[F4RADAR] Lightweight standalone radar application
-
I found increasing the bubble size of ‘flight’ type in the Editor will enhance F4RADAR reliability.
It might affect the dynamic campaign performance but for TE events it is must have.
The default fighter bubble size is limited to 50nm so it’s a bit short to give a picture.Briefly tested, in MP if Host edited bubble size in DB it synchronizes to clients.
I might update Korea Training Theater later. -
Hi Tumbler31,
We have an issue when we start PvP TE (Blue side in US and RED side in DPRK) that Human RED fighters could not be seen from BLUE C2
We also have a problem that some BLUE fighters also disappears during TE.This TE is an example.
https://drive.google.com/file/d/16m28QGRm6WPWn6FaZWSCHY_Yib5l7-3I/view?usp=sharing
Regards,
-
Just as a reminder, F4R doesn’t use the bubble anymore. It uses the spotting and ID’ing also used by BMS itself. Being spotted depends on a lot of things like EWR, MkI eyeball etcetc. This spotting isn’t perfect and sometimes gives weird situations where you see a contact at 200NM but not the one at 1NM. This also happens in game “chalice, picture clear” and 30s later you have and R-77 inbound.
But what shouldn’t happen, is that friendly contacts disappear. I’ll have a look at the supplied TE. Which theater are you using and which seat did you have as F4R operator?
And sorry about the W7, I’ve set all flags to ensure compatibility and rechecked all used DX11 functionality, so I’m pretty short on options, but I’ll check the last resorts. Don’t hold your breath though.
-
But what shouldn’t happen, is that friendly contacts disappear. I’ll have a look at the supplied TE. Which theater are you using and which seat did you have as F4R operator?
We use KTT. The TE I uploaded on 16th is modified for KTO but if you can test with KTT then This TE is the exact one we had a trouble.
F4R seat is US PKG 1978 DRAGNET31.
The problem is…
If we have humans on DPRK PKG1995 SATAN5 we can’t see them on F4R.
If we have humans on the US side sometimes EL or wingmen disappear from F4R.We did TE with both sides all slot human joined so I’m not sure if it happens for AI.
When I tested a theater in SP both US and DPRK planes were visible.Just as a reminder, F4R doesn’t use the bubble anymore. It uses the spotting and ID’ing also used by BMS itself. Being spotted depends on a lot of things like EWR, MkI eyeball etcetc. This spotting isn’t perfect and sometimes gives weird situations where you see a contact at 200NM but not the one at 1NM.
Was the bubble system unreliable or was it “too much clear that sees everything”?
-
A small update allowing you to change the default STPT 25 used for the bullseye. You can cycle the STPT up/down with Z/X-keys. In cockpit you can change this on the BULLSEYE page in the DED ( list-0-8 ).
version 0.24 changes (23.01.2021)
- Added the option to change the default STPT used for the Bullseye, cycle up/down with Z/X-keys
[…]
Was the bubble system unreliable or was it “too much clear that sees everything”?It was difficult to define a balance indeed and respect some sort of ‘fog of war’, especially for identifying contacts.
-
The image and the tacview file link is our latest PvP training.
All GREEN/RED AC were human joined.
I set RED departure airbase to OSAN, then park GREEN AWACS at SUWON which is only 11nm north of OSAN so that I expected AWACS can monitor RED A/Cs.However, in the entire session, human AWACS couldn’t find any RED A/Cs. And it sometimes drops #2 #3 contacts of GREEN ESCORT. We’ve been flying this TE about 10 times but in recent 4 - 5 sessions, maybe since a certain version of F4RADAR update, we couldn’t see RED A/Cs in the entire session and C2 has no job. I tried to park C2 to different airbases but no lack.
We usually train BVR by set both ALLIED/AGGRESSOR flights to the same TEAM(US) and in that case F4RADAR can monitor all groups in the entire session. Stable as perfect. But when we want SEAD involved we need RED SAM as AI doesn’t shoot friendly. And Aggressors have to be in RED so they don’t shot by friendly(RED) SAMs.
https://drive.google.com/file/d/1mdxDRWFFGvCMXxtgqV2RiH-ji7waa5CP/view?usp=sharing
Our squadron prefers a more reliable radar that doesn’t drop contacts. Even if all contacts are the same color on the F4RADAR, we prefer to ID manually by comms, departed airbases, corridors, etc. But losing important contacts is more critical. IMO modern GCI/AWACS should have more stable radars. ‘Fog of War’ exists in the manual ID criteria.
So if using bubble information can be more stable we’d prefer it, and maybe instead no more automatic GREEN/RED side identification, no callsign displays, for ''fog of war" representation. (Maybe manual ID/callsign set would be demanded)
I know there can be several different demands from others. This is just one of those different wishes.
F4RADAR is very careful that it forces updating. I understand it is because even if some versions may have issues with those balance and respect for ‘Fog of War’, no one can keep using old versions. BMS MP experience kept fair to everyone. I hope you can keep a good balance for the entire community.
-
I found increasing the bubble size of ‘flight’ type in the Editor will enhance F4RADAR reliability.
It might affect the dynamic campaign performance but for TE events it is must have.
The default fighter bubble size is limited to 50nm so it’s a bit short to give a picture.Briefly tested, in MP if Host edited bubble size in DB it synchronizes to clients.
I might update Korea Training Theater later.Hi chirilo! Which value exactly did you change in the editor in order to achieve that? I mean for the “bubble” size
-
Another update with a small fix. Until i find the time to write a xml-db parser, i’ve included the option to read runways from a .csv file. The zipfile includes an example with the data as used before. Note the following:
- file name should be “geometry.csv” and in the same folder as F4RADAR
- start your runway definition with “[airfield]”
- each runway should be defined as: “objective-X [km], objective-Y [km], RunwayDimPt1-X [ft], RunwayDimPt1-Y [ft], RunwayDimPt2-X [ft], RunwayDimPt2-Y [ft], RunwayDimPt3-X [ft], RunwayDimPt3-Y [ft], RunwayDimPt4-X [ft], RunwayDimPt4-Y [ft]”
the data can be extracted from MC and checking the objectives and then showing the pointdata in the editor.
- Added reading runway from .csv file
- Fixed crash when cycling bullseye stpt before bullseye was loaded
@chihirobelmo: with your and other user’s help, I try to keep improving the program and find bugs. Since 4.35 some odd things seem happen: human contacts disappear, agged units disappear. I’m trying to pinpoint the issue and sadly it’s not just “increase the detection range”. In other words, the spot- and ID-flag is not so much the issue. It seems to be something in the program database itself. I keep looking for the issue and might ask you to try some beta versions with possible fixes.
-
Hello Tumbler
Would like to know what do the numbers mean below the label name?
There’s a three digits which i presume should be flight level?
And then there’s a two digits number - i presume that should be speed?
However that two digits jump from 30-40 to sometimes 70-80 which is really confusing.
What do these two digits number represent?And by the way, is there anyway to ID the difference between Bogey / Neutral / Hostile?
Or maybe incorporating the usage of IFF - M3 code / squawk code etc….Thanks!
-
An update to make the program work with the latest BMS release 4.35.1. Furthermore I’ve reinstated the 200NM/5000ft detection on top of the BMS detection to cope with some weird behaviour. This implies that all aircraft within 200NM of the F4RADAR player or within 200NM of a friendly AWACS and above 5000ft MSL are detected. Within 20NM of the player or AWACS the detection altitude is 0ft MSL.
version 0.26 changes (24.02.2021)
- Updated for BMS 4.35.1
- Reinstated 200NM/5000ft check + normal BMS spotting
@philip the label is altitude in hundreds of feet MSL and the ground speed in tens of knots. The latter jumps around a bit for contacts outside the bubble. I’ve also looked at IFF M3 but didn’t get that operational yet, who knows what the future holds. So for know bogey is bogey until the AWACS can get and ID or your flight has done a VID.
-
Thank you!
-
TvT is a great opportunity to do some live debugging in a MP environment. I managed to catch some mistakes and fixed an error in the table showing the missions for friendlies. Do note that on this version the radar seems to need some minutes to warm up, but due to TvT I decided to release the version anyway. I hope to fix this shortly.
version 0.27 changes (06.03.2021)
- Changed spotting code
- Fixed mission in flight table
-
Great tool! Thank you! During TvT is amazing!
-
F4RADAR can now also be run from the 2D campaign map, so no need to enter 3D anymore (you still can though). In order to run from 2D make sure the campaign/TE time is running and your slotted into a fragged plane. In order to cycle the bullseye STPT load and save the DTC. Threat circles and lines do not yet work from 2D.
Changed the spotting again preventing dropping of contacts. Also added ground contacts. Please note that types.csv shall be present in the same folder as F4RADAR for correct identification of the radar contacts. Note that some double entries are present in the table and sometimes on the scope as well. I will try to fix this asap.
Thanks a lot Bibleclinger, Freudis and all other beta testers I forgot to mention. Great how human GCI’s and F4RADAR bring the TvT even further alive!
version 0.28 changes (17.03.2021)
- Added option to run from 2D campaign map
- Added types.csv file to the package for contact identification
- Added ground contacts
- Changed spotting code
-
Small update
version 0.29 changes (03.04.2021)
- fixed x,y-swap in custom BE-points
-
This thread deserve a sticky given the quantity of people that start using it.
-
version 0.30 changes (17.04.2021)
- internal fixes
-
hi, I launched v0.30 and it says you have to update.
-
Sorry, my mistake. I’ve put v0,31 online. Sorry for the inconvenience.
version 0.31 changes (16.05.2021)
- no functional changes
-
This already awesome program needed a world vector shoreline map underlay…
So I made one…