Everything posted by kmart494
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Need help with Engagement Turns
A change I made to SimPlot regarding "Next Movement" would allow paper rules players to determine when and where that engagement could happen. http://harpgamer.com/harpforum/index.php?/topic/24759-simplot-by-kmart494-download/?p=49856
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SimPlot by kmart494 download
Here are some changes I made to SimPlot recently. 1) I added a new status bar function called "Next Movement." This button will display the unit's next location on screen using the heading indicator (the line projected from the unit center) given the current time scale, unit heading, and unit speed. Where the line stops is the next location of the unit when you press the (M)ove key. This will be helpful in deciding which time scale to use at the beginning of a new turn. For example, if it appears that units will come well within detection or weapons range using a 30 minute turn, then the 3 minute turn could be selected instead to get a more precise control over the encounter. Previously, one would have to guess when that will happen. 2) I believe I have solved the load/save directory issue. When loading a scenario or map file, the directory will be the same as the executable file. You can select the exact scenario folder easily from there. When saving the scenario file, the last folder selected will be the first one to appear in the list. It works good on my computer, but your results may vary. 3) I added a few "interlocks" to prevent ruining the flow of the scenario. The biggest problem was turn time. Once a turn is in progress, it should remain at the same time scale until next turn. So, at the beginning of a new turn (after you press the (T)urn key), you can change the time scale. But, once you (M)ove the units, the turn time is locked out until you press the (T)urn key again. This will still allow you to transition to longer/shorter turns in the plotting and detection phases. This problem did not really manifest itself until I added the next feature. 4) And now the most requested feature...Undo! This is a two part feature. First is turn time undo. After you press the (T)urn key, the game clock advances by the turn time. But if you forgot to add aircraft or weapon launches in the last fire phase, or forgot to change unit perception in the last detection phase, just use the undo menu then make the changes. Second is movement undo. After you press the (M)ove key the units move according to the last orders. But, if you forgot to change either the turn time or unit orders before moving, then just use the undo menu to back up the movement. Also, any units already added after the (M)ove key is pressed will be deleted (they would not have existed before the move anyway). The exception to deletion are non-moving units such as buoys, ref points, and bases (the undo function works using movement tracks--these units have none). The undo features will only allow one undo at a time. You can back up the current turn, but not the last 5 turns or whatever. If you messed up bad enough to need that much undo, then you should start over. I will need to create a map making tutorial. Also, we may be getting to the point of needing a SimPlot download section so players can share maps. I may as well post v1.4 while I start mulling over how to make range circles in SimPlot. http://harpgamer.com/harpforum/index.php?/topic/24759-simplot-by-kmart494-download/?p=48284
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SimPlot by kmart494 download
I have added map image capability to the program. I still need to test a problem I was having with directories (the program did not always find the map file). I have also added base and airbase units (instead of just using reference points to represent them). While experimenting with the Somalia map, I came across a ship navigation problem. For neutral ships transiting the map, they needed to follow the shipping lane. That proved to be difficult since I could not easily estimate the headings. Ships could follow preset nav points, but placing new reference points on the map required calculating the locations from the pixel x,y and scale. That seems like too much "pre-game" work, so I have added the ability to use the mouse pointer to add new units/ref points. The procedure is simple: left click on the map location for a new unit/ref point, and them press the F1 key. The location fields will have the map x,y already filled in. They can be overridden if you want to place the new unit/ref point elsewhere. A new program version will be posted soon. Edit: I am also working on an undo function.
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SimPlot by kmart494 download
Darth, I think I found the problem. The original program only allowed the use of whole-number headings (Integer values). Now that the program has more functionality, using one decimal place for the heading became a necessity. Some of the code was not updated for this need. The red text is for my "check for problems" routine that tries to eliminate program crashes due to mistyping letters and numbers where they don't belong. I changed the code in the new unit and modify unit classes to allow for decimal values. Version 1.3.1 will be ready in a few minutes. You won't have to change your scenario file to use it. Let me know if it works. http://harpgamer.com/harpforum/index.php?/topic/24759-simplot-by-kmart494-download/?p=48284
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SimPlot by kmart494 download
After finishing the program update, I spent some time fooling around with ways to display maps in Simplot. I was initially concerned about using bitmaps since they would have to be re-scaled to fit a changing background scale. I also thought about using polygons with game x,y coordinates, but that would need a separate program to generate the polys (probably using a background bitmap anyway). So, I experimented with the easiest solution--bitmaps. Using Paint Shop Pro I grabbed a screen shot of the Somali Pirates map from Harpoon Naval Review 2009. I worked out how to resize the image with a change in zoom scale. (Actually the bitmap remains the same size, but it is drawn to different scale sizes on the screen. I'm not sure what effect this has on memory at this point, but it did at least work.) It turns out that the above map did not allow the in game icons to display very well. The map was too bright and the icons too dark. Yuck! I needed to modify the map, so using a new layer in PSP I painted over the map. That's more like it! You might have noticed the bases in Somalia are gone. I think they would work better as in-game units so they can interact with other units. I calculated their locations using the pixel x,y and scale (this map's original image is 3.5 pixels per nm). After figuring out how to associate a map image to a scenario file, I loaded up a new scenario and placed the Somali bases using Simplot. The results are very promising. Even when the map is re-sized and re-centered, the bases remained in their relative location on the image. I have yet to modify the save scenario routine to incorporate the image file name. That won't take long. One possible problem will be directory structure. So far, the image loads if it's in the same directory as the scenario text file. I think during a multi-player game the image would only have to be passed to players once, as long as the new turn text files are dropped into the same directory as the image. More testing on this!
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SimPlot by kmart494 download
Program update: I made the adjustments listed in the above posts. My own tests show everything is good, but I would like some independent verification. Aside from that, I believe Simplot v1.3 is ready for a multiplayer test. http://harpgamer.com/harpforum/index.php?/topic/24759-simplot-by-kmart494-download/?p=48284
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SimPlot by kmart494 download
I discovered a problem with the unit perception not displaying the correct track information. I wanted an unknown/enemy track to begin appearing at the time the unit is first detected, and disappear if you lose contact. I believe I fixed it, but I need a little more testing to make sure. Also, I still have to adjust the load/save routines so that perception data is only visible to the ref, and the players will only see the perception as "hard data" in their text files (to prevent cheating).
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South Atlantic War II-#16
I need to dig out my Max Hasting's book on the war so I can refresh my memory on the sea battles. I had been under the impression that SAM performance against VLow Skyhawks was considered poor at best. It would be interesting to compare the actual outcomes to H4 scenarios.
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SimPlot by kmart494 download
I apologize for not getting around to updating Simplot. Summer has been very busy for me, so I did not have the anticipated time for programming. Summer is coming to a close soon, so I hope to resume production in a few weeks.
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SimPlot by kmart494 download
I have made good progress on multiplayer unit visibility. Now the ref has the ability to show different kinds of information (of neutral units) to each player. Most other problems related to this process have also been solved. I am going on vacation so I will post more on this update in 1-2 weeks. Kevin
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Chile vs Peru using SimPlot
The following is a small scenario inspired by the Second War of the Pacific article in Harpoon Naval Review 2000. This was just to test using SimPlot to map out a paper rules game. The scenario takes place during a hypothetical war between Peru and Chile in 1995. Peru has sent a frigate to patrol off the coast of northern Chile, since their intel says all the fighters and ships at the Iquique Airbase and Naval Base are deployed elsewhere. The ex-British Daring class ship Palacios will operate alone due to a lack of opposition. However, the Chilean Air Force has one F-5E left at the base due to maintenance problems. The airbase has picked up an ESM contact that is believed to be an enemy warship. The jet has been repaired and armed with 5 Mk-82 bombs and ordered to identify the contact. If it's a Peruvian ship, then attack it at will. Below is the situation at 1300. There are several fishing boats around, and a commuter plane has just departed the Iquique Airport (it's both civilian and military). The ESM is also displayed. Also, the Bearing/Range feature is turned on that will give the bearing and range relative to the selected unit. The next screenie is from the red player (Peru) perspective. It shows a new air contact departing the airport, the commuter plane (still unidentified), and two out of three fishing boats visually identified. Even with single player games, Simplot will allow you to see all units, or just a player side (with any units designated as visible to that player). (Showing all units) The new air contact is actually a Chilean F-5E. He is vectored to parallel the ESM bearing in the hopes of identifying the contact. He does get close enough to ID the warship, then turns to set up for a dive bomb attack. Although Palacios does not visually ID the jet, it's speed and maneuvers suggest an enemy aircraft. The ship accelerates to maximum speed and turns toward the fishing boats hoping the jet won't attack so close to them. (Zoomed in showing both sides and Bearing/Range) During the 1306 engagement turn first movement phase, the F-5 is within ship gun range. I rolled for shots from the 114mm and 40mm mounts before I realized that I wanted the ship to do "evasive maneuvers" before the bomb run. The guns missed anyway, but I suppose they shouldn't fire if the ship is trying to evade an aircraft. (Zoomed back to normal showing both sides) The F-5 ends the second movement phase overflying the ship, and so this is where the attack occurs. With all 5 bombs dropped as a stick, I had a 50% chance of one bomb hitting. The dice roll was not even close so the Palacios will get a chance to head home and kick the intel guys in the rear. I enjoyed this little scenario. I added the original scenario file as a download in case anyone wants to play with it. Note: the current version of SimPlot does not support ESM lines. That is a feature I am working on right now. Kevin Chile v Peru Scenario.txt
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SimPlot by kmart494 download
Program update: I have solved the issue of unit track visibility. The tracks will not be visible to the opposite player until at least one turn later since the track must have at least two endpoints to draw a line. I am hoping some of you can independently verify that it works. At this point the program is ready for a multiplayer test. Maybe we can put a short game together to test the process of using SimPlot. There is a caveat. Even with limited contact info, opposite players will still see the correct side of the contact (red, blue, or neutral). I suppose there are many scenarios in which it does not matter (no neutral units around, for example). I added some additional scenarios to the zip file. They are from the Harpoon Quickstart book. Some are just a collection of reference points since the exact units, formation, and start locations are variable according to the scenario rules. http://harpgamer.com...wnload/?p=48284 Kevin
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SimPlot by kmart494 download
Program update: Unit visibility is now saved with the scenario files. Also, using the new F3 key will allow a ref to set how much of an enemy unit's information is visible to the other player. This, too, is saved with the scenario files so the ref does not have to change it every time. Items such as name, heading, speed, altitude/depth can be hidden even though a contact is made. Depending on the sensor, information other than location may take a turn or two to develop. Also, I have an option for the ref to use an alternate name for detected units (such as "Large Ship", or "4 x Small Aircraft") until the players can figure out what they are up against. I have not uploaded this version yet. I am still working on limiting unit track data. As it is now, once an enemy unit is visible, you can see it's entire movement track. I want to limit that track to just the time of initial detection up to the current turn time. Otherwise, you will know instantly the location of firing units (of missiles and torpedoes, or launch locations of helicopters and aircraft). Kevin
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SimPlot by kmart494 download
I modified the program tonight to limit the X,Y coordinates to 3 decimal places. The original scenario files are not changed, but the data will update correctly with the first movement phase. Please let me know if this solves the scientific notation problem. Kevin http://harpgamer.com/harpforum/index.php?/topic/24759-simplot-by-kmart494-download/?p=48284
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SimPlot by kmart494 download
I am glad at least something worked good for you. I think it's strange that the scenario file would save as scientific notation. I wonder if the language setting does that, too.
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SimPlot by kmart494 download
Version 1.1 fixes (hopefully) the regional language problem of saving/loading the scenario files. Also, there is rudimentary support for multiplayer games. The readme file has not been updated since I am still working on getting the multiplayer function to work the way I envision. So, here are a few tidbits to get you started. Use the F2 key (modify unit) to set the "visibility" of a unit. That is, whether or not the enemy can see you. Use the new "Show Sides" menu to view just Blue, Red or All sides. The File menu has a save function for a multiplayer game that will create three files: the master scenario file for the ref, Blue file, and Red file. Do not add a file extension in the save file dialog as the program will do it for you. The Blue and Red player files will only include that side's units plus any other "visible" units. Also, loading the Blue/Red files will disable certain functions such as movement, turns, creating and modifying units. In this way, the Blue/Red files are "read only" since changes to units will go through the ref anyway. I am exploring how to limit the information a player has about visible enemy units. Sometimes you know a unit is there but not necessarily things such as speed, heading, altitude, or depth. Multiple detection will yield that information and I wanted to model that. As it is now, visible enemy units will display all information about them, including their movement tracks. Kevin Edit: I forgot to mention the visibility flag for enemy units is currently not saved with the scenario file. Also, you will not be able to use v1.0 scenario files with v1.1 without an easy modification. I will post more detail about that if anyone needs to use an older file with the new program.
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SimPlot by kmart494 download
Instead of having everyone in the world change their settings, I will use a different character as a separator. Maybe the "|" would work better (I think it's called a pipe).
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SimPlot by kmart494 download
That is so funny because I was going to make a joke about Steve's language settings without realizing it could be the problem. I needed something to blame, after all. Edit: By the way, I got SimPlot to work on my 32-bit Vista computer after upgrading to the latest .Net framework.
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SimPlot by kmart494 download
SiimPlot was created on a 64-bit PC (Win 7) using Visual Studio. I was not aware that simple programs like this may not run on 32-bit systems. I have a 32-bit PC that I can try this on. If I have to, I can recompile on the 32-bit PC so everyone can use it. I replayed the Dinner scenario and made frequent saves. Everything seems to be working fine. At present I cannot explain why your scenario files are not saving correctly. It looks like you used 3 minute turns, so you did not mistakenly use 30 minute turns (which would make your units go too far). Which version of Windows are you using? Is anyone else experiencing similar problems? Kevin
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SimPlot by kmart494 download
Steve, I could not see the image, but I copied and pasted your scenario text and ran SimPlot. It appears that the units have gone so far away that they cant be found. I also see some weird data in the movement track part of the file. I will examine it closer later tonight.
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SimPlot by kmart494 download
I agree, Tony, and I am going to work on the multi-player function before going deeper into the uncertainty thing. However, I would like to share a few details of how it might work in SimPlot. As it stands now, the ref could still provide the players with bearings from detecting units to radiating units (radar or sound). Those detected units would not be seen by the players until a hard fix is established (radar contact, visual sighting, or active sonar). It would be up to the players to imagine the uncertainty zone for themselves. Another possibility is for me to add ESM/sonar detection lines as a display option. Let's use an airborne radar transmitter as an example. Once a ship in a task force makes an ESM detection, the ref would use a pop-up form to select the detecting and radiating units. An ESM line would then be visible to the player. Multiple ESM lines would give the player a good fix on the unit location. The player could ask the ref to create a reference point at subsequent cross-fix locations, and a little math on the part of the player would give him an idea of speed. The heading of the detected unit will be known by selecting the reference points and using the bearing button at the bottom of the screen. Keep in mind the detecting units are themselves moving and therefore these reference points will only give the player an idea of who/what/where/when/why of the radiating unit (although a pretty good one ). The uncertainty of it all is up to the player and not a burden for the ref.
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SimPlot by kmart494 download
Steve, When I load the Dinner at Six O'clock scenario I see the blue icon in the middle of the screen, with the red icon in the upper left. To equalize the screen, right click at a point half way between the two units. That should allow you to see both. Also, please be aware that the info at the left side of the screen is not "see-through." If a unit is plotted behind it, you will have to right click the screen to move the unit into view. If you think you may have right clicked yourself too far away from the units, just use the "C" key to recenter the screen. You can also try "zooming out" to see all the units. Did you change the colors? If the background color is the same as either side, then you will not see them. You could try using the default colors just to see if they come back.
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SimPlot by kmart494 download
Just to sweeten things, I am mulling over how to create multi-player capability. I am thinking that three files will be needed for each scenario. One will be for the referee and shows all units and actual sides. Two more files would show the blue/red side units and other units within detection range (as determined by the ref). Also, units would have to be "perceived" by each side based on sensor, visual, or behavioral information. For example, the blue player would see all his units and detected units. But, the detected units would be assigned as "unknown" by the ref until the blue player declares they are neutral or hostile. Players would be sent a new file for their side after every phase (unless nothing happens or changes). The program would just be used as a viewer by the players, with the ref adding and modifying units as ordered by the players.
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SimPlot by kmart494 download
Thank you Piotr. I am a little embarrassed about the gridlines though, since they did not work as intended. I was hoping to give the user a sense of distance when changing scales. I might replace them with a range bar at the bottom of the screen.
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SimPlot by kmart494 download
I created a simple plotter (SimPlot) program that automates the process of moving units on a simple x,y coordinate system. The objective is to get myself to play H4 paper rules more often by eliminating the problems of graph paper or Neptune's Cat attacks for tabletop games. SimPlot will track time and motion of units. It will also provide range and bearing info to other units. Units can automatically follow other units that are selected as "targets." Unit movement tracks and times can be displayed in case you want to see where you have been. How about a few screenies? I was hoping to show the unit tracks, but it looks like Photobucket may have changed the image a bit. Anyway, the colors in the game are changeable so you can select whatever colors you like. There is an option to display bearing and range data from a selected unit to all other units. This will make calculating detection easier. Units can automatically follow other units by assigning them as "targets." Of course, you can still order a unit to follow a set heading. There is a readme file within the zipped folder that has details of how to use the program. I hope that most of it is intuitive. still, I will answer any questions you may have about the program. I forgot to mention that to get started you have to either create a new scenario (very easy--fill in the form, press OK, and then add units) or load an existing scenario. I included two simple scenarios to get you started. SimPlot.zip