Everything posted by kmart494
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SimPlot - SimPlot Reference Card
File Name: SimPlot Reference Card File Submitter: kmart494 File Submitted: 04 Feb 2016 File Category: Application/Tools/Mods/Docs This is a quick reference card of Simplot's keyboard and mouse commands. Also included are tables of keyboard commands that are used in the various phases of Harpoon turns. Click here to download this file
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SimPlot - Map - Straight of Hormuz
I updated the map to include international borders and major city names.
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SimPlot - Map - Falklands 1
I updated this map with a black background instead of a transparency so the text would look better.
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SimPlot - Map - Indian Ocean Escort Map
I updated the map to a black background (from a transparency) to make the text appear smooth instead of clunky. I also changed the land mass color to a better shade of green.
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SimPlot by kmart494 download
A quick update: I am working on keeping deleted units in the game as an option. Testing so far is going well. I have not yet added the ability to save deleted units with the scenario files, but that will be the next step.
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SimPlot Maps
I have discovered that the in-map text (place names, etc.) tends to look good even when displayed at different zoom levels, except for any text that is within the background area (the black area if you are using default colors). I think this may be because I am using a transparent background (so that users can select whatever color they want). I think the text I add to the maps looks better when drawn on a colored area. This might be due to anti-aliasing. I do have some (not published) maps with a black background instead of transparent that make the text look good all over. The caveat is the background color cannot be changed from within SimPlot. I would like to know if anyone uses any color other than black for their backgrounds, such that having a map with a fixed background color of black might be a problem.
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SimPlot - SimPlot
Uploaded SimPlot v1.5.1.0.
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SimPlot - SimPlot Readme
I uploaded the v1.5.1.0 readme file.
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SimPlot by kmart494 download
My experiment with CAP Stations is mostly a success. I have aircraft and helicopter units programmed to move to a targeted CAP and stay with it (until their target is changed). But, if a CAP is created after an existing air unit that becomes assigned to it, the behavior can be strange. The problem is the order of movement. All units are in a collection, and unit movement is executed "from the top." The last units created will move last. So, the CAP function works best when the CAP moves first, then the air unit has to catch up to it. Otherwise, the air unit gets close, but will not be on top of it. The inspiration for the CAP comes from the Dance of the Vampires I AAR. The NATO player made heavy use of CAP stations, and I wanted to emulate that in SimPlot. I will upload version 1.5.1 soon. I have to test a few more things and update the Readme file.
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SimPlot by kmart494 download
During the course of a game, I save a new file every Tactical Turn. I use file names such as "turn0930.txt" to keep track of the turns. I am thinking about having SimPlot automatically create that kind of file name every time Save is selected by the player. Also, the program could provide the option for auto saves at the end of every turn. I will think about how to preserve deleted units. I suppose I could put them in a separate collection of units while the program is running, but ultimately the unit info will have to be saved in the scenario file. I have to find a way to keep it separate. I am also playing around with a new "unit" type. I am talking about a generic unit similar to a Reference Point. But, I call it "CAP Station." The CAP will be a rally point for air units, for whatever purpose you need (simulated refueling, initial points, or actual Combat Air Patrol). The CAP can be stationary or move with respect to a selected unit (such as a rally point for carrier launched airpower, or as a helo scouting station). For now I have the unit on screen using an infinity-looking symbol. The CAP will stay at a true relative bearing and distance from a moving unit, even when the ship changes course. I am also experimenting with "behavior" for units assigned to a CAP station (such as staying at the CAP even if it moves).
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SimPlot by kmart494 download
I just figured out how to create programming events for run-time controls (text boxes, buttons, etc.). Only a day too late! I changed the ESM/Sonar form to incorporate an event that will clear the row of text boxes when you select "None" from the type column. Also, I modified the range circle form to look more like the ESM/Sonar form. Both forms will be limited to 9 rows for circles or bearings (I am using a single digit index number that allows me to identify the correct control for the events). I hope 9 will be enough. I need to work on a map making tutorial and update the Readme file. I am also thinking about how to create dynamic scenario files. The files would be script-like and would inform SimPlot on how to create the first turn setup. Imagine being able to create random start points for units, or random unit types and names. The idea is to allow the creation of scenarios that more closely resemble the published paper-rules scenarios.
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Aegis Ashore Scores in First Intercept Test
Are the BMD installations considered US Navy bases?
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Indian Ocean Escort using SimPlot
Well, here is what I have so far. The Charlie II is at Deep I depth, and nothing the blue player has can get him. But, The sub has torpedoes with a max depth of Int V. I am going to assume this means they cannot be fired at a depth below the weapon's max depth. So, I think this means a standoff. The sub is noisy and can be easily tracked given the three helos available to Blue side. The sub can find the task force again, but cannot risk attacking it without coming up a level and getting a torp up the rear. I am going to call this scenario a victory for Blue since they can now safely transit the area.
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SimPlot by kmart494 download
Program Update: Simplot v1.5.0.0 is uploaded. Here are the changes: - Added range circles. For now the number of circles is limited to 5 per unit. Also, a referee can have some circles remain hidden from the player. This way a ref can use the circles as a distance reminder without letting the players know he's watching for something. - Changed the ESM/SONAR bearing form. Now you can see all the bearings that currently exist for the unit (as an observer unit). To add more, use the New ESM/SONAR Bearing button and a new "line" of text boxes will appear. Existing bearings can be deleted by selecting "None" from the TYPE column, or delete all of them with the Clear All button. The changes take effect by pressing the OK button. - Fixed (hopefully) the problem of deleted units still having a reference to them by other units. - Changed the Blue and Neutral unit colors to make them look a little better. To use them just delete the "colors.txt" file from the SimPlot folder and the program will create a new file. - Made a few minor cosmetic changes to the on-screen text. Enjoy!
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Helicopter ASW Operations
Thank you for the information. I am wondering, of the 4 buoys dropped around the suspected location, would 2 be above the layer and 2 below? According to the paper rules, any sub that is at least one half the passive detection distance would be detected no matter what the depth. I suppose if the buoys were all at the same depth it would not matter as long as they were dropped close enough to the sub.
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Indian Ocean Escort using SimPlot
Turn 1536. Buoy B036 has a base classification probability of 45% against a noisy target at 24 kts. A roll of 42 means I know who it is. You can run, but cannot hide. Sorry, Charlie II. *** Breaking News*** Just before I posted this, I checked the torpedo stats and it looks like all the torps available to Blue player have a max depth of Int V. But, the Charlie has a max depth of Deep I (where it is right now). Does this mean I can't attack him? Can he attack from that depth without fear of retaliation?
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Indian Ocean Escort using SimPlot
Turn 1533. The original buoys lost contact so I figured the sub is moving away from them. I dropped some more further to the North. I got a cross bearing that needs to be checked out with the dipper. I decided to label my sonar bearings with the time of contact since it matters for passive classification.
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Helicopter ASW Operations
I am not well versed in helicopter ASW operations. I am interested in learning more about how to implement such things in H4.1. So, I have a few questions if anyone knows the answers. 1) During a Tactical Turn, are sonobuoys dropped before or after the helo moves? Although it is not usable for another Tac Turn, the location may be important if the helo and sub are moving in opposite directions. Every inch might count. 2) Are sonobuoys sensitive enough to classify targets? 3) I saw some good info in the HCE forum covering aircraft ASW ops, but I don't know if it's the same for helos. Does anyone know about standard search patterns for helos? With the limited number of sonobuoys on a helo I can imagine the tactics might be different. Any other info you guys want to offer would be appreciated.
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Indian Ocean Escort using SimPlot
Turn 1515. Blue has picked up a sonar contact from sonobuoy B034. The other buoys picked up nothing. I am not familiar with helicopter ASW operations, so I am going to wing this. Next I will drop another buoy below the layer and see what happens. Below shows Blue side only.
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Indian Ocean Escort using SimPlot
Turn 1439. Time to hunt a sub! A reference point was plotted at the convergence of the missile volley bearings. Since the volleys occurred within a minute of each other, tracing their paths backwards until they meet would make for a good location to start hunting. The image below shows Blue side only, with bearing and range information displayed.
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Indian Ocean Escort using SimPlot
Turn 1438.5. The first 3 missile volley was successfully engaged by Iroquois' SM2MR SAMs. An additional 2 missiles were taken down from the volley headed for Halifax. Because of weapon danger space, Halifax will have to take care of the last one. Spoiler Alert: the last missile was destroyed just outside 3 nm. The light red circle around Iroquois is the minimum engagement range for the SM2MR (just in case). K-503 will attempt to run, since trying to sneak up on NATO ships with a noisy sub is not a good idea.
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Indian Ocean Escort using SimPlot
Turn 1433.5. K-503 fired two volleys of SS-N-9 missiles at the convoy. Unfortunately for NATO, the missile's initial altitude of Low was just outside their detection range. The missiles then go to VLow and cannot be picked up until they are 24 nm from Iroquois. I am using 30 second turns until they are detected. EDIT: The detection range for the small missiles at VLow altitude would be 10% of the listed range for an Air Search radar (using smarter radars rule). So, the range to detect the vampires is actually 14 nm.
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Indian Ocean Escort using SimPlot
Turn 1418. Halifax had to sprint to catch up to her station, but then slowed to 5 kts to listen again. A faint contact was picked up, but it is on-again-off-again. K-503 will slow to 5 kts and come back up to talk to the Bear at 1430. This should give the sub enough time to finalize the convoy position and fire missiles.
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Indian Ocean Escort using SimPlot
Turn 1330. Since the Bear can only hang around for another hour and a half, K-503 will need to close the distance with the convoy to have a chance of launching while the Bear is around. So, K-503 will go to Int III depth and 20kts. NATO will send the helo to scout the navigation turn point.
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Indian Ocean Escort using SimPlot
Turn 1324. Iroquois turns on all radars and picks up the Bear. Since it corresponds to the Big Bulge ESM bearing, Blue player will classify the contact as hostile. Also, Blue receives a SIGINT (delayed according to the scenario rules) but fails to locate the source. The towed arrays will be fully deployed in one more Tactical Turn. Conversely, the Bear picks up the LW.08 air search radar coming from the formation, and will now classify the entire formation as hostile. This new information is passed to K-503. Here is the current situation from the referee view. The white circle around the Bear is the visual identification range. The helo has a yellow circle for Medium radar contacts. I also added a 60nm SM2MR range circle around Iroquois.