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Question: How to detect (for triggering signal) if a MCU is in a specified INFLUENCE AREA (Only with ME)


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kraut1
Posted (edited)

I would like to detect, if checkzones are in a already defined influence area.

-only for single player.

-only with IL-2 Mission Editor

-without external programs, scripts.

-without Mods.

-simple design, to be used for very many individual check zones.

 

the activated checkzones have the purpose to simulate Ground Observers, Ground Control, Radar Control to transmit a primitive Radio Message by using the german actor91 / russian actor41 original / default sound files that informs the pilot in which grid to search for enemy planes.

Note: tank commander voices (actor91,...,actor41,...) are the only voices with a sound file for pure number "0" (and numbers 1..9) required for grid locations.

 

Many thanks in advance!

 

 

 

 

Edited by kraut1
Billsponge1972
Posted

I could be wrong but I seem to remember reading that influence areas were not implemented in the mission editor. Or maybe just for multiplayer?

  • Upvote 1
kraut1
Posted (edited)
6 hours ago, Billsponge1972 said:

I could be wrong but I seem to remember reading that influence areas were not implemented in the mission editor. Or maybe just for multiplayer?

Thanks for your reply, I suppose the same.

My current tested solution:

In each 10km x 10km Grid there is one simple unit combined with complex group

-The checkzones for detecting enemies are are distributed over the whole map (basic version / later smaller groups).

-There is a simple backup mode that would trigger all checkzones at mission begin, but this is by default deactivated by a timer=longer than 3 hours.

 

-each checkzone / grid has a complex group:

1.) directly after mission begin all checkzones for detecting enemies are deactivated

2.)after a short time a checkzone for detecting friendly ground troops is triggered (current radius 14366m / variable, can be changed with find / replace)

3.)if a friendly unit is detected the checkzone is activated and short time later triggered.

Now this checkzone begins to report enemy planes

4.) All checkzones to detect friendly ground troops are deavtivated some seconds later.

 

Adjustable parameters by find / replace with text editing of the group:

 

Creating a russian version:

changing audio file paths from Config = "audio\radio\ger\actor91\ to Config = "audio\radio\rus\actor41\

changing: PlaneCoalitions = [1]; to PlaneCoalitions = [2];

changing: VehicleCoalitions = [2]; to VehicleCoalitions = [1];

 

Considering a western front ToW with frequent radar support:

increasing of the radius of the checkzone for detecting friendly ground troops to 50...100km

 

Considering an early war eastern front ToW with simple radio communicans:

decreasing the radius of the checkzone for detecting friendly ground troops to 5...10km

 

The probability, that an active observer detects an enemy plane, will be by default at ca. 75% and is adjustable too.

 

 

 

Edited by kraut1
357th_KW
Posted

Is the goal to use the ground units as spotters for aircraft?  Are they moving ground units, or do you know where you placed them and they are static?  Or are you just trying to make a radar array?

Billsponge1972
Posted

My limited skills make it hard to understand what is going on in this logic.

 

kraut1, could you explain? 

kraut1
Posted (edited)
13 hours ago, 357th_KW said:

Is the goal to use the ground units as spotters for aircraft?  Are they moving ground units, or do you know where you placed them and they are static?  Or are you just trying to make a radar array?

 

10 hours ago, Billsponge1972 said:

My limited skills make it hard to understand what is going on in this logic.

 

kraut1, could you explain? 

Thanks for your replys.

-The idea is to use the existing audio/radio files to simulate a ground control that reports enemy plane grid positions.

-As I have already explained only the tank crew / tank commander actors are able to say "0" and other numbers from 1-9 without additional "km" or "o' clock"

Because of this only messages in German and Russian language are possible, sorry.

 

Because it will be much work to copy and edit the names of the number-sound files I have splitted for each zone the components  in a simple basic unit that would be active after mission begin and a bit more complex unit to activate the observer (or detecting) check zone only, if in a variable radius are friendly ground troops.

 

I will consider only ground observers or radar.

If I want to use it only for ground observers I would reduce the radius to detect friendly units to ca. 5km-10km.

If I want to use it for radar I would increase the radius to 50km-100km.

This means for 100km for example that for each ground unit the checkzones in a radius of 100km are activated.

Maybe for Great Britain 40-45 or for  Netherlands, Belgium and Germany from 41 to 45).

 

The basic unit, by default the first timer triggered by mission begin is deactivated by a very long time.

But in case that later serious issues with the complex unit appear it could be activated.

image.thumb.png.476af25a412172136c2e03c403f10ff7.png

And the complex unit to decide if the checkzone for the grid (here 0612) is activated or not:

image.png.75a219c0d0844c7a0ae9ae7ae6c119a1.png

Attached a small test mission with for grid 0612.

Audio-Grid-Locations-0da-test.zip

EDITED LATER: THE ATTACHED MISSION WORKS, BUT DUE TO A MISTAKE ALL ELEMENTS ARE ARE COPIED ON THE SAME LOCATION

I have tested the activation:

Only after a frindly ground object is activated at AF Hilversum (currently after 15 seconds) the message is transmitted.

The subtitles are only temporary for testing, will be deleted.

Because I have considered for Netherlands 43/44 a general high standard of german radio communication I have used the default radius of ca. 14km (green) for activation by frindly ground units. But for the final Netherland 41-45 version I would extend the range to 50...100km (Radar)

There will be one huge basic version for ca. 430kmx340km that can be adapted / cut to all maps.

image.thumb.png.a45961f27dd51ff568c5be3341aa97dc.png

Edited by kraut1
357th_KW
Posted

I use an array of check zones for radar (with basic text messages in my case) and I just use one check zone per 10km x 10km grid square.  I'll activate the checkzone for just a fraction of a second, and then deactivate it and trigger the next check zone in the array.  I put a cool down on the reporting message for each grid so they can only trigger reports every 5 minutes or so, to avoid constant repeating alerts from the same sector.  Using this method, it puts almost no load on the PC/server as you only have one checkzone running at a time from each array.  Sometimes I'll use multiple arrays like this to keep the refresh rate low if I need to cover a large area.

 

I've tested using smaller check zone spheres of 2km diameter, and this can work well too, and gives you a degree of altitude discrimination.  The problem becomes the build time to put it all together (dozens of hours vs less than an hour), and the vastly slower refresh rate once you have 27-36 check zones per 10km x 10km grid as opposed to just 1.

  • Like 1
kraut1
Posted (edited)
19 hours ago, 357th_KW said:

I use an array of check zones for radar (with basic text messages in my case) and I just use one check zone per 10km x 10km grid square.  I'll activate the checkzone for just a fraction of a second, and then deactivate it and trigger the next check zone in the array.  I put a cool down on the reporting message for each grid so they can only trigger reports every 5 minutes or so, to avoid constant repeating alerts from the same sector.  Using this method, it puts almost no load on the PC/server as you only have one checkzone running at a time from each array.  Sometimes I'll use multiple arrays like this to keep the refresh rate low if I need to cover a large area.

 

I've tested using smaller check zone spheres of 2km diameter, and this can work well too, and gives you a degree of altitude discrimination.  The problem becomes the build time to put it all together (dozens of hours vs less than an hour), and the vastly slower refresh rate once you have 27-36 check zones per 10km x 10km grid as opposed to just 1.

To activate the checkzones only for a short time is a good idea.  I use subtitle check zones for radar too, but in a more primitive form. They are always active.

For high altitude missions above the clouds I have created a system where the german AFN-2 indicator is used to display the direction to the targets:

https://forum.il2sturmovik.com/topic/91243-emg-rheinland-map-area-extension-germany-4345-modified-settings-v01-29042025/

https://youtu.be/HRDASr6zNgE

But on the other hand for the eastern front and low / medium altitude western front I wanted to use a system with audio files and I wanted to use the existing default audio voices.

I have created now a 420kmx300km area on the rheinland Map (at the end will be 430kmx320km) with one audio message / per 10x10km grid. (took a long time).

The file size is huge and for the use later there will be created smaller front sectors.

My first area will be Velikiye Luki, the map has a size of 170km x 100km.

I used EMG by Vander to create the mission and installed additionally my new audio wingmen warnings 

https://forum.il2sturmovik.com/topic/91275-suggestion-audio-warnings-by-ai-wingmen-during-air-combat-w-rugerusgb-mission-pack-warning-groups/

and for test the Group for Velikiye Luki.

The Grid positions of the enemy planes were reported as intended by actor91 and it worked well and the grid coordinates are easy to understand (sorry, only german / russian possible).

added later: optimized There were a bit too many reports, but this can be adjusted by the mentioned parameters.

And the impact on performance seems to be acceptable, at least for a small area like Velikiye Luki.

 

For me it is interesting to hear the audio grid coordinates, to search them on the map and to navigate by comparing the landscape with the map.

Changed later optimized group and missions + russian group + messages:

1943-04-20a-Velikiye-LukiBF109-G6-intercept-mission.zip

1942-07-05a-Velikiye-LukiBF109-G2-intercept-mission.zip

1943-08-20a-Velikiye-Luki-La5s8-intercept-mission.zip

V-Luki Ger Grid Audio Messages-v1a.zip

V-Luki Ru Grid Audio Messages-v1.zip

Edited by kraut1
kraut1
Posted

 

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