Creating a hierarchical IADS (Full Version)

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SeaQueen -> Creating a hierarchical IADS (12/8/2021 11:27:28 AM)

This one is sort of an experiment and ought to be approached as such. My goal is to build a working air defense division. On one end of the kill chain are radiotechnical units, with their air surveillance radars of various sorts, and on the other are the SAM battalions themselves, with their missiles. In between is a hierarchy of command posts represented in this case by generic "Vehicle C2/C3 Trailers."

The radiotechnical units on the one end of the kill chain are sensing their targets, however, they don't seem to be promoting the tracks up the kill chain. If I switch sides to the division level CP I don't see the targets at the lower end of the kill chain. Is this due to a lack of datalinks? I can't tell what's on the C2/C3 trailer. Is it an OODA issue? What's going on?





BDukes -> RE: Creating a hierarchical IADS (12/8/2021 9:36:29 PM)

There was a limit on the number of info transfer levels you could have in CMANO. Ran into this when building Lightning Strikes during development. Guessing it may still exist in CMO.

Mike




SeaQueen -> RE: Creating a hierarchical IADS (12/9/2021 1:44:02 AM)

Maybe. It seems to make it up from the individual ASVs and their C2 vehicles, to the battalion level. Then it stops. My hope is that it would go up and down the chain. Each echelon in the IADS is represented by a side. Each side is allied to the echelon above and below it, with no horizontal passes. That should allow for the kill chain to be snipped in various places using comms jamming or by destroying the nodes. The information flows up or down the chain. Am I just being impatient and it's an OODA issue? Do I have something set wrong? Is there insufficient or incompatible communications capability on the "Vehicle (C2/C3 Trailer)" platforms? It could be several things. Any suggestions might be helpful.




SeaQueen -> RE: Creating a hierarchical IADS (12/9/2021 9:45:12 AM)

Ah-ha!

I made a mistake connecting all the different echelons-sides so that the information was getting blocked at the BN<->RGT Level. Sadly, that didn't seem to fix the problem so you may be right. :-(




KnightHawk75 -> RE: Creating a hierarchical IADS (12/9/2021 10:41:33 PM)

quote:

ORIGINAL: SeaQueen

Ah-ha!

I made a mistake connecting all the different echelons-sides so that the information was getting blocked at the BN<->RGT Level. Sadly, that didn't seem to fix the problem so you may be right. :-(

quote:

ORIGINAL: SeaQueen
The radiotechnical units on the one end of the kill chain are sensing their targets, however, they don't seem to be promoting the tracks up the kill chain. If I switch sides to the division level CP I don't see the targets at the lower end of the kill chain. Is this due to a lack of datalinks? I can't tell what's on the C2/C3 trailer. Is it an OODA issue? What's going on?

I'm assuming here you're saying why don't my SA-21 sides (as well as most others) have contact information my detection sides do. Trying to understand exactly what is desired with 24 sides with 552 possible relations settings is a little dicey but I think that's the drift right?

The contact sharing issue is not product of a link issue. Your issue I believe from what I can tell from the scene is thinking trusts\information are transitive to 3rd+ parties, they are not. A <-> B <-> C, C does not get info sourced from A,A does not get information sourced from C, unless A also considers C friendly (ie at least one-way trust) or also C considers A friendly (making it two-way). Put another way you need to add at least A -> C for C to get A's information. Even if they were transitive (which again they are not), you actually have a break in the chain as 1-1X and 2-1X are orphaned with no trusts upstream - this is probably what you meant in post#4.

Choose next option:
[ ] I care for paragraphs of more detailed information and breakdown about this and my scene and how to make it work, and a couple posture dumping functions for debugging.
[ ] Thanks, that's all I really needed to know, makes sense now, I got it from here.




SeaQueen -> RE: Creating a hierarchical IADS (12/11/2021 12:15:12 PM)

I fixed the break. Thanks for catching that.

I'll continue to experiment. I may have more questions.

The down side to the lack of transitivity is that if a sensing echelon must be allied to every intervening echelon for it to share information, it makes it difficult to capture the possibility of cutting a kill chain by striking intermediate echelon command posts, because the tracks generated on the sensing end of the kill chain will automatically skip echelons to everything to which they're allied.

Consider the following path:

A->B->C

If information shared with A passes freely from A->B an B->C but not A->C then by removing B, you deny C the information from A.

But instead the required model is more like this:

A->B->C
|_____|

Where two paths are required for the information to get from A->C. That renders B redundant, because even if B is removed, C still receives information from A. That might or might not be realistic. It depends. It would be nice to have more control.





KnightHawk75 -> RE: Creating a hierarchical IADS (12/12/2021 2:30:51 AM)

quote:

If information shared with A passes freely from A->B an B->C but not A->C then by removing B, you deny C the information from A.
Nah, cause C never had access to A's info no trust existed between A & C.

quote:

That renders B redundant

Yup, now you get it, you can't do what you're trying to do without scripting the logic. Unless B is more than just logical ie it also has it's own assets or need for information from A (or C for that matter) it's entirely redundant and should be removed. Where you might not is say B had air assets to scramble, where it would be making use of the info. Your detectors need to consider the shooters friendly for shooters to get their contacts from them, and even then you can't predict which of those contacts they'll choose if there are multiple per underlying unit (a separate rabbit hole you may come across with detectors all being on separate sides).

If you did want to simulate A (radar units) B (middleman layer units) C (shooter units), you trigger a scan say every 15seconds for the interested units on side B, if they exist and are not significantly damaged, you do nothing, if they are damaged or destroyed, you then change postures on side A toward C from F to N. Even then you don't 'need' a real side B, as the triggering unit(s) could exist wherever. I've done what you're trying to do before, basically making it necessary for side Z to strike a bunker on side B (which had other reasons to exist), where after a comm-link inside the bunker on B is 'destroyed', the information sharing from detectors(A) stops to shooter units(C), as well as information sharing stopped from side B to C as well, also in my case the shooters(C) were also disabled by same script, instead of just being left to act on their own information. In that specific instance I wanted to pretend the shooters were relaying on search and FC data from others (even though due to lack of cec or los-with data provider, they technically were not and had their own FCR) and wanting the taking out the fake-middle-man link(s) to make the shooters useless.

You can make it more advanced, having multiple bunkers\network points, multiple author defined links\associations between bunkers\network points and end-users\shooters, your own routing\path-finding logic to determine if there is still a path from detectors to your shooters based on your own associations and the units status. But you'll have to build that subsystem yourself. Alternatively as above it can be as simple as as does bunker exist...share, if not...don't.

As for if things should be transitive...ehhh even though it would help in these instances it would step on other instances where it's definitely not desired, and probably complicate other matters. What you really want is link-daisy-chaining ability, combined with rightly matched links,link-capability, and range, combined with cec system, avoiding some of the whole extra sides machinations and subsystem building.

I'm off off-topic but...
I'll tell you what helps greatly in designing better IADS in the game, being able to edit the database and piggy backing on the cec system, and tweaking links as needed for the behavior you want (entirely realistic or not). Changing links themselves (flagging daisy chain),adjusting range, los-requirements, assignment on units(cec), and munitions(cec) such that you don't have to get into playing games with sides and you can better mimic FC being off-unit from launchers, even if they are just a couple hundred meters apart. You can do some neat stuff, but you need to build out all the right pieces for it (many lacking from db3k, some probably rightfully so).

In non-pro though, even if you raw edit the scene file to turn off ParentSpecfic (db speak for supports cec) for the unit assigned links, you still have the issue often with the link on the missile itself not supporting it (restricting launch, such is case with sa21b's), and there is no way of tweaking\overriding it ahead of time. If more missile links in the database had parent specific set to off, then one could selectively enable some off-boarding by manual edits of the raw file... or additions to UpdateUnit() that allowed flagging PS=false on the add_comm routine on the unit. It would enable authors to better selectively, yet purposely, do both realistic stuff, and if they so choose unrealistic or hypothetical/future stuff with existing gear, but in most cases it would wouldn't change the default behavior, as someone would have to mod the placed unit links to enable it as mentioned.

Anyway that's a topic you may run into next after you have contacts shared they way you want, as sharing them doesn't always do you any good if you can't make your launcher fire using that off-board data,or link-los issues arise, though you can use it for queuing on when is a good time to fire-up the local FCR, take a shot, and then move, which seems more like what your scene was interested in doing.




SeaQueen -> RE: Creating a hierarchical IADS (12/15/2021 12:42:17 AM)

quote:

What you really want is link-daisy-chaining ability, combined with rightly matched links,link-capability, and range, combined with cec system, avoiding some of the whole extra sides machinations and subsystem building.


I don't know. It depends on what you're envisioning.

Sometimes it may be more realistic for the information to flow like it does in CMO. Sometimes it isn't. One of the ways you can describe IADS competency in real life is with their ability to adapt to the loss of intermediate C2 nodes ("skip echelon"). A more advanced, well trained military would be able to lose intermediate echelon C2 nodes and be less degraded in their ability for tracks to be passed from the surveillance end of the kill chain to the shooting end of the kill chain. A less advanced, less well trained military, might be hobbled by the loss of the intermediate echelon C2 nodes. It just depends. I'd like to have better control of how information is shared, and the ways in which it flows, because it would allow for more flexibility in the kinds of IADS systems the game could represent.

There might be other advantages too. It might improve run time, for example, by cutting down the number of possible paths that need to be accounted for. Allowing scenario designers to more strictly control how information flows would potentially amplify the role of communications jamming in the game because there may be fewer paths for the information to flow on, so it's not just about kinetic strikes. It's about isolating the parts of the IADS that sense from the parts that shoot using non-kinetic means as well. Comms jamming might be part of that solution. It also might open up possibilities for space and cyber-effects to play an increased role in the game as well. If SATCOM was a thing, and communications satellites were represented in the game, using an anti-satellite weapon to destroy a critical communications satellite might severely degrade the ability of information to flow around the C2 network for an IADS, opening up holes through which fighters and bombers could pass. It would make the relative value of objects as nodes in the information exchange network part of the player's decision making in selecting targets.

I'm also not looking to force a player to do anything in particular (that's really bad scenario design in my mind). Rather, I'd like to open up options that they might choose to explore in their effort to strike something else that's actually important, and represent the possible consequences of that course of action in a realistic way. Nobody tangles with an IADS because it's going to win the war. The IADS collectively and the elements that make it up represent an operational or tactical center of gravity that you might need to degrade, disrupt or destroy in order to get at what you really care about; a chemical weapons plant or political target, for example. The way I think of it, if you can get at the target you really care about without killing a single SAM site, that's just as good as taking down the whole IADS to get at it (maybe better?). Even so, a player who does chose to degrade the IADS by striking it at various echelons ought to have the outcome of that decision represented.

Another function that real life intermediate C2 nodes would perform is manage EMCON and weapons control states. I was already planning to manage that with LUA, so striking the intermediate nodes still might have effects, even if the information flow isn't working quite the way I'd like it to. I can pass EMCON and wcs instructions in LUA, according to any C2 scheme I want. I don't think I necessarily need to mess with lots of sides to do that, though. I've noticed that most ASV radars lack the ability to form tracks that the shooters can engage, forcing them at some point to turn on their local acquisition radars to refine their targeting solution. That might at least create the illusion of some of the effects I'd like to see, although the effectiveness of comms jamming would be limited. I'll have to think about that one.

As far as database editing goes, I'm working on hobby gaming at the moment, so I'm not even really thinking in those terms. Whether the ParentSpecific parameter is appropriate depends on the capabilities of the individual systems, and it wasn't really what I was thinking of, either. I don't think in this case it would be appropriate to represent the phenomenology I want to capture. That's more about capturing engage on remote or forward pass capabilities and I'm not thinking about that at all right now. I really can't talk about individual system capabilities and whether they have offboard targeting abilities or not.




jannas34 -> RE: Creating a hierarchical IADS (12/21/2021 8:09:23 AM)

not gonna happen lol




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