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Anchored Sats fail DLZ Checks

 
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Anchored Sats fail DLZ Checks - 12/18/2021 12:00:28 AM   
KnightHawk75

 

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So Anchored Sats are now in the game. Again this is a FANTASTIC addition, saving authors lots of headaches when trying to accomplish specific things.I thought this would help me debug other sat dlz issues, but turns out it I think inadvertently exacerbated my headache lol.

The problem is when it comes to the Anchored sat the dlz projection is using the real\original data (more accurately the forward projection in time\location for the temp generated sat is getting copied to the temp generated contact), not the actual anchor\contact location data. So an anchored satellite will never (almost) clear DLZ checks, cause those checks are calculating the unit as nowhere near the anchor. You can see this play out by keeping an eye on a certain function (for reference the one that can report "error #100342"), in what appears is a while count < fuelamt loop.

BTW If by hook or crook you get the munition to actually launch they seem fine and do attack the anchored location\contact. Though I did have to run at 2x or higher for them to track right otherwise at 1x it was like 50\50 if they would do that 'oscillate and stop following course' thing or not.

Is it possible to adjust the related checks such that 'if anchored' the anchored location is used during dlz checks. Also is there a way via Lua to either set the anchor point, or enable\disable the anchor?

Thanks.

Repo:
1. Load attached scene.
2. Locate the anchored sat USA-281 (gulf of mexico) (lon:-88.77, lat:22.63, alt: 506km).
3. Note it's real location at this point in time would be over ~Russia, and at ~1080km alt not ~506km.
4. Go ahead and play and let time advance 2-3seconds so things update.
5. Select DDG 125 Jack H. Lucas<b>2</b> press Shift-f1 and try to target USA281.. will fail dlz checks. (if watching in dbger watch the lat,lons,head,speed,alt assigned to the temporary contact object, they will be that of an un-anchored usa281 during the while count < maxfuel iterations)
6. (optional) Select one of the IDLZ flagged units (Lucas 1) to target the unit, should not be a problem and it will succeed as will the shots themselves at the anchor location.

att:SatPlayground-AnchoredSatDLZIssue.zip


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RE: Anchored Sats fail DLZ Checks - 12/18/2021 1:51:48 AM   
boogabooga

 

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Out of curiosity, how did you get that satellite to anchor like that?

(in reply to KnightHawk75)
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RE: Anchored Sats fail DLZ Checks - 12/18/2021 2:42:33 AM   
KnightHawk75

 

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quote:

Out of curiosity, how did you get that satellite to anchor like that?

Editor mode, goto sat side, select sat, right click it, it's in that sub-menu now (was added in around 1147.34/35 or that's when I noticed it), just note the checkbox in the dialog doesn't seem to update (for me anyway) it's display status (separately reported already), but it does function.



< Message edited by KnightHawk75 -- 12/18/2021 2:52:05 AM >

(in reply to boogabooga)
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RE: Anchored Sats fail DLZ Checks - 12/18/2021 6:22:49 AM   
boogabooga

 

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ok, thanks. Is this feature intended for debugging, etc. ?

(in reply to KnightHawk75)
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RE: Anchored Sats fail DLZ Checks - 12/18/2021 11:41:22 PM   
KnightHawk75

 

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Joined: 11/15/2018
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quote:

ORIGINAL: boogabooga
ok, thanks. Is this feature intended for debugging, etc. ?


I didn't design the feature so I can only speculate based on my own desires for something like this feature for a long time.

I figured it was added to take the headache out of various situations that come up. One can now simulate stationary sats that don't have geosync altitudes(putting them at range of asat-weapons,opens up additional sensors with non-sat ranges to be used, including spot-beaming effects using altitude), which is very useful for a number of reasons, either real, or just game-engine and database related. Simulating perpetual coverage with 1 or 2 sats without the cpu overhead that 20 reg would generate for similar enough results. It's also nice in cutting down wide swings in esm detections and wildly changing AoUs that can affect ai-missions in undesired ways, conversely sometimes you want to inject more ambiguity and it can be useful with that as well. Some that may have used modified or custom TLE's + lots of sats, to achieve some of that in the past may not have to anymore - unless they specifically need\want more realism. It's helpful during authoring when wanting to spot check what something will pickup from different positions or orbits, without having to adjust the scene-time.

Like I already said it's a great addition, even better I think once the anchor point can be adjusted via Lua. Then one could script the insertion of the sat into the scene (at start or later) and apply the anchor instead of the unit having to pre-exist in the scene at the moment. One could also then just build their own orbits, updating the location as often or not as the author may want.


(in reply to boogabooga)
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RE: Anchored Sats fail DLZ Checks - 12/21/2021 7:09:25 AM   
jannas34

 

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Not likely anything will get done about this

(in reply to KnightHawk75)
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