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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
XO
![]() Join Date: Mar 2002
Location: Spain
Posts: 431
Downloads: 22
Uploads: 1
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Hello all!
After a long time thinking on it, I've created a small mod of a "Satellite of communications" for both LwAmi v3.08 and Sakura v1.02 mods. It has 2 adds to the game: -a Satellite of communications -a landbased radio With this I pretend to simulate somehow a way to communicate with the Head Quarters (COMSUBLANT/PAC North Fleet...) in order to send/receive data, new mission orders, intelligence... Also to simulate land transmissions I've made a landbased radio also detectable from ESM at short range. The COMSAT and the radio are detectable via ESM, so, In my opinion is more or less realistic as you have to be at periscope depth if You want to stablish contact with it; and with the radio antenna up to receive the messages. Is a work for mission designers to prepare the way the player must/can interact with the satellite, but I think is better than the "nothing" we had untill now. I've created a very simple mission test (called COMSAT test) to show how it can be used. Here are two screenshots: ![]() This is the satellite itself (taken the one already in the game). As You can see its flying at 90.000 feet. I've set a maximun alt of 100.000 ft and think is enought) ![]() These one is how it looks when you detect it. In my tests you can detect the satellite form about 200 nm. I accept all kinds of oppinions (well... not all... :hmm ![]() You can download it from Commanders Academy forum (thanks to OneShot) http://www.commanders-academy.com/forum/showthread.php?p=21229#post21229 or from (temporary links, I will not upload again when outdated unless someone asks to): http://www.badongo.com/file/7649521 It's 1,16MB The file has two versions: one for LwAmi only and other for Sakura mod (that needs LwAmi activated). If someone else (Bill? ![]() Hope You like it ![]()
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Hay dos tipos de buques: los submarinos... y los blancos. There are two types of ships: the subs... and the targets. Last edited by FERdeBOER; 02-05-08 at 05:30 AM. |
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#2 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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![]() ![]() Doctrine: If [controlable sub] DETECT [COMSAT] with [ESM], Then Trigger Fired. I see two significant implications of this for mission design. We now have a fairly "good" means of simulating data transmission FROM the platform besides link information. It's also a far more elegant way of providing a "go-code" trigger (as opposed to, for example, placing an aircraft orbiting an FFG that the FFG can shoot down at will to activate the trigger). The downside is going to be ESM autocrew...
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#3 | ||
XO
![]() Join Date: Mar 2002
Location: Spain
Posts: 431
Downloads: 22
Uploads: 1
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![]() Quote:
You can see some recommendations I make on the mission designers readme included in de zip Quote:
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Hay dos tipos de buques: los submarinos... y los blancos. There are two types of ships: the subs... and the targets. |
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#4 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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Well with the general "go-code" application the idea is for the player to decide when it is needed. So it looks like for the time being it's mainly a solution for subs. That's the way workarounds go sometimes...
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#5 |
Ocean Warrior
![]() Join Date: Sep 2006
Location: Connecticut
Posts: 2,507
Downloads: 145
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I have to give my two bits ! This is definitely an AWESOME idea and when perfected will offer a lot of really interesting possibilities in future mission designs !
![]() How cool would it be to set up a spy satelite over a certain area that can detect certain targets and relay them to the players or other ships ? Another cool idea would be to model a Predator or some other UAV's to deploy or have deployed over the area to send info to the platforms in the area. These things would be small and pretty hard to shoot down.
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#6 | |
Seaman
![]() Join Date: Oct 2004
Location: visual, aural and nasal
Posts: 37
Downloads: 0
Uploads: 0
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![]() Quote:
However I don't see what we can gain by having a satellite model at 90 kfeet? The existence of military satcom is a fact and nobody needs to detect them via ESM. My wish is for DW to include a simulation of satcom transmission from surface units (including submarines at comms depth) - every time a player sends a chat message or forwards a track to the tactical data link network, ESM receivers should be able to pick it up (within an appropriately limited distance). |
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#7 | ||
XO
![]() Join Date: Mar 2002
Location: Spain
Posts: 431
Downloads: 22
Uploads: 1
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I already said is not perfect ![]() I put the sat at 90k feet for setting an altitude where it doesn't disturb other possible air platforms. Is detectable via ESM because is the only way I figure out about how we could simulate communications with a satellite. Is job for mission designer to make the satellite "usefull" for the player. If the mission designer set the satellite as neutral, the AI will not attack it, so is not a problem if it can or not detect it. So think this COMSAT as a radio signal, not as a radar->ESM contact. That's how I thought it to be. In SC, with "user action" doctrine, this could be simulated simply raising the radio antenna, but the option is not more in DW... ![]() As a mission designer I allways missed to have a way to transmit what I found. i.e: if I think it gives more realism if you, after slipping into a port and take photos, have to transmitt this info (from a save point, of course) for me is more realistic (despite having to do this via ESM) than any other possibility avaiable on vanilla game. You give me an idea... maybe we can model a bunch of objects that transmit "radio" signals... :hmm: I mean, a building that emmits a radio comm and the task of the player is to intercept it... what the rest think about that? Quote:
![]() A little question, as English is not my mothertounge (You have probably noticed it ![]() ![]()
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Hay dos tipos de buques: los submarinos... y los blancos. There are two types of ships: the subs... and the targets. |
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#8 | |
Seaman
![]() Join Date: Oct 2004
Location: visual, aural and nasal
Posts: 37
Downloads: 0
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I suppose a communications satellite could be a COMSAT then :p I still don't understand why you would like to have a satellite in the sky modelled as on object in DW. To shoot it down maybe? ![]() Is it possible to simulate space-launched anti-satellite missiles in DW? Or high-power laser beams? I have probably focused on multiplayer too much to be able to understand single player missions requirements ![]() |
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#9 | |
XO
![]() Join Date: Mar 2002
Location: Spain
Posts: 431
Downloads: 22
Uploads: 1
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![]() ![]() And no, is not thought for shooting at it. :rotfl: It's on the simulator because is the only way I found to give a little more realism (IMO having to go to preriscope depth, raise the masts (both of them because you need the radio to receive messages) and search for the satellite signal as the submarines must do to contact the satellite is a bit more reallistic and also makes a bit easier to fire some triggers. I pretend it to be just another neutral object for the AI so it can be only "usable" for the human player. Don't think on the COMSAT (if nobody oposes I will continue to call that) signal as a radar one, but radio. And of course I will be very glad if Bill hosts it on his page ![]()
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Hay dos tipos de buques: los submarinos... y los blancos. There are two types of ships: the subs... and the targets. |
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#10 | |
XO
![]() Join Date: Feb 2006
Posts: 435
Downloads: 5
Uploads: 0
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It would add the 'SIGINT' role to things that a mission designer could use. Imagine: Sneak up to a coastline, troll for a building that has a random transmit time. You have to evade routine partols, avoid counterdetection. Once the SIGINT is accomplished they have to egress the area and report what they found. Use it in the Redstorm type campaign. You are on routine SIGINT ops and intercept a war warning being sent out to the other guys fleet... You leave the area, report, and then move on to the next stage of the game. Oh the ideas I see this being used for. You can do things OTHER than the typical 'blow them out of the water' type scenarios. Last edited by Bubblehead Nuke; 02-01-08 at 01:08 PM. |
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#11 | ||
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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#12 |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
Posts: 1,458
Downloads: 6
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Way to complicated .. anyway if building had radar (simple) it could go active and passive based on other events (time too). You would just have to 'detect building by ESM'. If you want to have 'some traffic' and 'some important traffic', the easiest way would be to have 2 buildings near each other. One with 'normal traffic', the other silent, except for specific time.
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#13 |
Mate
![]() Join Date: Sep 2006
Location: Croatia
Posts: 57
Downloads: 9
Uploads: 0
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@ FERdeBOER
Is it possible for you to send me this mod to my mail, phast2000@yahoo.com? I wouldn't bother you with that, but the problem is that Megaupload reports that all their slots for my country (Croatia) are currently in use. And it's been like that whenever I tried to download something from Megaupload ![]() ![]() ![]() And I would really like to try this mod... Unless Bill hosts it, of course, but Bill didn't update subguru.com in quite a while, and I wouldn't like to miss this mod. ![]() |
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#14 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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DW.pl will be hosting a game today that involves 2 sides fighting in restricted waterways. An international force (3rd side) is authorized to engage subs in the restricted area unless they surface and identify themselves. I've proposed that they use this mod so that they can identify themselves to the international force through a radio message rather than a chat message that would be seen by the other side as well.
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#15 | |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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