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General Barron

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About General Barron

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  1. General Barron

    CCIP Functions

    Well, that's too bad. I guess it makes things a bit more complicated, unless we can figure out how the lift is defined. For my part, I fleshed out my script from before, although it is based on the shell/bullet flight model (so it doesn't include the lift that bombs use). I'll post it here; it isn't really in a usable form, though somebody might do something with it (I guess you could turn it into an FCS for a tank or artillery). At the moment, it has constants hard coded into it for the drag and initial velocity of the projectile. Of course, you would eventually want to read these from the config. Also note: this script was written for VBS2. The convertToASL function doesn't exist in Arma, so some other way of finding terrain height would need to be used. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //work-in-progress ccip / fcs script //by General Barron //Note, this script only takes terrain into account. //It does NOT account for objects or buildings on the terrain! #define DELTA_T1 Â Â 0.2 Â Â //sleep step used in script (between impact point calculations) #define DELTA_T2 Â Â 0.5 Â Â //time step used in trajectory simulations #define G_CONST Â Â Â 9.81 Â //acceleration due to gravity #define AIRFRICTION -0.0005 //air friction constant for the ammo being computed by the CCIP #define INIT_VEL Â Â 0 Â Â Â //initial velocity of the ammo being computed by the CCIP //#define DEBUG Â Â Â Â Â Â //uncomment for visual debuggging while {true} do { //position of ammo, if it were fired right now (same as firing vehicle) _Px = (getposASL vehicle player) select 0; _Py = (getposASL vehicle player) select 1; _Pz = (getposASL vehicle player) select 2; //base velocity of ammo, if it were fired right now (same as firing vehicle) _Vx = (velocity vehicle player) select 0; _Vy = (velocity vehicle player) select 1; _Vz = (velocity vehicle player) select 2; _Vmag = sqrt (_Vx^2 + _Vy^2 + _Vz^2); //add in initial velocity of ammo due to being fired _Vx = _Vx + (_Vx/_Vmag)*INIT_VEL; _Vy = _Vy + (_Vy/_Vmag)*INIT_VEL; _Vz = _Vz + (_Vz/_Vmag)*INIT_VEL; //simulate ammo trajectory until it impacts the ground while {_Pz > (convertToASL [_Px, _Py, 0]) select 2} do { //adjust ammo velocity for air friction and gravity (the only forces working on the ammo) _Vmag = sqrt (_Vx^2 + _Vy^2 + _Vz^2); _Vx = _Vx + DELTA_T2*(_Vmag*_Vx*AIRFRICTION); _Vy = _Vy + DELTA_T2*(_Vmag*_Vy*AIRFRICTION); _Vz = _Vz + DELTA_T2*(_Vmag*_Vz*AIRFRICTION-G_CONST); //factor in gravity here //adjust ammo position using time step and new velocity _Px = _Px + _Vx*DELTA_T2; _Py = _Py + _Vy*DELTA_T2; _Pz = _Pz + _Vz*DELTA_T2; #ifdef DEBUG //visual debugging _cone = "vbs2_cone_no_geom" createVehicle [0,0,0]; _cone setposASL [_Px, _Py, _Pz]; _cone spawn {sleep DELTA_T1; deleteVehicle _this}; #endif }; //we now have the impact position if we were to fire the ammo right now: [_Px, _Py, 0] //todo: do something with this... #ifdef DEBUG //visual debugging _arrow = "vbs2_visual_arrow_red" createVehicle [0,0,0]; _arrow setpos [_Px, _Py, 0]; _arrow spawn {sleep DELTA_T1; deleteVehicle _this}; #endif //wait a bit before recalculating the impact point sleep DELTA_T1; };
  2. General Barron

    CCIP Functions

    I think you've misunderstood me. What I'm saying is that to calculate the horizontal distance traveled, you SHOULD calculate the actual trajectory. You should plot it out, step by step / point by point, until the trajectory hits the ground. Then you know the impact point. I don't think this can be calculated any other way. Not when you add air friction and a non-flat terrain into account. Vektorboson (who is much better at math) seems to be backing me up on this one. If it were a simple calculation, why didn't WWII era planes have CCIPs of some sort? A simple calculation can be done mechanically, like with a slide ruler. But for the CCIP, I'd guess you need a computer to do it, because so many calculations need to be done so quickly. -------- The script that I posted does just that. It is a loop that plots the trajectory of the bomb, if you were to release it at this very moment. This is very simple to calculate because there are only two forces acting on the bomb: gravity and air friction. Gravity is always pulling the bomb down, while airfriction (in Arma) is always pushing the opposite direction of where the bomb is traveling. So all you have to do is apply those two forces, over and over again, to your imaginary bomb, until it hits the ground. Then you know where the bomb would impact (almost exactly), if you were to release it right now. Repeat every frame, or as quickly as Arma can handle the calculations. -------- Btw, for bullets and shells, Arma handles air friction as follows: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _Vx = _Vx + (DELTAT*(_V*_Vx*_airFriction)); _Vy = _Vy + (DELTAT*(_V*_Vy*_airFriction)); _Vz = _Vz + (DELTAT*(_V*_Vz*_airFriction)); Â Where: _Vx/y/z = velocity in each direction (x / y / z) _V = total velocity (magnitude of velocity vector) DELTAT = time between simulation steps _airFriction = airFriction value from CfgAmmo So, every simulation step, the above formula is applied to the velocity, giving you a new velocity modified by air friction. In addition, the velocity is also modified by gravity in the downward (Z) direction using the standard 9.8 m/s/s value. This applies to bullets and shells. I haven't tested to see if it applies to bombs or missiles. They might use a different method to simulate air resistance, or they might use the same formula but use sideAirFriction instead of airFriction from the config.
  3. General Barron

    Army & Marine Operations

    Some USMC publications to look up: FMFM 1-2, Marine Troop Leader's Guide FMFM 6-4, Marine Rifle Company/Platoon <a href="http://www.marines.mil/news/publications/Documents/MCWP%203-11.2%20Marine%20Rifle%20Squad.pdf" target="_blank"> FMFM 6-5, Marine Rifle Squad</a> FM 21-75, Combat Training of the Individual Soldier and Patrolling OH 6-6, Marine Rifle Squad, Nov 83 You should also look for publications from the "Marine Corps Institute" (MCI). They take a number of larger publications and boil them down into a smaller, easy-to-read course on a specific topic. There's a bajillion of them out there, covering everything from explosives to reverse osmosis water purifiers. Terms you want to look for are "rifle squad/platoon", "infantry", and "warfare", I assume these are the kind of operations you are asking about (as opposed to checkpoint, security, convoy, maintenance, classroom, or other types of military operations). Marines can download them for free from the MCI website, but you might be able to find them somewhere on Google or a file sharing service.
  4. General Barron

    CCIP Functions

    I don't think it is possible to calculate the trajectory in a single line when you factor drag into it. Maybe with some very advanced calculus, but I asked something similar on a math forum and was unable to get an answer. So, rather than try to calculate a trajectory in one equation, why not just simulate it? So, every loop, you simulate the bomb's trajectory until it hits the ground. Then you know the impact point, and you animate your sight. Repeat continuously. To do this, you should only need the plane's velocity and position. You then run a loop, where each step you apply gravity and airfriction from a given delta T, to update the bomb's virtual position. Then check if this new position is in the ground or not. Something roughly like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> while {bombsight is on} do { #define DELTA_T 0.1 //time step used in trajectory calculations #define GRAVITY 9.8 //acceleration due to gravity _bombPos = getposASL plane; _bombVel = velocity plane; //simulate bomb trajectory while {_bombPos select 2 > *ground altitude at that point*} do { //adjust bomb velocity for gravity _bombVel set [2, (_bombVel select 2)-GRAVITY*DELTA_T]; //adjust bomb velocity for air friction //(need to look up calculation for this) //adjust bomb position using time step and new velocity _bombPos = _bombPos PLUS (_bombVel TIMES DELTA_T); //matrix operations need to be done here }; //we now have the impact position if we were to release the bomb right now _bombPos //somehow animate sight ...do something... //wait a bit before recalculating the sight sleep 0.1; }; As for positioning the sight itself, you could just use T_D's world to screen pos function, now that you have the world pos where the bomb will impact. So, say you feed that pos into his function, and you get a result of X=.75, y=0.2. You now just animate your sight or dialog or whatever so that the reticle is at that position on the screen. It shouldn't matter what your pitch or bank or yaw is, assuming that T_D's function takes all of this into account. Alternatively, you could just position an object or particle or waypoint in the 3d world at the impact position itself. No need to bother with 2d screen calculations, as the graphics engine takes care of that for you (obviously, you'd want this to only be local to the player in MP).
  5. General Barron


    Note that the damageResistance entry only tells the AI whether or not to fire at a vehicle. It doesn't actually resist or reduce damage in any way. It is just a flag for the AI, telling them whether to fire at a vehicle with a given weapon (so they don't fire rifles at tanks, for example).
  6. General Barron

    BI press release Re: OFP title and development

    I like it. BIS makes a compelling argument, assuming what they say is true / the whole story. Why should someone roll over and take #$@ if they have a legal contract that is being violated? And the fundamental premise is sound: it is a bit of a lie to bill something as the "next generation of" a game, if you aren't retaining ANYTHING from the old game, except the name. It isn't against the law to lie though, so it would come down to the contract to see if there is anything legally wrong here.
  7. General Barron

    ArmA maps are TOO large for public servers

    Btw I'd like to point out how absurdly unrealistic this statement is. Even Medal of Honor winners and similar never go above about 80 kills in real life. I wonder if ANY soldier in history has ever had 350 kills in one battle. Is this Arma or Battlefield you are talking about? Please don't imply that the OP wants something "arcadey", when you are using such an arcadey reference as an example of "good" or "realistic" Arma gameplay.
  8. General Barron

    ArmA maps are TOO large for public servers

    I think this is a useful discussion to have, so I made some diagrams. First, let's remember The Captains quote here: Now, let's say such a company consists of 4 vehicles and 40 dismounts (this might not be exactly correct, but it should be close). I placed such a company in a formation 800m wide and 100m deep. See below. A soviet mech company Wider view 3D view Now, you said that in a Warfare there were 480 units in total. That is roughly equal to each side having 5 of the above companies, which is roughly equivalent to a battalion. I placed this many units in battle lines across the island. See below. 5 companies vs 5 companies Now that we have something solid to work with, let's discuss it. My opinion is that the above battle lines look decent. However, here are the problems: -There are no rear area personnel in the diagram. They are all on the battle lines. -There aren't any spare personnel to mount an attack. They are all on the battle line or in reserve. -Because of this, it would be very difficult for the battalions to control the entire island at one time, which is the objective in Warfare. They would be stretched way too thin. -Actual warfare / Arma missions tend to NOT organize themselves into coherent positions like the ones shown. Warfare forces you to hold towns, not to organize a coherent battle front. So, in practice, those units would be scattered all over the map. My gut feeling is that 500 units total would make for a realistic sized battle, if only half of south Sahrani was used. You should be able to scale that number down accordingly. If you had 1/4 of South Sahrani, you would need about 250 units; or 125 units for 1/8 the island. 1/8 of the island is about Paraiso plus surrounding area; or one grid square. So, about 6 squads vs 6 squads (plus support vehicles) in one grid square. Below is a rough example of what that would look like. Realistic (?) unit density around one town I leave it up to the reader to decide if this is close to most Arma missions. Also note these numbers are all for "open" areas. Large cities (say, population 100,000+, maybe half the size of South Sahrani) would require much higher unit density to make for a realistic fight.
  9. General Barron

    USA Politics Thread - *No gun debate*

    Question: What is/should be the objective of government regulations in the mortgage market? What are some examples of where the government did a "bad job" and failed to meet that objective? I often hear the cry "not enough regulation", but as banking is perhaps one of the most heavily regulated industries, I wonder how this can be true. And, last time I checked, the purpose of regulation wasn't to prevent normal market cycles. Rather, it was to prevent fraud and other criminal acts. ---- Now, lets go back to the last recession, at the turn of the century. It was kicked off by the bursting of the tech bubble, at the end of Clinton's presidency. How was that recession different from this one? Take a look at this list of US recessions. It looks to me like we have a recession just about every 10 years. Again, would someone please explain to me how this one is somehow different from all the others?
  10. General Barron

    ArmA maps are TOO large for public servers

    +1 I'd love to see Close Combat style battles in Arma! Unfortunately, from the types of comments on this thread, I don't think most Arma players would actually enjoy that. They might sneer and insult your intelligence or attention span for suggesting such a thing. Then they will go on to play "Warfare", which is as realistic as spaceships and laser guns (that's not to say it isn't fun). Smaller terrain isn't really the solution, though, IMO. The answer is to restrict the battle to a specific section of the terrain using some kind of artificial barrier or game mechanic. This needs to be available within the editor, so any mission maker can do this. Next, I'd love to see missions need to focus on a simple tactical problem. I'd love to see a mission where the whole mission is to envelope a single enemy position. You could play the mission a number of times from all different points of view. Once you are the base of fire. Next you are the assault element. Next you are the security element. Most Arma players don't even know what these terms mean, even though they cry "realism" every time Arma is constructively criticized. Most of the MP missions I've played are these epic, absurd quests, where you've got one squad that must single-handedly tromp across the entire island, destroying various objectives. This is absolutely ridiculous, and totally unrealistic. People should play Close Combat to see what real battles should be like. Oh, but I guess this thread is "pointless". How dare we suggest improvements to mission design, instead of new models or hotkeys.
  11. General Barron

    ArmA maps are TOO large for public servers

    Wow, I must say, I get the impression that people here are very defensive and/or closed minded. I think Peter_Bullet makes some good points, but it seems to me like he is all but being castrated, and I'm not even sure why. For some reason, BIS's mission design seems to be a bit of a "sacred cow". If anyone dares to suggest it could be done better, they get told to play another game, or else to "do it themselves". It's funny that suggested changes to the animations in-game don't have the same backlash, even though there is nothing stopping anyone from replacing Arma's anims. Yes, it is great that Arma has a mission editor and can be modded. But did anyone ever stop to think, hey, maybe some people don't want to edit missions, for whatever reason? Shouldn't a game come with kick-ass levels, in addition to kick-ass models and gameplay mechanics? For many players, the official SP and/or MP levels of a game are all they will play. So, if those missions are crap, the community loses a lot of players, and also a lot of potential modders/mission makers. Of all the things to make suggestions on, I'd think that mission design should be the #1 issue ANYONE should be concerned about. A game with terrible level design will not do well. Most people are players, not modders. They want a game to come complete, including good levels. They shouldn't have to rely on 3rd party websites to find "good" levels. I come at this from the perspective of both a player and a mission maker. Feel free to flame me too, but I think there are some really good points here. Sacred cows be damned. I'd also like to point out, I think missions with higher unit-per-area density are actually more realistic. Most ofp/arma missions I've played are terribly unrealistic, because there are too few units in too large of an area.
  12. General Barron

    USA Politics Thread - *No gun debate*

    Until Bush's "no child left behind" act made it a federal one. Colleges are established and funded at a state level. k-12 education is done at a mixture of state and local level. Good god, is this really what's happened to us as a country? Are you really telling me you didn't know it was traditionally a state issue? Is there anything that you think is a state issue? I'm not sure how to put this... Look at things numerically. If you are voting in a pool of 100 voters, how much does your vote count in the election? Now, what if you are voting in a pool of 100 million voters? Your vote just got 1 million times less important. I don't know if you've ever lived outside the US, but one thing I noticed from doing so is that we are a really, really big country. We have some 300 million people. Most other countries seem to be a tenth that size. That means voters have 10 times more say in their government in those other countries. Now, the concerns you express are basically along the lines of "what if the other states don't do it right". To me, that sounds very controlling. You don' want to let other states have their say in issues that you wouldn't agree with, even though you aren't living in those states. If that is truly how you feel, then you must also realize that the reverse will be true. There will be times (say, 8 years under Bush) where what YOU want will be ignored, and instead what those OTHER states want YOU to do will become law. It swings both ways. By reducing the size of elections, you mathematically increase the power of each voter within them. If I'm voting in a pool of 100, I have a lot more of a chance to swing enough people to my side of the vote. And the guy I'm voting for has a lot more reason to make sure he accurately represents my interests, because I'm holding a larger stake in hiring / firing him. This is why I believe that we should do as much governing as possible at the county level. Only issues that can't be solved at that level should then be solved at the state level. Then, only issues that can't be solved at the state level, should move to the federal level. By "solved", I don't mean "decided to YOUR liking". I mean, "decided to the liking of those voters". Have you ever heard the phrase, "live and let live"? You may not like how someone else raises their kid, but it is their kid, after all. Of course, as long as they aren't abusing the kid. To prevent government abuse, we need to have specific limitations on government; which can't be broken, even if voters want to. We have the Bill of Rights for the federal government. States have something similar. Hey, and one last thing that's cool about the separation of powers: if you don't like how things are run where you live, you can move somewhere else that is more suited to your philosophy. If all we had was a national government, then you'd have to move to another country, which has immigration barriers and so on. But if governments were at a state level, you'd be able to stay in America, but just move to another state. And, unlike a country, the states can't stop you from moving in or out of them. Now, imagine the same thing, but on a county level. Or a city level. Wouldn't it be cool if your Republican friends could live under their government, and you under yours, and yet you can still be within driving distance of each other? A guy can dream. If you want to know specifically what I think should be state, and what should be national level policy, I'd look at the constitution. Article I, Section 8 seems pretty clear to me. So does the 10th Amendment. The federal government is supposed to have a very specific, limited set of powers. Everything else is reserved for the States or the People. Now, I'll ask you a similar question: do you believe there should be any limit on the Federal Government's powers? If so, what should that be? What should the power of the States be? Wouldn't it be awesome to live in a world, where instead of just name-calling each other ("Bush is evil", "The rich are evil", blah blah blah), we actually discussed facts and ideas? I have been trying to present evidence to support my claims that we can't afford our government . I have pointed out a lot of numbers that support my argument, and nobody, including yourself, has bothered to respond to those arguments. Instead, people tend to "dumb down" the argument, into really, really simple sentences like "Bush caused this mess". If you say something like that, you should have a reason you believe it. You should have some kind of evidence to support such a claim, and you should put it up for discussion. Discussing facts actually leads to solutions. Discussing personalities is a waste of time.
  13. General Barron

    USA Politics Thread - *No gun debate*

    Btw this is a pretty damn sick thing to hope for. How can you claim to care about people, when you are "secretly" hoping for massive misery and death? I wouldn't wish this kind of thing on anyone, which is why I'm trying to show people how to prevent it. I seriously hope you are kidding, because, if not, I'm afraid I'd have to call your character into question, to put it lightly.
  14. General Barron

    USA Politics Thread - *No gun debate*

    Please, give me the specifics. What specifically did the Bush administration do, and how exactly did that cause the current situation? And, while your at it, can you explain to me how this situation is different from a normal market cycle? That actually brings me to my second point: Really? Tell me how this situation is not just a part of the business cycle. What is so special about this recession, that somehow the business cycle no longer applies? You sound like one of the people who were talking about the "new economy" in the late 90's. Like it or not, there are boom and bust cycles in all industrialized economies. The government can't stop the bust, because the bust is caused by the boom. But no politician gets elected by saying they are going to put the brakes on during boom times. The government does the exact opposite. They hit the gas, all the time, which causes bigger booms, and then bigger busts. Right now we are fighting the inevitable. Housing prices must go down because we more houses then we need. We expanded too fast, and now we are coming back down to how things really should be. The fact is, we aren't as rich as we hoped. Obama and the government is trying to sell you a lie. edit Again, this is why we should support states rights. You know, like the country was originally supposed to be: with a small federal government when compared to the state governments. Take a look at Obama's "stimulus". How much stuff in there should be a state issue, not a federal one? Since when is education a federal issue? Wake up people. The federal government can only have power if it takes that power away from the states. Every dollar the federal government spends is a dollar taken from the pocket of the states and the people. So we don't get "more" education by making it a federal issue, we just get less control over it. Tell Obama to stick to the constitution, and give us back our rights!
  15. General Barron

    USA Politics Thread - *No gun debate*

    Fine. I'd LOVE to see the democrats proposing a balanced budget that might turn into a surplus. Better yet, let's just pass a law FORCING congress to do just that. My state has such a law (of course, it took a citizen's initiative, the legislature would never do such a thing). If we don't force the hand of congress, they will never balance the budget. It is more politically beneficial for them to put everything on credit. After all, they aren't running for re-election 10-20 years from now, when all their programs are actually paid for. Does anyone else find it completely unethical and undemocratic for us to spend the money of future taxpayers? I mean, my nephews are too young to vote, yet we are literally giving them a bill for our current spending. Honestly, I find this to be selfish and morally disgusting. It is taxation without representation. This should be illegal. Obama was saying he would have a balanced budget ("pay as you go") when he was campaigning. To be honest, I almost voted for him on that basis. Even though I wouldn't agree on what that budget should contain, I'd prefer that over deficits. Good thing I didn't vote for him, because his actions are showing that he is worse than Bush. Obama lied!