The notations would only last as long as the hot key was active (either pressed or toggled).

(in reply to Alex170g)
Post #: 2
RE: add on, knowing what unit detect the enemy - 10/1/2013 2:22:14 PM   
Der Zeitgeist


Posts: 280
Joined: 9/5/2013
Status: offline
One could also include an additional section in the contact report window:

Platform detected by:

1. CG-47 Ticonderoga AN/SPY-1
2. F-14A AWG-9
3. Infantry Section MK1 Eyeball

(in reply to Primarchx)
Post #: 3
RE: add on, knowing what unit detect the enemy - 10/1/2013 2:25:09 PM   
Primarchx


Posts: 3102
Joined: 1/20/2013
Status: offline
What if it's detected by 200 units, though? That list can get mighty big.

quote:

ORIGINAL: Der Zeitgeist

One could also include an additional section in the contact report window:

Platform detected by:

1. CG-47 Ticonderoga AN/SPY-1
2. F-14A AWG-9
3. Infantry Section MK1 Eyeball


(in reply to Der Zeitgeist)
Post #: 4
RE: add on, knowing what unit detect the enemy - 10/1/2013 2:35:12 PM   
Der Zeitgeist


Posts: 280
Joined: 9/5/2013
Status: offline
Well, both possible UI implementations don't have to rule each other out. One offers a quick glance, the other more detailed info about specific sensors.

(in reply to Primarchx)
Post #: 5
RE: add on, knowing what unit detect the enemy - 10/1/2013 2:49:20 PM   
Primarchx


Posts: 3102
Joined: 1/20/2013
Status: offline
True. I don't want to be one to rule out more available detail!

(in reply to Der Zeitgeist)
Post #: 6
RE: add on, knowing what unit detect the enemy - 10/1/2013 3:19:40 PM   
bsq


Posts: 517
Joined: 1/5/2007
Status: offline
Is this not modeled in the way a contact is displayed to you using the standard symbology? A contact with a location that is fixed (ie no cep shown) is something tracking metal (ie radar or active sonar etc). Those with a cep are being tracked/fixed by other passive means. This is no more than you would get in reality in some form of recognised picture... unless of course you have a display of what a unit is tracking if you just select that unit.

Another method would be to display who is reporting the contact, which is more realistic because although many units may detect a contact only one will have full reporting authority on the given 'link'.

(in reply to Primarchx)
Post #: 7
RE: add on, knowing what unit detect the enemy - 10/1/2013 3:31:20 PM   
Primarchx


Posts: 3102
Joined: 1/20/2013
Status: offline
bsq, I think the question here also involves WHO is doing the tracking and with WHAT.

(in reply to bsq)
Post #: 8
RE: add on, knowing what unit detect the enemy - 10/1/2013 5:08:24 PM   
bsq


Posts: 517
Joined: 1/5/2007
Status: offline

quote:

ORIGINAL: Primarchx

bsq, I think the question here also involves WHO is doing the tracking and with WHAT.

Granted, but is the effect not ultimately the same. Is the player viewed as the radar operator of a single ship or the AAWO/PWO of a ship in a CIC with all the info coming in and having to assimilate it to conduct the fight?

I see would see the player in this game as the latter, having a recognised picture be it ground, surface, subsurface, air or space and making decisions on what he is presented with.

Add a contact held on an AN/APS-137 to that of an RC-135W holding a Palm Frond radar and you have a skunk with a location. Add a further hit on a Plate Steer and a Front Dome and you have a Sovremenny class DDG. If an AN/SPS-67 now starts tracking him, the only critical thing now becomes who has R2 (other than the fact that you now have 8 SS-N-22 Sunburn over the RF horizon of one of your ships )

Add to a dialog that pops up on the context sensitive menu if someone really feels it adds to the game.


(in reply to Primarchx)
Post #: 9
RE: add on, knowing what unit detect the enemy - 10/1/2013 5:58:56 PM   
wombat778

 

Posts: 25
Joined: 9/25/2013
Status: offline
To my mind, this is important information when you have a contact that is only detected by a very few sensors For example, knowing which units are detecting which contact lets you make decisions about how to move/retask assets without losing a lock on the contact.

To that end, I would be fine with various approaches for limiting the number shown. You could, for example, list only the first 5 or 10, with a notation of some kind that there are more that are omitted. Or maybe if there is an easy way to determine which sensors are "contributing" the most to the contact's information, list only the highest 5 first. Really, I only care about this function when there are 1-3 sensors picking up a target, so any of these kind of approaches are fine by me.

(in reply to bsq)
Post #: 10
RE: add on, knowing what unit detect the enemy - 10/1/2013 6:17:23 PM   
Showtime 100_MatrixForum

 

Posts: 29
Joined: 9/25/2013
Status: offline

quote:

ORIGINAL: bsq
Add a contact held on an AN/APS-137 to that of an RC-135W holding a Palm Frond radar and you have a skunk with a location. Add a further hit on a Plate Steer and a Front Dome and you have a Sovremenny class DDG. If an AN/SPS-67 now starts tracking him, the only critical thing now becomes who has R2 (other than the fact that you now have 8 SS-N-22 Sunburn over the RF horizon of one of your ships )

Add to a dialog that pops up on the context sensitive menu if someone really feels it adds to the game.


This isn't exactly related to the topic at hand, but I'd also like to be able to manually pick a classification from the list of possible ships when you have an ambiguous contact -- if I know I'm fighting the Soviets and two of the three options are for a Chinese ship that has a similar signature, letting me assume that the contact is the Soviet ship and then getting the range rings displayed for its sensors/weapons would make life a little easier than having to look up the ship in the database and measure with the distance tool to guess if it can fire on me. It's a bit of an edge case, but it'd be nice to have.

(in reply to bsq)
Post #: 11
RE: add on, knowing what unit detect the enemy - 10/1/2013 6:59:50 PM   
Tomcat84

 

Posts: 1952
Joined: 7/10/2013
Status: offline

quote:

ORIGINAL: bsq


Granted, but is the effect not ultimately the same. Is the player viewed as the radar operator of a single ship or the AAWO/PWO of a ship in a CIC with all the info coming in and having to assimilate it to conduct the fight?

I see would see the player in this game as the latter, having a recognised picture be it ground, surface, subsurface, air or space and making decisions on what he is presented with.

Add a contact held on an AN/APS-137 to that of an RC-135W holding a Palm Frond radar and you have a skunk with a location. Add a further hit on a Plate Steer and a Front Dome and you have a Sovremenny class DDG. If an AN/SPS-67 now starts tracking him, the only critical thing now becomes who has R2 (other than the fact that you now have 8 SS-N-22 Sunburn over the RF horizon of one of your ships )



Well, when it comes to ESM info, I also would like to know who is picking something up sometimes.

For example this situation:



I would like to know which one of my jets is being tracked by the radar before the missiles start flying lol
But already told the devs about that one a while ago.

(in reply to bsq)
Post #: 12
RE: add on, knowing what unit detect the enemy - 10/1/2013 9:10:32 PM   
bsq


Posts: 517
Joined: 1/5/2007
Status: offline
you are 6.5 miles from a missile with a range of around 9 or 10 miles. If you fly into the ring you are asking to be fired at surely and unless your pilot is about to shout MAGNUM, then I expect you'll probably realise your mistake...

(in reply to Tomcat84)
Post #: 13
RE: add on, knowing what unit detect the enemy - 10/2/2013 8:44:28 AM   
Tomcat84

 

Posts: 1952
Joined: 7/10/2013
Status: offline
lol Okay I should've explained better. This picture has the missile airborne so it's obvious (and it was a test setup for exactly trying this out). But before that, yes, I can see the text saying Low Blow, Illuminator etc, but I dont have any way to see who is spiked and who is naked until a missile comes off the rail, which is not entirely realistic and can have tactical implications.

(in reply to bsq)
Post #: 14
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> add on, knowing what unit detect the enemy Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.438