Can anyone make sense of how to translate this to Spring?

Can anyone make sense of how to translate this to Spring?

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

Moderator: Moderators

Post Reply
User avatar
MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Can anyone make sense of how to translate this to Spring?

Post by MadRat »

http://stinet.dtic.mil/cgi-bin/GetTRDoc ... tTRDoc.pdf

This is a PDF file on Rule-Based Air Combat Manuevering, a subject NASA apparently spent a little time on figuring out. Seems like some of the basic principles would translate over to Spring although the more complicated stuff would probably not work so well. Things like plotting firing arcs and stuff might be possible, but is it practical?
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Can anyone make sense of how to translate this to Spring?

Post by rattle »

no
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Can anyone make sense of how to translate this to Spring?

Post by TradeMark »

way too complex for a game like this, do we really need more air lag?
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: Can anyone make sense of how to translate this to Spring?

Post by Peet »

MadRat wrote:http://stinet.dtic.mil/cgi-bin/GetTRDoc ... tTRDoc.pdf

This is a PDF file on Rule-Based Air Combat Manuevering, a subject NASA apparently spent a little time on figuring out. Seems like some of the basic principles would translate over to Spring although the more complicated stuff would probably not work so well. Things like plotting firing arcs and stuff might be possible, but is it practical?
Yes, we'll get right on implementing the contents of this 138 page document.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Can anyone make sense of how to translate this to Spring?

Post by Argh »

Most of that document can be simulated in Spring. Not simulated in a 1:1 manner, but that's what simulation is about, anyhow. For example, you can duplicate the expected-value concepts for strategic-level air combat very easily, using COB and HitByWeaponID... most of the detailed interactions between weapon systems and counter-measures could be simulated with Lua, although I'd be the first to say that this would be difficult and would not run fast enough for a game that qualified as, "fun" to anybody except for hard-core war sim fans, which is not Spring's primary audience.

In short, it's not that this kind of thing cannot be done. It's a matter of what level of detail you want to achieve.

Detailed air-combat maneuver simulation, for close-in combat (silly, tbh, because IRL, very little modern air combat has been fought at those ranges, and this is not likely to alter in the future, as lasers and stealthed RPVs take over interdiction duties, imo) is out of scope of the Spring project, short of a major rewrite of the flight code for aircraft, and would perform too slowly to produce a good end-user experience.
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Re: Can anyone make sense of how to translate this to Spring?

Post by Dragon45 »

This is 20 years old. This document is probably outdated.
Post Reply

Return to “General Discussion”