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Question on implementation of Radar parameters - 6/16/2014 12:38:20 PM   
Pergite!

 

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I wrote something in the "Manual" thread that I aimed to create a few basic examples of the battles in the electromagnetic spectrum (EMS) in order to create a better understanding for all the different parameters present in the game. This "battle" does not show up in the log, but its certainly there and a very large part of what determines victory or failure in a modern engagement.

...

For this purposes I decided to start with a simple setting involving a SA-2 system and a Vietnam era American strike package. First I put a P-12 Spoon Rest radar on the map and decided to compare data to actual in game performance. The plan was then to calculate the numbers regarding the detection capabilities of the radar against a group of A-6 Intruders.

I used the Radar beam-width to calculate the Resolution range and angle which all adds up with the other values in the Db. These values does however not seem to have any effect in the game. Regardless of how close I try to bunch those Intruders they still get detected as separate contacts by the P-12.

Another issue is the value "ScanInterval" which I interpret in case of the P-12 is governed by the revolution speed of the radar antenna. In game a contact does not get older than 4 seconds. This would mean that the antenna would have a rotation speed of 15 rpm. To my understanding the maximum rpm of the P-12 antenna is 10 rpm, which in theory would give an update every 6 seconds. In the DB the "ScanInterval" value is 10 (rpm?) which it should be. This does however to my knowledge not get represented accurately in the simulation at the moment, unless I have missed something important.

So before I head down any further in my EW venture here, I would like to kindly ask of how many of the sensor and EW related parameters in the Db that currently are in use in the simulation?
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RE: Question on implementation of Radar parameters - 6/16/2014 2:19:34 PM   
ComDev

 

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The reason the contact ages only 4 seconds is because the contact is considered 'fresh' for 1-2 seconds, and thus ages for 'only' 4 seconds. For fighter radars etc with scan rates of 2 sec or less the contact is almost always considered to be fresh.

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RE: Question on implementation of Radar parameters - 6/16/2014 2:22:45 PM   
ComDev

 

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All of the parameters are in use except range/alt/bearing uncertainty for radar. Ref the spreadsheets on radar/ESM/ECM that I posted earlier.

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RE: Question on implementation of Radar parameters - 6/16/2014 3:08:35 PM   
Sardaukar


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quote:

ORIGINAL: emsoy

All of the parameters are in use except range/alt/bearing uncertainty for radar. Ref the spreadsheets on radar/ESM/ECM that I posted earlier.


Hey emsoy,

Could you (or anyone) point me to the spreadsheet you mentioned? Thanks in advance!


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RE: Question on implementation of Radar parameters - 6/16/2014 4:35:53 PM   
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quote:

ORIGINAL: Sardaukar


quote:

ORIGINAL: emsoy

All of the parameters are in use except range/alt/bearing uncertainty for radar. Ref the spreadsheets on radar/ESM/ECM that I posted earlier.


Hey emsoy,

Could you (or anyone) point me to the spreadsheet you mentioned? Thanks in advance!



http://www.matrixgames.com/forums/tm.asp?m=3426310&mpage=2

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RE: Question on implementation of Radar parameters - 6/16/2014 5:15:37 PM   
Sardaukar


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Thanks! :)

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RE: Question on implementation of Radar parameters - 6/16/2014 5:49:47 PM   
Pergite!

 

Posts: 546
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From: The temperate climate zone
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quote:

ORIGINAL: emsoy

The reason the contact ages only 4 seconds is because the contact is considered 'fresh' for 1-2 seconds, and thus ages for 'only' 4 seconds. For fighter radars etc with scan rates of 2 sec or less the contact is almost always considered to be fresh.


Thank you, good to know!

As for the other thread, I do believe that it would be good to promote all that hard work that's actually under the hood.

As for radar range and angular resolution I understand that it is not handled right? The radar calculations in game are done for each potential contact (based on "Radar Horizon, RCS, and impact from ECM if present) with no concern taken to relative position of other contacts in regards of the radars beam width?

...when I write it out I realise how much calculations that needs to be done to make it work. But it would indeed have been cool to have it implemented, making every radar in game a virtual representation of the real deal.

How are LOS blockage and ground clutter taken into account? Not sure if I have asked that before.



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