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Data View Manual
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1. m BB Select Unit Set Lookin Ji Symbol Sets e m Name Date modified Ty 1 23 2011 113PM Fi 3 19 2010 146PM Fi 3 19 2010 146PM Fi _11 15 2004 405 PM__Ul 4 Horizontal Hexes de Square Symbols de Vertical Hexes L Point of Attack UNT m Poirt of Attack UNT om Fies oftype Unt Set Fies CUNT Cancel Fie nome To set the unit symbol for the weapons system after loading in a symbol set file simply click on the Symbol cell for that system A selection dialog will appear showing all of the symbols defined in the set as well as a sample picture of each Select the symbol to use and then click Select E Select the Default Map Symbol ADA ADA Armored W heeled Gun ADA Missile Long Range ADA Missile Mdm Range ADA Missile Short Range ADA Radar ADA Towed Gun ADA Tracked Armored Gun ADA Trk A amp tm Gun Missle Air Assault Engineer Air Assault Infantry Airborne Reconnaissance Amphibious Infantr Armor Amphibious Armor Wheeled Armored Cay APC Armored Cay IF Armored Cay Wheeled IFY V Do not show spare in name symbols Sort list alphabetically oves _ a Here is an example of how a unit equipped with M 1 s will appear in an actual scenario using the settings as shown above The size HQ Flag and colored status indicators are added automatically by the main program Quick Tip Symbols are shown in generic
2. The relationship between ammo classes ammunition models the gun launchers that fire them and the weapons systems are illustrated below Ammunition Type Model Gun Launcher Weapons System Groups w similar Specific rounds missiles Specific Single vehicle system properties guns launchers e Damage Method e Physical Properties e Type e General characteristics e Guidance size weight muzzle e Accuracy size speed etc e Special Properties velocity m admum e Other characteristics Armor thickness and range etc back blast smoke angles e Lethality Damage flash etc e Gun mountings firing potential arcs and accuracy e Special Properties e Number of rounds carried for each gun and ammo type basic load No links to any other Link to Ammo Class Links to Links to tables Link to other Ammunition Gun Launcher up to Ammunition Type Model Type Model up to 8 6 for cluster munitions Link to Armor table Link to Mine Data table Links to one or more for land mine delivery special systems table rounds see below up to 8 Link to Advanced Energy Weapon table for those types of systems Example Ammunition Gun Launcher Ammo Class Data Data Weapon System 120mm M256 M1A2 Abrams Tank Cannon Tank 120mm TK APFSDS T M 1080 4 3 Special Ammunition Types 4 3 1 Cluster Munitions Sub Munitions A Cluster Munition is a type of ammunition that contains a number of sub munitions When the c
3. A Formations equal sub units Formations are comprised of one or more Infantry Platoon Formation units or smaller formations assigned as subordinates plus at least one Weapon 1x M2 weapons system to act as the HQ element In the infantry platoon example fia Sub Unit 3 x US Rifle Squad M above the platoon would be considered a formation if it were comprised of the APC to act as the HQ plus three squads each containing 4 riflemen 1 grenadier and 1 machine gun team instead of just the weapons systems This is slightly different than in the Main Module scenario execution where each weapon system becomes a unit on its own and formations can include only weapons systems However the distinction is an important one here in that it dictates the procedure for creating formations in the TO amp E creation must proceed in order from small to large the smallest units need to be created first so they are available in for building the larger formations Using the illustration example above the selected US Mech Heavy Task Force is a formation It meets the definition of being comprised of one or more sub units or formations in this case there are five the Recon Platoon the three Rifle Companies and the Tank Company The formation also has three weapons systems assigned the Command Post and the two AF V s which will be used to create a unit that will act as the formation s headquarters element Parent units and format
4. John Kincaid Kevin Pelz Michael Andress Peter Jackson Peter von Kleinsmid Tim Schultz Tyler Philpott Dustin Pearson Mark Vrnebjerg Jensen Table of Contents INTO UCA deal 2 No Nonsense License AgreeMeNt nmncccnnnicncnnnnnncnnnnc cnn 2 Primary CreditS cocino a id da ad 2 Section l General rt AA Ta A AAA AT ARA ATA A et Gea AR 4 11 Relational Data Structure e e aaaea A A A A epee A eee 4 1 2 the Data Tables tt ti A A AA AA A A AE a2 4 1 3 Editing the Data Tables di il ai 5 Tepang Dalasan A A diia dia 5 10 Auto Save Featute cnt A A A AA A AAA AA E aet 5 TO AUtO0 BACK Dorta OLI EI Ea A ARA A AAA TARA AE VS AA AE AA eaten AA S 6 e 6 Section 2 General Features Of FOrms cceccccecccceceeeeeeeee aces ce eeee cece aaaeeeeeeeeeeaaaaaeneceeeeesgaaaaeceeeeeeesesqenaeeeseeeeeseenenaeeaeaaeeees 7 ZA a aca 7 2 Ze DEAL CHING at ENT A T T 7 DES ADS seeds aust areca fa a hear na cat est te cach vag Gta eevee cade cae eee a a a eaa a aa a ea a TEI 9 Section 3 Unique Form Operations ersed eaae ae eee ea aare E aa aa aaa Taaa aaae aaae aa E e a ae aaaea ai 10 3 1 Weapons Systems Data Table Linking SyMbolS oooocinnccccnnnonoccnnnococnnonononcnnonno na nn nono cnn rro cnn ran n rra r nn rca 10 3 2 Terrain Effects Chart TEO adi doioN 12 IZA CS da 12 3 2 2 MOVEMENT POS ios 13 32 30 Ground Condition Ssn a Eos di 14 3 2 4 Linking To A Symbal Set Map a aieia anaE Ene E EA A tee ene Gee ee 15 320 WOGE Edit ks O 16 3 9 1
5. Units yS Formations iia dia aai aa Aa Aaaa a bis aa E a aaa eas Leeda a A aE A Aae aa daaa 18 3 3 2 Parent Units or Formations snini e eaea eaaa aa aae de eaaa daadaa aaia a ao i eiaa denien 19 3 3 3 Unit Composition Weapons SysteMS ocooonnnncccnnnnccccnnnoccccnnnonncnnnno cnn ttak cn nr rr 20 3 34 Sub FormationS iii A A nde DA ib 21 3 4 5 TO amp E Formation Size Considerations cceccccecccceceeeeeeeeeee cece cece eecaaaececeeeeesecacaeeeeeeeeeseceaeaeeeeeeeeeseesenseneeees 22 Section 4 Advanced Data Table Relationships and LinkS ccccccecceceeeeeeeeeeeae cece eeeeeeceaeaeeeeeeeeesenaeaeeeeeeesesensiaeeeeetans 23 41 Weapons Systems nusour iiaiai a eladecchsedadadinedeccewnesedech svadeccbesededinsdceccesebadedh niadeccenedcdevensneueal 23 4 2 AMMUMION k aaen nadie inate A A AA adios Saude dines lesa Ai 24 4 3 Special Ammunition TypeS ooncocccnnnnnnnnnnnccnnnnn cece ea eeaaanaeeeeeeeseceaaaeaeceeeeesgeeaaaeaeceeeeeseeeeaeeeeeeeeeseesenaeeeeeeaaaeaees 25 4 3 1 Cluster Munitions Sub Munitions cccccccceceeeeeeccc cece cece cece eeae cece scene caaaaeeeeeeeeesecaaeaeeeeeeeeesecaeaeeeeeeeseesesieeeenens 25 4 3 2 Ammunition That Creates a Unit eccccecccccceeececenc cece ee eeeeeecaaeeeeeeeeeseceaaaeceeeeeegscaeaeeeeeeesesecaeaeeeeeeeseesnnieeeetaes 27 4 4 Special Systeri S erana enaa ea iia ria A a A dd 29 4o Advancgd Energy We pS vii A AEA E REE de 30 Section 1 General The Tactical S
6. a ieee Cereal Dita Dither Elaziz Dy Wi Viena TR E ol Sostiene T Hew T E rai TEE eee ree ue k woods iN ele Ls y Maa He pal be Pa i Maa Me P He Ms Hr N TEC Table LA Link the Woods dl Symbol To A TEC Wady Entry ECX File Symbol Set Add the Woods Symbol To Map Map To establish these links use the Main Menu Link this TEC to a Map option or select Yes from the dialog after choosing to close the TEC Table form You will then be prompted to load a map to use as the base before having the Link Map Features form appear The terrain features symbols and lines used to create 5 Link Map Features TerrainSymbols and Hexlines to TEC Entries bE the map will be displayed on the left hand side of the NS form and each will be identified as either a Symbol Are Ties TEC We Rootes Map or Line Terrain rape perecer ui map Save To select an appropriate TEC entry to use for the effects ajas a ER panies pasa TIA Save and Exit of a Map Feature click next to the Feature s name TEC File D POA2 Data Tables Standard TEC Cancel under the Uses TEC Entry column A drop down box will appear listing all of the currently defined TEC types MAP FEATURE Symbol or Line USES TEC ENTRY Select the desired TEC line to proceed or Esc to 84 Symbol Dragons Teeth Dragon s Teeth cancel the selection action When all of the desired 85 Symbol Lanes tane links ha
7. but a different file extension The extensions are eE Default Aircraft Performance profiles Gun launcher data Ammo data Cluster Munition data oro Nation Force data Leader data TO amp E data Awards data Mine data Sensor data PMD data Engineering data Decoy data Laser data IP data Commo System data Jammer data Radar data TEC Terrain Effects data Atmospheric Weather data Ground Conditions data Movement Types data Obstacle data Bridge data WPN _ Weapons System data Armor data Manufacturing Country data Sighting Profile data MOPP System data 1 5 Auto Save Feature The Auto Save feature is not included in the standard version In order to prevent unexpected loss of data the program includes an Auto Save utility This feature is accessed on the Main Form from the right hand column Use the radio buttons to select the auto save time period or to disable the feature completely When enabled all of the Data Tables will be automatically saved to file at the specified interval The files will be named Autosave NNN where NNN is the normal file extension see above The files will be placed in the same folder as the parent file 1 6 Auto Backup When a data file is loaded and before any changes are made to it it is saved to a file named Autobackup NNN where NNN is the standard file extension see above This file is not all encompassing because it is updated every time a file is loade
8. force they make force selection both quick and historically accurate as far as the TO amp E is accurate They allow a scenario creator to pick an infantry battalion with a single click for example instead of having to spend hundreds of clicks defining each squad and platoon individually Once selected in the scenario creation process formations and units can be edited and adjusted as necessary weapons systems quantities command relationships leaders and a host of other values can be changed as desired Users also have the option of creating custom units from scratch ignoring the TO amp E The TO amp E editor allows users to edit existing formations and create new ones as desired The left side of the form displays all currently defined parent units and formations The right hand side shows the general values and composition of the selected parent Edit Tables of Organization and Equipment TO amp E File Import Preferences Help Select Existing Formation Edit Formation Information se Force Structures Page 1 Formation Name jus Mech Heavy Task Force E US Stryker Bn i as i Hs cat h Heavy Task Force Nation Force United States e Weapon 1 x COMMAND POST Unit Level Bn Sqdn NTU y ale Weapon 2 x Default APY IFY EA a Sub Unit 1 x US Recon Platoon Armor Overlay Symbol OverlaySym Not Done yet 3 Sub Unit 3x US Rifle Company M Default country of United States weapons systems m Sub Unit 1x US Tank Company e
9. high contrast colors in the selection forms Actual symbol colors are set individually for each country in the Nation Force Data Table after a scenario is loaded in the Main Module using the Preferences command In addition unit symbol colors can be freely adjusted 3 2 Terrain Effects Chart TEC The TEC Data form is somewhat more complicated than the other standard data editing forms In the first place the table itself is based largely on dynamic user created data structures as opposed to the fixed formats found in the other data tables Secondly it requires an external link to a map in order to link the terrain used on the map with the effects defined in the table It is important to note that TEC editing is only required when a custom symbol set is used to create a map i e using a set other than one of the ones included with the program Otherwise users can and should use the standard TEC and associated ECX file unless there is a compelling reason to do otherwise The ECX file links the TEC to the map and will be covered in more detail later in this section r z Terrain Effects Chart TEC Data File Reports Linkthis TEC toaMap MoveRow Reset Col Widths Heip Enter the general information for each terrain type If Road Yes then the road speed will be used in that terrain otherwise the cross country speed The LOS Color is used to identify tenmain types for the LOS x section display General
10. may take a man on foot 60 seconds to scale a chain link fence In this case the absolute delay will be added to the unit scaling the fence at which time their actual forward speed will be zero The Add Max drop down is used to determine which effect is appropriate for the terrain type Add indicates an explicit delay while Max is a maximum speed limit The effects for a single terrain type must be defined as either of these types it can not be both Quick Tip In general full hex types of terrain those that cover the entire location area should be set as maximum speed limit Max types while linear features walls fences are more often defined as having a discrete delay Add Terrain with no movement effects can be defined by setting the type to Ada but the delay amount to zero seconds As a side note the models automatically apply other modifications to determine actual unit speeds or delays including speed decreases based on the incline either up or down loading or unloading operations movement through smoke or chemicals and formation changes moving into column to cross a bridge for example Traffic jams are also modeled For more information please see Part III of the Main User Manual 3 2 2 Movement Types For simplicity Movement Types are used to group weapons systems with similar movement characteristics For example all types of foot soldiers and dismounted personnel walk on their own
11. most of the left hand side data tables In cases where editing capabilities are not permitted the Main Menu File Save menu choices will appear grayed out and are disabled In addition data saved using one version may be incompatible with another For instance data saved with the USG Military version are incompatible with the Commercial version However all users may freely view all of the Data Tables and edit the ones on the right hand side of the main form 1 4 Saving Data To saved changed data if allowed per the version either use one of the Main Menu File Save click Yes when the Save Now confirmation box appears upon closing the form menu options or In some cases additional table data may be saved if the current table has a dynamic link to them For example after saving the Weapons System Data the Organization data may need to be saved as well since changes in the Weapons System list can affect the TO amp E entries If a value is entered in the Author Name Last Edited By field on the Main Form that text string will be added to the file and will show up in the File List Box Users are advised to always use this field in order to discretely identify the person organization responsible for editing the file as well as to reduce possible confusion or conflict between different file versions TS SH HPS Simulations There are six different data file types each with the same file name
12. tables in that the values are used directly by the physics based modeling routines The tables on the right side by contrast are used principally for scenario creation and or organization r WD HPS Simulations Point of Attack 2 DataView Module File Sandbox Help Unit and Force Structures Tertain Effects Chart Nations Forces and Groups Bridge Types Awards and Medals ObstacleT ypes Leaders Atmosphenc Conditions Radological Systems Ammuntion Class Templates Ammunition Data Clustes Multiple Munitions Sensors and Detectors Point Missle CloseDefense Systems Decoy Systems Radar Systems HPS SIMULATIONS Laser Systems y Gata Sen ae POINT OFAT T R 2 Commo Jarmmes Systems Advanced Energy Weapons Mines Land Water Improved Positions poa_tBebill_JM Engineering Systems Organization Fie DAPOADData TabloziStardard ORG Aircralt Pertoemance Proliles Gun Missle Launch System Author name lset edied by Quick Tip To help insure that base values are defined and available for linking in a parent table the Table Editing buttons on the Main Form are arranged in order of Top to Bottom Left then Right Users are encouraged to follow this sequence when adding new entries to prevent having to switch back and forth between multiple forms 1 3 Editing the Data Tables Data editing capabilities may be limited in certain versions of the program For example only USG Military and Professional users may edit
13. two legs and thus all encounter terrain in roughly the same way Thus rather than have each weapons system be its own movement type and require dozens of blocks of virtually identical data entry instead a single type is created for example Foot Movement Types are defined edited in the TEC editor using the buttons at the bottom Once a Movement Type has been defined it can be assigned to individual weapons systems in the Weapons System Data Table as shown here Select Movement Type for Action Ea Select the Movement Type to rename or delete and click the appropriate button Si Weapons Systems File Reports Sorting Reset Col Widths Help Special Find Case Insensitive rifle Comp General Data Weapons amp mmo Size and Low Mobile Wheel Low Mobile Track Ma Move Type Roz High Mobile Track F Med Mobile Wheel Abn Infant y F na Rail Generic Infantry Rifle Foot Click or Double Click a Line in the List to Select it Sniper 1154 rifle Foot Cancel Rename Delete Foot Infantry A Foot 0 0 oo wm Om wm wo 0 Movement Types govern how a unit will interact with terrain on the map including whether or not the unit can occupy a certain location and if it can how fast it can traverse the terrain whether it must spend time negotiating the feature and if it suffers any mechanical breakdown rate adjustments The specifics are set for each Ground Condition Type as outlined in the next sectio
14. Dala Other Elfects Dry Wet Snow Heavy Snow Mud Heavy Mud Rocky Desert Shallow Draft Water Glacier Rename Delete a Terrain Type Rename Delete a Move Type Edit Delete Ground Conditions Done Add a New Terrain Hexine Add a New Move Type Add a New Ground Condition The first column of the table lists the terrain types that will be recognized by the simulation s modeling routines once a scenario is under way These defined terrain types do not need to match the symbols in a terrain set either by name or number though eventually each symbol in use by a map will need to be linked back to one of these types to have any effect linking will be discussed in another section below So while not required the process becomes more convenient and less error prone if the terrain types are kept somewhat generic and in line with the primary terrain symbol set Linear hexside hexline features such as road rivers berms etc must also be defined in the TEC table even though they may not have defined symbols in the terrain set 3 2 1 Terrain Effects Terrain has many effects in the simulation including impacts on sighting movement mechanical breakdowns electromagnetic energy advance weapon propagation ruble and dust creation and protection from enemy fire These effects are set using the General Data and Other Effects tabs on the display The Help file provides an
15. It s OK to occasionally go over that even to 400 or 500 units but with the caveat that users selecting these large formations in a scenario will be essentially limited to picking it and only it They will not have room left to also select other combat formations or support units Therefore when creating a TO amp E it is important to make the size of the units fit the intended scale of the map For example if the map scale will be 25 meters per hex location then the smallest unit should be an individual vehicle or a fire team of 3 5 troops something that fits comfortably within a hex of that size 600 square meters If units larger than that are included in the TO amp E they will not be able to be used on the map since they can t fit in a location in game parlance they will over stack If a user tried to place one anyway the computer would simply automatically reduce the unit size to fit the map scale Applying the limit of 150 200 units per formation to this example the largest formations are then going to be in the range of companies which are generically composed of 3 platoons of 3 squads of 2 fire teams each where each fire team is comprised of 3 or 4 different weapons systems each of which becomes a unit This gives a total of 3 x 3 x 2x 4 72 line units with a few more added in at each level for HQ and support elements say maybe 90 total Adding the next higher formation battalions where each battalion inclu
16. Menu commands are A File Save or load data for the current Data Table A Reports Print one or more reports pertaining to the Data Table for instance a list of all entries Output may also be sent to a file This option is not available for all Data Tables A Sorting Adjust the display order of the Data Table items This command does not change the actual input order but only how it appears on the screen This option is not available for all Data Tables A Reset Col Widths Selecting this command will reset all of the display column widths to their default sizes and will redraw the form This option is especially useful if columns have become too small to view or so large that they crowd out other information the size potion and column widths are saved for every form after each session and changes can sometimes build up that make general viewing inconvenient A Move Up 1 Row Down 1 Row Other Most Data Table editing forms that do not have a Sorting option instead include a Move command This allows users to move entries up and down within the list In these cases the actual order within the table is changed not simply the display sequence A Preferences This option is available on the TO amp E Data Editor It customizes specific display aspects of the editing form The TO amp E form is covered separately below A Help Display the specific help file for the Data Table 2 2 Searching Name search ability is provi
17. ST e a eas se 1990 ee to 11 2010 fa fm US Balanced Task Force fq US Armor Battalion HWY DIV Inf BDE US Tank Heavy Task Force Unit Composition Weapons Systems faq US Armor Battalion Armor Mech Div COMMAND POST US Armor Battalion HVY Div Armor BDE l Default AFV IFY US Mech Infantry Battalion Armor Mech Div fy US Mech Infantry Battalion HAY DIV fy US Infantry Battalion Abn fy US Infantry Battalion Light Div fy US Ranger Battalion fy US Armored Cavalry Squadron Add Specific WS Add Generic WS Help fm US Aviation BDE Cay Squadron HWY DIV fq US Regimental Aviation Squadron ACR de US Light Utility Helo Battalion __US Recon Platoon Armor fy US Combat Support Aviation Battalion US Rifle Company M US Command Aviation Battalion _US Tank Company i Dn Y Up A Add Unit Prey Page Assign an Existing Formation to this Unit Total Formation Size 205 units i 7 Total Entries 555 Showing 2 101 E Active From 1 Sub formations Assigned to Unit ni ni H l H H ni ni ni H ni ni ni ni ni ni 4 k US Aircraft Squadron is US ADA Battalion 48 Cut Right clicking on the tree display allows users to Cut Copy and Paste defined parent formations which is very convenient when creating several formations similar to each other or when moving an entry many places up or down in the list iv Users can also Delete the selected pa
18. Tactical Study Series HPS Simulations DATAVIEW USER MANUAL This manual is applicable to the DataView utility for all of the titles in the Tactical Study Series Players should note that some capabilities or systems are only included with and or applicable to certain titles For example Energy Weapons were not available in World War II and thus WWII players can ignore those data tables For the latest program upgrades please visit the HPS web site www hpssims com If you have questions or are having problems please email the HPS Simulations Technical Support Department support hpssims com If you have a saved game file that exhibits the problem please keep it handy as we may request that you send it to us to help recreate and identify the issue The complete software package and documentation are Copyright O 2003 2011 by HPS Simulations All rights reserved HPS Simulations and the HPS logo are trademarks of HPS Simulations All other trademarks and registered trademarks are the property of their respective owners Introduction Point of Attack 2 POA the initial release in the Tactical Study Series TSS was developed in partnership with the United States Air Force Office of Scientific Research AFOSR and Air Force Research Laboratory AFRL Government users with questions regarding the development process or objectives should contact AFOSR or AFRL directly http www wpafb af mil Or contact HPS Simulations support hpssi
19. US Tank Heavy Task Force will be left with just the Recon Platoon and Rifle Company After deleting the US Tank Company formation from the TO amp E it is automatically removed as a sub formation wherever it is assigned To add a new sub formation to the parent click the Assign an Existing Formation to this Unit button Then select the formation from the pop up list If the selected formation has a higher level than the parent e g a company is selected to be added to a platoon a warning notice to that effect will appear Users may select to add the formation anyway though in practice this type of situation would occur extremely rarely if ever 3 4 5 TO amp E Formation Size Considerations There is no theoretical limit to how big in terms of total subordinate units a formation can be For example it is possible to have a division that is ultimately comprised of 18 000 individual solders with each soldier being his own unit However the realities of memory allocation and available resources would prevent such a division from ever being used in a real scenario personal computers simply don t have the memory or processor speed necessary to run such a large game As things currently stand the realistic limit is about 1200 to 1500 total units per scenario including buildings and other battlefield objects Therefore users should try to keep their intended general purpose formations to around 150 200 units
20. and speed of sub projectiles from canister or the quantity of liquid in a flamethrower burst Penetration Graph Because there are so many data fields in the Ammunition Data table tabs for functional areas are located at the top of the data chart These tabs are used to break down the data into more easily managed chunks to speed up data entry and correction For example to enter or change a Kill value itis easier to click on the Damage tab and scroll one or two fields rather than scroll though the 40 or 50 fields in the entire table The functional tabs and their data fields are In some cases users may also refer to the main program User Manual Part III for more information on specific modeling effects Additionally detailed information on using the Sandbox Form is covered in the main program User Manual Appendix The Sandbox Form does however have an associated Help file of its own accessible form the Main Menu Section 2 General Features of Forms Most of the Data Table Editing Forms operate in a similar fashion with only minor variations between them Thus once familiarity is gained with one form it can be applied to the others as well As a general rule the Data Table forms are modeless in that a user does not need to close one form before opening another and thus multiple Data Tables can be open at the same time However because of the complex relationships between some of the links i
21. d but it does provides users with a first level recourse in case of catastrophic system failure or user error For example when the file Standard GUN is loaded into the program the file is automatically saved to Autobackup GUN too As long as no other GUN file is loaded it will retain the original properties and data in the Standard GUN file before any editing takes place Auto backup files are always located in the program s SystemlAutobackups sub folder IMPORTANT Even with the Auto save and Auto backup features users should always practice good file back up and version management techniques It is strongly suggested that users save files with new names after each interim edit for example LT Hart s Update v12 WPN as well as backing up files to different drives computers or off site locations 1 7 Getting Help Each table editor has its own associated Help file which can be accessed from the Main Menu Help Help Text command This context specific file will cover the general aspects of the Data Table and the form interface as well as provide a description of each field As an example here is an sample from the Ammunition Data Editor Form M Ammuntion Data BA File Reports Sorting Reset Col Widths Find Cacelnsensilive Help Text Toggle Tips On Off Complete GeneralData Propere No Ammo oo ooo E ms apra Zeene f j Edit Ammu
22. d Conditions Add a New Terrain Hexline Add a New Move Type Add a New Ground Condition Ground Conditions are set for each scenario during the set up phase along with the weather and force selections The conditions are not static however and can be set to change over time as the scenario plays out In these cases the models will always use the current condition values the models do not extrapolate or average out between different states Quick Tip Define Movement Types first as many as possible before adding the Ground Conditions one at a time After each Ground Condition is added set the movement values for it This reduces the risk of errors and also promotes continuity between the effect values for different Ground Conditions 3 2 4 Linking To A Symbol Set Map The Main Module modeling is based strictly on maps which are in turn comprised of terrain symbols and hexlines sides In order for the models to know what effects a symbol line on the map should have it requires both a definition in the TEC and a link between the symbol and that definition These links are stored in a file with the extension ECX having the same name as the main map or the symbol set as in the case of geomorphic maps Sembee Editor Map ia Ele Edf henre Symbols iiis Sette M Tairas Effects Chart TEC Data hips tna File Reports Linktha TEC roa Maa Poe Row Reset Col Win Vilage Hen z A 5 SS
23. dated to reflect the size The Default country of weapons systems and Active From fields are not critical However they should be filled in if known in order to aid in the selection processes both in assigning sub formations and weapons systems as well as when the TO amp E is used to create scenarios Once the unit has been added edit and add the weapons systems and sub formation normally 3 3 3 Unit Composition Weapons Systems The Unit Composition panel shows the weapons systems assigned to the unit or in the case of formations the formation HQ As stated above all parent units including formation HQ s must have at least one weapons system assigned The Unit Composition Panel displays the weapons systems Unit Composition Weapons Systems currently assigned to the parent unit formation HQ shown with tank M1128 Stryker MGS icons in the tree view The left column is the quantity of the system to assign and the right column is the system model name 1 Default AFY IFY To edit the values of an existing weapons system click on either the quantity or name grid cell as appropriate When setting quantities for formations keep in mind that this panel is concerned ONLY with the formation HQ not all of the systems that may be included in sub formations They are accounted for on their own Add Specific WS AddGenericwWS __ Help Weapons systems may be designated in two ways A Specific the exact model number
24. ded on some of the Data Table Editor Forms where a large number of individual entries are expected These editors include those for the Weapons System Gun Launcher and Ammunition Data Tables To use the search feature simply enter a search string in the text box and click the Find Next button Enter text here Then click here BB Weapons Systems File Reports Sorting Res dE 1 Widths Help Find Next Search by Nation Type Complete General Data Weapons Ammo Size andAmor Mobility Special Sys Adv DE Effects Ce Find Case Insensitive T 62 RussiavexUSSR Not Specified Russia ex USSR Not Specified 1 Russiatex USSA Not Specified 1 Russiasex USSA Not Specified 1 Russiae USSA Not Specified 1 Clicking the button again or hitting lt Enter gt will find the next instance of the string or if no further entries are found and a message will be displayed asking to begin the search again from the first entry For convenience previous search strings are temporarily aved in the drop down box To access one of the saved strings simply click on the down arrow select the string from the list and then click the Find Next button Search strings are not saved they are lost at the end of each session Default searching is limited to the Data Table s Name field unless otherwise specified In the Weapons System Data Table searches may also be performed using a desired Nation or Type To
25. des three companies plus support units would begin to tax the total unit limit as each battalion will likely have over 300 units The way around this limit is to make different TO amp E s for different intended map scales Each TO amp E would then have its default unit size set so that it can fit into a hex location which automatically creates larger formations compatible with the total map playing area in square Km Examples of Map Scales and Unit Formation sizes are Map Scale meters per hex location 100m to 250m 250m to 500m 500m to 1500m Unit Composition M 1 Tank Qty 5 M 1 Tank Qty 17 M 1 Tank Qty 55 Example or or or M 16 Rifle Qty 20 M 16 Rifle Qty 65 M 16 Rifle Qty 210 M 60 MMG Qty 3 M 60 MMG Qty 9 M 60 MMG Qty 27 M 203 G L Qty 3 M 203 G L Qty 9 M 203 G L Qty 27 Dragon ATGM Qty 3 Dragon ATGM Qty 9 Dragon ATGM Qty 27 PRC 77 Radio Qty 1 PRC 77 Radio Qty 1 PRC 77 Radio Qty 1 Maximum Formation Size Battalion Regiment Regiment Brigade Division Corps t Note In this example the radio quantity is set at one in all cases to reflect the fact that for game purposes only the formation commander has a radio radios used within the formation are ignored Otherwise combat losses to the radio would be ineffective in terms of degrading the formation s communications with its higher HQ Users do not need to follow this convention however If more radios are provided they will be
26. e type of unit created depends on the user definable values in the Ammunition Data Table Permanent Units A Permanent unit is a standard unit in all respects It moves sights fires and is controlled just like any other unit Permanent units are created when the Ammunition Data value Special Type is set to Weapon System Unit A few potential uses of this scheme could be to model an aircraft taking off from a carrier or a reconnaissance drone launched from a bomber In the first case the aircraft is the ammo which is fired from a catapult set as a gun launcher on board the carrier In the second case the drone is the ammo launched from a pylon gun launcher on the bomber There are no limits on how these relationships can be set up and any existing weapons system can be selected for use as a permanent unit Example Weapons Systems Data Table Parent Firing Unit Aircraft Carrier Nimitz Class Gun Launcher Data Table Set as Wpn 1 Qty 1 of Aircraft Carrier Flight Deck Catapult Launcher Ammunition Data Table Special Type WpnsSys Unit F 14D Launch from Deck Weapons Systems Class Table The new unit will consist of this system F 14D Tomcat Temporary or In Flight Units A temporary unit is a standard unit with restricted capabilities It exists for only a limited time and does not perform active unit operations like
27. exact description of each field in the Table How to set up desired movement effects for weapons systems and ground conditions will be discussed in more detail in the next two sections However it is worth touching briefly on how movement is handled by the simulation since it unique from most other wargames or simulations Instead of fixed movement points or hex costs the TSS uses maximum speed limits or absolute delay times These are then compared with the unit s move at this speed orders and absolute weapons system maximum speed to arrive at how fast the unit will actually move through the terrain For example a Woods terrain my have a maximum speed limit of 10 Kph for Foot movement types under Dry ground conditions If a foot type unit has been ordered to move though the location at less than 10 Kph crawling say or if the weapons system itself can not travel at least 10 Kph then the Woods location will have no effect If however the unit is a team of athletes capable of running 20 Kph and they have been ordered to move at full speed through the woods they will instead be be slowed to around 10 Kph Which makes sense given that a person can only run so fast through the woods and is slowed from having to dodge trees trip over roots etc things which do not have much impact on someone walking or crawling In cases where an explicit delay is more appropriate it can be used instead of a maximum speed For example it
28. fic model for example a HAWK G Platoon would always have HAWK G missiles 3 3 4 Sub Formations Sub formations are previously defined units or formations i e not weapons systems that are assigned to a higher parent HQ For example to create an infantry company three infantry platoons are assigned as sub formations to the parent infantry company HQ along with other perhaps formations and units as well Sub formations are not required However if a parent does has sub Sub formations Assigned to Unit formations assigned they are displayed in the Sub formations US Recon Platoon Armor Assigned to Unit Panel The quantity of the sub formation is shown on the left and the name on the right Only formations or units 3 US Tank Company already defined in the TO amp E can be added as sub formations 1 US Rifle Company M To edit the values of an existing weapons system click on either the Assign an Existing Formation to this Unit quantity or name grid cell as appropriate NOTE When a defined formation unit is deleted from the TO amp E Sub formations Assigned to Unit it will automatically be removed from all instances where it is assigned as a sub formation to a parent US Recon Platoon Armor 1 US Rifle Company M So for instance if the panel illustration above represents the sub formations of a US Tank Heavy Task Force and the Tank Company is later deleted from the TO amp E the parent
29. fication x viewing edit the system checks if a symbol set has already been loaded If not it will automatically prompt the user to Aand symibct Be la request ordes to set the symboli for each gt weapons system You can Select that symbol set now 3 ot just Continue you wont be able to select symbols unless you load one as shown at right load a set using the Main Merns File submenu NOTE It is NOT necessary to load a symbol set in order to continue viewing or editing the data In this case users will simply not be able to set or view the symbol set dios assignments All the other values can still be viewed and E edited normally however i Select Set Symbol sets can also be loaded from the Main Menu File Load New Symbol Set option if a symbol set is already loaded it is replaced by the new one After selecting to load a symbol set select the desired set using the standard File Selection Dialog box which will appear Standard ADC symbol sets will have the file extension SET and include both terrain and units For flexibility TSS programs can utilize a second file with the extension UNT which holds only unit symbols no map terrain By breaking out the unit symbols into a separate file it simplifies and streamlines the unit symbol customization process there is no need to include or modify the terrain map symbols and all of the existing map TEC links remain valid and unchanged
30. g the same procedure as outlined above To select an entry either double click it or highlight it and click the OK button The pop up form will close and the selected system highlighted on the main form scrolling as necessary 2 3 Tabs For convenience tab controls are provided on some of the Data Table Editor Forms for tables that have a large number of fields These tabs group together related data fields allowing users to get or set a desired entry quickly without having to scroll across pages of columns of no interest All forms with tabs include Complete tab which is selected by default This tab shows all data fields in the table each data field is a column accessed by scrolling to the right or left General Data Weapons Ammo Size and Armor Mobility gt ETT CTE EPT Expeditionary Fighting Vehicle AAFY Expeditionary Fighting Vehicle AAFV United States United State FCS NLOS4FY AFV ICV FCS NLOS IFV AFV ICV United States United State United States United Sti United States United State RTR 2 N Russia ev l ISSR ris snseneensnssnssnnssoanssnnsnnsecannen Otherwise click on a tab to show the data fields columns related to that aspect of information For example in the Weapons System Data Editor clicking the Size and Armor Tab displays fields related to the weapons system size and what types thickness and angles of armor it possesses Complete GeneralData Weapons Am M
31. ined after the Mine Entry but before the parent munition as shown in the example Example Ammunition Data Table Parent ammunition Define Last 155mm ADAM M718 Cluster Munition Data Table Parent cluster munition Define Third ADAM M718 64 Mines Mine Data Table Sub Munition Define Second M73 AP mine Cluster a ll ee AN Ammuntion Data Table Munition Define First M73 AP mine 3 If the sub munition is a sensor define it in the Sensor Data table first then the parent Example Ammunition Data Table Parent ammunition Define Last Aircraft Dispersal POD RS Cluster Munition Data Table Parent cluster munition Define Second POD RS 64 Sensors Sensor Data Table Sub munition Define First XM10 Motion Sound Sensor The entire configuration starting with the weapons system would then look like this Weapons System Main M109A6 Paladin 155mm SP Gun Launcher System M284 Cannon 155mm Ammo 1 Ammunition Model M864 DP ICM 155mm ub Munition ype Cluster Cluster Munition M864 DP ICM 155mm Munition 1 Munition 2 Type Ammo Type Ammo Qty 48 Qty 24 Ammunition Model M42 Grenade HE Frag Ammunition Model M46 Grenade HE 4 3 2 Ammunition That Creates a Unit The simulation allows a unit to be created when a round of ammunition is fired These units are of two types Permanent or Temporary Th
32. ions are designated in the left hand pane using different graphics Units are shown as small tanks while formations use generic boxes with standard size indicators on top The size is set using the drop down in the general information section and is intended as a general reference it does not distinguish between the unit weapon types branch of service nationality era etc Individual weapons system unit Team Individual Squad Air Element Naval Element Platoon Air Element Naval Division Company Air Flight Naval Squadron Battalion Air Squadron Task Unit Regiment Air Task Force Group Naval Task Group Brigade Air Wing Naval Task Fleet Division Air Division Naval Task Force Corps Air Force Fleet E E E E EEE Unknown Unspecified Note Parent formations MUST still always have at least one weapons system assigned to act as the HQ element Think of these systems as what comprises the icon shown on the tree display 3 3 2 Parent Units or Formations Parent units formations appear on the left hand panel in a standard tree view with the appropriate size icon as described previously above They are what users will be shown and can select from when creating a scenario Clicking the next to the parent icon will expand the display to show all of the subordinate weapons systems and sub formations assigned to the parent Click to perform the opposite operation and condense the tree If a sub formation is selected
33. is specified When a user selects the unit formation in the scenario creation process he will get the exact equipment specified which he can then modify if so desired A Generic The exact model is not specified only the general type is e g Main Battle Tank Armored Personnel Carrier etc When a user selects the unit formation to add to a scenario he will be prompted to select the exact model from the Weapons System Data Table To add a weapons system to the unit formation HQ click the Add Specific WS to add a specific system model or Add Generic WS to add a generic type Generic types may also be specified as required to have Marine or Airborne qualifications by clicking the appropriate OK Marine or OK Airborne button on the type selection form when saving the pick Note these qualification types are set individually for equipment models in the Weapons System Data Table To delete a weapons system either set its quantity to zero or right click on it in the tree view and select Delete from the pop up menu Quick Tip Generic should be used as the default choice when adding new weapons systems This makes it convenient for the scenario creator to select the model he wants to use for the situation being modeled and also to easily equip groups of units in the force with it The only time Specific should be chosen is when the unit or Formation HQ could NEVER be equipped with anything besides a speci
34. k stop to fire etc However the computer may modify some or all of the SOP values to reflect the capabilities of the new unit as compared to the parent On hand ammunition quantities are calculated from the basic load amounts stored in the Weapons System Data able and the force s supply level Once created Permanent units revert to the owning player s control and become part of the normal force structure They are also counted against stacking limits Temporary units on the other hand have no on hand ammunition and completely ignore status values and SOP orders They remain under computer control for as long as they exist and are disregarded for stacking purposes During each pulse the computer determines the elevation and other details of the unit based on the characteristics of the parent round If the round is un powered the unit will follow a standard ballistic path If the round is powered but un guided it will follow the best path possible within the cruise altitude and firing angle limitations If the round is both powered and guided the computer will recalculate its path each pulse based on the current position of the target Temporary units remain in the game until they hit their target are destroyed or incapacitated while en route or reach their maximum range Other than direct combat results from hitting the target temporary units have no additional effects when they are destroyed such as creating wrecks starting fi
35. l Data Armor Data Movement Guns Special Type Launchers Systems up to 6 up to 8 Ammunition Type Model System Link See below Example Weapon System M1A2 Abrams Main Battle Tank Armor Data Movement Symbol Special Chobham Type Heavy Tank Systems Armor Heavy Engineering Tracked System Gun Launcher Gun Launcher Gun Launcher Gun Launcher System Link 7 62mm 7 62mm 120mm M256 12 5mm M2HB Dozer Blade Machine Gun Machine Gun Cannon Machine Gun Ammo Model Ammo Model Ammo Model Ammo Model Ammo Model 120mm 120mmTK 120mm HEAT 120mm TERM KE APFSDS M829 APFSDS M830 STAFF XM1007 M1080 XM943 Ammo Class Ammo Class Ammo Class Ammo Class Ammo Class APFSDS APFSDS HEAT STAFF TERM 4 2 Ammunition Ammunition is what is fired by the weapon system s guns launchers and what causes damage and destruction of enemy units and other objects Ammunition does not have to be physical it can include energy and other advanced weapons The definition of ammunition is broken into two parts The first is the Ammo Class which is a general category into which items with similar properties are grouped For example rounds that are filled with high explosive and cause damage by the blast effects from the detonation of that explosive can all be grouped under the High Explosive or HE Ammo Class The second part is defining the ammunition model specifically including its physical and other properties
36. luster projectile is over the intended target the sub munitions are released or scattered over the area Cluster munitions are defined in the Cluster Munitions Data Table Each cluster munition can have up to six different types and quantities of sub munitions In addition each parent cluster munition has its own dispersal pattern and area Sub munitions can include ammunition models for standard types such as HE AP Frag Illumination etc mines sensors advanced directed energy and even other cluster munitions which can have its own unique composition and dispersal pattern 1 If the sub munition is another Ammunition Type Model define the sub munition first in the Ammunition Data Table then define the parent cluster munition If the appropriate Ammo Class is not yet defined create it before entering the sub munition data Note that the parent cluster munition does not have an Ammunition Class of its own Example Ammunition Data Table Parent Ammunition Define Last 152mm ICM 3023 Cluster Munition Data Table Parent cluster munition Define Second ICM 3023 64 Bomblets Ammunition Data Table Sub munition Define First KB 2 Bomblets Ammo Class Table Sub munition Define if needed HE FRAG 2 If the sub munition is a mine define it in the Ammo Table first then the Mine Data table then define the parent If it is delivered as part of a cluster munition the cluster munition is def
37. ms com As of 2011 the point of contact at AFRL is Dr John Luginsland Alexandria VA the POC at AFRL is Mr Dave Ross Rome NY A special thanks is also extended to Dr Bob Barker who for more than ten years was instrumental in providing resources guidance support and opportunities for the development of POA His involvement and backing were critical in allowing the full development of the program DISCLAIMER The Energy Advanced Weapon information contained herein was gathered by the game author through personal research in open literature internet sources The Air Force Office of Scientific Research neither confirms nor denies any particulars of that information No Nonsense License Agreement By installing the software you are agreeing to these license terms You have a personal license that allows you to install the software on any computer you own or on another computer as long as you are an active participant in ALL games being played using the software installed on that machine In cases where the software is installed temporarily on a computer you do not own it must be completely removed from the computer at the conclusion of any active games being played If the software is installed on a non commercial private network at least one bona fide owner of the software must be an active participant in all games being played For commercial professional i e non entertainment or over the internet use all players must own
38. n 3 2 3 Ground Conditions Ground Conditions are used to adjust movement characteristics in an active scenario based on the effects of the ground surface For example a person on foot will move slower over muddy or snow covered ground than they will over a surface that is dry and clear Or in a more extreme example a ski unit can only use the skis in snow or ice conditions at other times the skis are irrelevant and unit will simply walk at the normal dismounted foot rate Use the buttons at the bottom of the form to add delete or rename Ground Conditions After a Ground Condition has been defined a new tab for it will be added to the top of the grid display Click on this tab to set the movement effects each defined Movement Type which appear as columns as shown here r Terrain Effects Chart TEC Data Sa File Reports Linkthis TEC toa Map Move Row Reset Col Widths Help Enter the Movement Effect Cost for each Terrain type If the terrain is Max values are the maximum speed in Km per hr Add values are in seconds of delay per 100m For Prohibited Proh Terrain enter P Mud Heavy Mud General Data Other Effects i Snow Heavy Snow Med Mobile Track High Mobile Wheel Max Speed on Road Max Speed X Country Open Max Meadow Max Plowed Field Max Desert Max Rough Mas Rocky Max Ranku Pasar hd aul 4 Rename Delete a Terrain Type Rename Delete a Move Type Edit Delete Groun
39. n certain tables users performing edits should be cautious when having more than one form open at the same time The forms are not always automatically data aware in that changes to one form may not be reflected on another until that form is manually redrawn To edit an existing Data Table value click on the cell containing the value Depending on the type of value editing will be performed using a standard text box up down arrows a drop down or though the use of a custom panel form With the exception of a custom panel form which has a Save type button or control to save a value after editing it simply click on another field on the form To cancel an edit without making any changes hit the Esc key Changes are automatically saved in memory as they are made but are NOT saved to disk file until the user explicitly selects to do so either by a prompt when closing an editing form or the program or though the Main Menu File command This allows users to abort entire sessions without causing permanent hard to correct errors but it also opens up the possibility for loss of data if the files aren t saved Users should always remember to double check that files are saved appropriately before exiting the program 2 1 Main Menu The Data Table editing forms share a general Main Menu though not all commands will be available on all forms depending on the data context and if other more advanced options are available The Main
40. n effect it is a unit even if it is out of the control of the owning player and does not perform active operations Note The selection of weapons systems for temporary units is limited to those defined as Temporary In Flight in the Weapons Systems Data Table Normally these will be generic definitions that roughly approximate the size and characteristics of a range of similar weapons Example Weapons Systems Data Table Parent Firing Unit Destroyer Spruance Class Gun Launcher Data Table Set as Wpn 1 Qty 1 of Destroyer Tomahawk Launcher Ammunition Data Table Create Unit on Firing Yes BGM 109C Tomahawk Weapons Systems Data Table Must be of type Temporary In Flight Missile Medium Size Creation of the Unit The computer creates permanent and temporary units automatically at the instant the round is fired Upon creation the new unit is located with at the firing unit stacking limits are ignored and is given an initial speed and movement path by the computer based on current conditions Normally permanent units will be set to their maximum speed and will continue on the course of their parent unit which also becomes their HQ Temporary units are always given a path that is the most direct route to their target Additionally permanent units are assigned the parent firing unit s values morale training level etc and SOP orders targets to attac
41. nergy Weapons including destructive lasers electromagnetic pulse EMP directed wide area energy flux generators and particle beam weapons are defined as special types of ammunition Because the physical characteristics of these types of rounds do not directly correspond to the damage impact they inflict it is necessary to use a secondary ammo type in order to model these effects These secondary effect definitions are defined in the Advanced Energy Weapons Data Table and are linked to the parent round using the Sub munition 1 data field column As an example take a nuclear bomb The bomb itself has a weight size density and other physical characteristics which determine how it behaves before it detonates However unlike rounds that cause damage through physical damage impact explosion fracture tunneling etc these values can not be used to calculate the non explosive electromagnetic energy released by the detonation Therefore the secondary link into the Advanced Energy Weapons Table provides the models with this data Note the bomb s standard blast effects can be modeled through its HE Weight value even if it is in Kilotons or Megatons The same principle is applied to lasers the ammo in this case is a packet of coherent light photons that lasts for a certain time The ammo thus has no appreciable weight size density etc and all of its effects relate to the frequency energy of the photons
42. nition Data mmml a The Ammunition Data table describes the physical characteristics of each and every round MEO FMI Bal 762mm projectile missile or other type of munition used in the simulation This information is used to M1 incendiary 127mm compute damage as well as model a host of other effects e gt M2FMI Ba 127mm Before entering the ammunition data you should first define the necessary Ammunition Classes M17 Tracer127mm O AP HE HVAPFSOS HEAT etc since the Ammunition Class is one of the required fields along M20APIT127mm with the physical values data The Ammunition Class information includes the projectile s method MS03 SLAP 12 7150 J of causing damage the guidance system and other special capabilities and functions Ifyou bring up the screen to edit Ammunition Data before defining any Ammunition Classes you will be given M5643 HE4 20cm M242 HE I T 20mm M53 APA 20mm M791 APNS T Sem an opportunity to enter Classes before editing the Ammunition Data The term round is used to denote a single firing episode In some cases a round may not be a single or even solid projectile For example a round of canister is really a cloud of small projectiles Likewise a flamethrower round is a quantity of burning liquid When determining the characteristics for these non standard rounds values should be based appropriately on what constitutes an average single firing including the number
43. obility Special Sn Tr era Expeditionary Fighting Vehicle AFv 909 240 180 J 381 257 320 361 257 328 2222 199 f Note that tabs display ONLY the fields associated with the tab s information category Itis not possible for instance to scroll to a non size or armor related value when the Size and Armor tab is selected Section 3 Unique Form Operations Most of the Data Table forms operate using a simple grid based editor format with no custom linking to other Data Tables or forms However there are a few exceptions and these forms will be covered below 3 1 Weapons Systems Data Table Linking Symbols With one exception the Weapons Systems Data Table operates in a standard manner However the Table includes a link to an external symbol set This value determines what unit graphic should be displayed on the map when the weapons system is used in a scenario as shown here Complete General Data Weapons Ammo Size and Armor Mobility Special Sy Armor Armor Armor Armor M1AD Armar Arranr The Alt Symbol is used when the primary symbol does not exist in the set or the user s current view of the scenario in the Main Module A default symbol set is provided with the software package However it is possible for users to edit this set or to create their own using Aide De Camp ADC a separate utility program published by HPS When the Weapons System Data Table is loaded for Fun Symbol Noti
44. on the tree its information will be displayed in the Unit Composition and Sub formation panels as shown to the right In this case the values will be shown in gray indicting that they can not be selected or edited they are for information purposes only EN J y E MO Unit Composition Weapons Systems gt 5 mmj dile US Armor Baltabon HVY DIV Int BDE 3 dl US Tank Heavy Task Force E dele US Armor Battalion Armor Mech Div tee US Armor Battalion HVY Div Armor 8DE the US Mech Intantiy Battahon Asmot Mech Div the US Mech Iefartry Battalion HVY DIV 3 gee US Infartiy Battalion Abn dels US Intantry Battalion Light Div the US Ranger Balta on ab Weapon 1 x COMMAND POST Ab Weapon 12 x Ranger Int A Sub formations Assigned to Unit thy US Armored Cavalry Squadion 3th US Aviation BDE Cav Squadron HVY DIV ge US Regimental Aviation Squadron ACR gt g m y To add a new parent unit or formation from scratch click the Add Unit button at the bottom of the left hand tree view display A new default unit will be added to the bottom of the force tree on the last page This unit will include a single weapon system type a Edit Tables of Organization and Equipment TO amp E File Import Preferences Help Select Existing Formation Edit Formation Information H CA Mech Weapns Squad Formation Name g CA Lt Inf Weapns Squad aj Pn6 30 Nation Fo
45. perform this search click the Search By Nation Type button A separate pop up form will appear allowing for the selection of specific nationalities or system types as shown here BD Select Item Sorted By Country and or Type SS X Select the desired item and click OK or Double Click it Sorting options are available below Find Caseinsenstive Farid New 1 84 Russia ex USSR AFV MBT Med Tank T 80 Russia ex USSA AFV MBT Med Tank 7 808 Russis exUSSA AFV MBT Med Tank 1 808V Russia exUSSA AFV MBT Med Tank T 2800 Russia ex USSR AFV MBT Med Tank Simm Lt Mortar Russia exUSSA AFV MBT Med Tank T B0UM Russia ex USSR AFV MBT Med Tank 1 72 Russia ex USSR AFV MBT Med Tank 1 72 m1 975 Russis ex USSR AFV MBT Med Tank T72A Russia ex USSR AFY MBT Med Tank gt 4 Sort Options Show Options Sort By Country only C Sort by County then Type Show Or Uns EV MBTMeTak y an C Sort By Type ony C Sort by Type then Country Show Only County RussiavexUSSR vA C Sort By Name on 5 No Sorting Order entered Show Ay Al Any Country a United States pr lt Right Chick gt on an entry for detailed weapons system information Pos Gemary Italy Austia he To limit the selection to a specific nationality or type use the drop down boxes at the bottom right as shown in the example Displayed entries may be sorted using the radio buttons at the bottom left And the list may be searched using a text string by followin
46. rce CA Mech Recce Pltn CA Lt Inf Recce Pltn Unit Level None y ES oa a ana Overlay Symbol OverlaySym Not Done yet CA Mech Antitank Pltn Default country of Other County CA Lt Inf Antitank Pltn weapons systems CA Mech Engineer Pltn 7 A nel an ices aj il CA Lt Inf Engineer Pltn as ES T je pr ES 1a ES q CA Mech Engineer Section Unit Composition Weapons Systems fy C Lt Inf Engineer Section Default AFW IFY aa CA Sniper Team m CA Tank Squadron a CA Tank Troop CA Armoured Recce Squadra fam CA Armoured Recce Troop CA SP Artillery Battery a CA Artillery Battery toweg Add Specific WS Add Generic WS Help O Sub formations Assigned to Unit SWAT Team mr Riot Control Plays E E a K E a E E E E E E a E ce E E New Unit e Weapon 1 x Default APY IFY y Up da Add Unit Prey Page Next Page Assign an Existing Formation to this Unit E Formation Si Size 1 EA ca cI Total Entries 556 Showing 501 556 pzs Edit the general information as appropriate for the type of element being created If it will be a formation the name and level should reflect the size and nomenclature of the formation not the sub units or weapons systems that comprise it or its HQ element For example use Tank Company not Tank acting as Company HQ or Three Tank Platoons plus HQ etc After the Level has been set or changed the icon on the tree view will be up
47. rent component or insert a new one at the selected spot in the list adding units rps wheeled and formations is covered in more detail below rps Mech e 1 000000 The Up Down arrow buttons at the bottom of the tree view move the selected parent entry up or down one place in the i E e ato Weapon 2 x M99842 HMMWV SS a Sub Unit 3 x US Engineer Company a I noer Mar MARA AAA If more than one page worth of TO amp E entries have been defined the Prev Page and Next Page buttons will page though the list The total number of entries defined in the TO amp E is shown at the bottom of the form along with which ones are currently shown The number of entries shown per page can be set using the Main Menu Preferences TOE Lines per display page option 3 3 1 Units vs Formations In terms of the TO amp E the difference between units and formations is in their composition A Units equal weapons systems tanks soldiers aircraft etc Units are Infantry Platoon Unit comprised ONLY of weapons systems and ALL weapons systems become Weapon 1 x M2 part of a unit For example a platoon of 5 tanks is a unit as is an infantry Weapon 12 x Infantry R platoon of 1 APC which acts as the HQ 12 riflemen 3 grenadiers and 3 a Weapon 3 x Infantry Gren machine gun teams as long as those troops aren t grouped into smaller Weapon 3 x Infantry AR SAW formations such as squads or fire teams
48. res etc When a temporary unit hits its target the results are determined exclusively from the ammunition data table values using the standard routines based on warhead weight AP radius lethality etc In the above example these values would be part of the entry for the BGM109C Tomahawk ammunition type The weapons system in this case Missile Medium is used only for the en route routines It is ignored at impact The warhead can also be a cluster or other type of munition In these cases the normal routines will apply just as they would for a standard round Example of using a cluster munition Ammunition Data Table Create Unit on Firing Yes BGM 109D Tomahawk Cluster Weapons Systems Data Table Must be of type Temporary In Flight Missile Medium Size and Ammunition Data Table Same As Above BGM 109D Tomahawk Cluster Cluster Munition Data Table Parent cluster munition Tomahawk Anti Airfield 28 Bomblets Ammunition Data Table Sub munition BLU 106 B Concrete Pen Bomblet 4 4 Special Systems Up to 8 total special systems are allowed per Weapons System These systems can be of the same type or mixed depending on the circumstances Serr General Contents data System Description columns PMD Defeats incoming Type potential targets Shtora Arena missiles covered arc range sensor type Decoy Confuses guided Type effectiveness Flare
49. s chaff missiles Radar Detects objects Type range resolution VPS 2 MPQ 53 detectable targets Laser Designates targets for Type range blocking Nd YAG guided munitions conditions Combat Engineering Obstacles T errain Modification Mine Operations Improved Positions 3 types of actions Engineer operations all normally link to the TEC Terrain Effects Chart to place the appropriate symbols on the map Placing or removing obstacles abatis log hurdles tangle foot etc These operations must link to the TEC to account for the effects of the operation Placing or clearing minefields Mine placement operations must link to the Mine Data table Building fortifications and protective structures foxholes bunkers pillboxes etc These operations must link to the IP Data table All engineering systems include the work time duration and consumable item requirements The TEC entry includes the obstacle lane name movement costs LOS blocking characteristics concealment and map symbol The Mine Data Table includes the mine type targets and lethality The IP Data table includes the IP type capacity wall composition and protection values Bulldozer sappers demolition engineers Combat engineers infantry Construction engineers infantry w shovels Each system on this list has a separate data table 4 5 Advanced Energy Weapons Advanced E
50. sighting or targeting It can also not be given orders its actions are completely controlled by the computer It is also Known as an In Flight unit because it will be destroyed when it reaches its destination Temporary units are created when the Ammunition Data value Temp Unit When Fired is set to Yes The rationale for creating temporary units is that the standard firing routines are limited in their effectiveness for many types of rounds being fired In particular rounds that take a long time to reach their target one or more pulses that follow a complicated flight path or which can be intercepted all fall outside the capabilities of the standard model which assumes rounds hit their targets in the same pulse they are fired To handle these situations the best and easiest solution is to convert the round into a temporary unit which allows it to move and remain in play until it hits its target or is incapacitated At first glance this procedure may seem unusual and counter intuitive However in reality it makes perfect sense While the round is in flight or more appropriately en route since rounds traveling on the ground or in the water can be modeled it shares many of the characteristics of a normal unit It has a size facing speed elevation and movement path And it can be potentially detected and affected by enemy actions All of which fall under the standard unit modeling routines So i
51. st stang separately Note In the case of geomorphic maps the computer automatically creates rotated symbols as necessary to keep alignments constant These rotated symbols will be given generic names such as lt SysGRS gt and they will be automatically linked to the same TEC entry as their non rotated parent Terrain features used by a map without a valid link to a TEC entry will be purely cosmetic they will have absolutely no effects in scenarios Quick Tip Once an ECX link file has been generated for a map it can be used as a master for all of the other maps that use the same symbol set there is no need to create ECX files for them separately Simply copy the master ECX file into the folder with the other map and then rename it to the same name as the map keeping the ECX extension 3 3 TO amp E Editor TO amp E stands for Tables of Organizations and Equipment TO amp E s are listings of default units and formations available to a force and their standard equipment For example a certain TO amp E might define a fire team as four riflemen with M 16 s a squad as two fire teams plus an M 60 machine gun and a platoon as three squads plus a M 2 equipped Jeep and platoon leader and so on up through larger formations gt gt gt TO amp E s are used when selecting actual forces during the creation of a scenario Because they are the standard formations available to a
52. their own copy of the software or have a multiple instance license Players may create and freely distribute maps scenarios etc that they create for the main program as applicable to the game However these modules may not be sold or made available for sale in any manner without the written consent of HPS Simulations This license is solely for non commercial purposes Any commercial use of this software whatsoever requires the express written consent of HPS Simulations Any reports analysis or papers generated through any use of the program must include a reference for the full name of the software title as well as HPS Simulations and AFOSR For example the official citation of a project using POA should read Point of Attack by HPS Simulations in association with the US Air Force Office of Scientific Research Note The US Government official use version of the software may be subject to a time limit on free usage Please contact HPS Simulations for more information or if you get a license expired message Primary Credits Design and Programming Scott Hamilton Jeff Lapkoff Databases John Kincaid Wendy Kincaid Nick Bell Greg Smith Joseph Miranda Terrain Analysis Development Nick Bell Artwork Graphics Nick Bell Joe Amoral and Jeff Lapkoff Maps Nick Bell John Kincaid Scenario Design Greg Smith and Joseph Miranda Playtesting Arthur Florman Brian Rock Charles Belva Don Maddox Gary Bezant Jim Johnson
53. themselves characteristics that are again defined in the Advanced Energy Weapons Table To create advanced energy weapons follow these steps Create the advanced energy weapon in the Advanced Energy Weapon Data Table Create or use an existing advanced energy ammunition class which has the appropriate type s of special damage checked Blinding DE or Destructive DE for example Create an ammunition model linked to the ammunition class selected in step 2 above Set the ammunition model s Sub Munition 1 Type to Adv Energy Set the ammunition model s Sub Munition 1 to the appropriate advanced energy system In most cases the quantity of the advanced energy weapon should be left at 1 Example Ammunition Data Table Include Energy Weapon as Sub Munition 1 5 KT Tactical Nuclear Device Sub Muntion 1 Ammo Class Table Type Adv Energy DE Damage Flag ON Quantity 1 Define Second Blast Hi Energy EMP Advanced Energy Data Table Peak energy dispersion freq etc Define First 5 Kilo Ton Nuclear Detonation For more information please check the main TSS User Manual or contact HPS Simulations at the adress email below Thanks for your support HPS Simulations PO Box 3245 Santa Clara CA 95055 3245 HPS 408 554 8381 www hpssims com 4 N
54. tudy Series TSS is a set of tactical level combat simulations It is one of the most detailed accurate and overall realistic combat simulations ever produced for the commercial market and in many ways for the professional military as well It was partially developed under contracts from the US Air Force Office of Scientific Research AFOSR the Naval Postgraduate School Center for Army Analysis CAA and the US Air Force Space Command AFSPC 1 1 Relational Data Structure The data used by the simulation is broken down into a number of individual data tables where each table contains information limited to a specific modeling aspect of the program This relational database structure allows for the quick and efficient location and editing of values of interest to a user plus allows the values entered in one table to be used repeatedly by other tables without having to be redefined for each For example an armor type defined in the Armor Data Table can be linked to i e used by any number of weapons systems as well as Improved Positions Obstacles and Bridges each of which are defined in their own tables This also means that when the data is changed in a table with linked values the changes are automatically accounted for through the linkage for all of the other objects that use it 1 2 The Data Tables Each Data Table is accessed using a button on the main form as shown below The buttons on the left hand side are Hard data
55. used immediately to replace losses A re rs ea Wp rd The exact number of units that will be created by a f ti h di io is sh tth US Engineer Combat Battalion Corps Mech ormation when used in a scenario is shown at the 5 Engineer Combat Battalion lower left under the tree display In the example at 3 E ab Weaffon 1 COMMAND POST right for instance selecting a US Engineer Combat Battalion in a scenario will create 74 individual units es se iodo including creating all sub formations Se EOS Ep US Engingkr Battalion HeY DIY v r Next Page Total Formation Size 74 units Total Frntries SAR Shnwinr 1011 Section 4 Advanced Data Table Relationships and Links The links and relationships between the data tables can get pretty confusing especially for novice users These following illustrations graphically illustrate how everything fits together and outlines how to create and use advanced systems 4 1 Weapons Systems Weapons Systems are the basic equipment and weapon items that are assigned to maneuver units Each Weapon System contains a number of general data fields as well as links to other tables Some of these tables may be themselves linked to other data sets as in the case of the Gun Launcher system which is linked to various ammunition types which are further linked to ammo classes The general relationships are diagrammed below Weapon System Genera
56. ve been set click to Save the ECX file Not Linked 87 Symbol Blank Not Linked You may also use the same link settings for other maps 88 Symbol Open Open by clicking the Main Menu Use this TEC With 89 Symbol Meadow Meadow Another Map However if the map does not use the 90 Symbol Plowed Field Plowed Field same symbol set or have the same line definitions 31 Symbol Desert Desert errors will occur 92 Symbol Rough Rough f 33 Symbol Rocky Rocky In many cases symbol sets will contain multiple 34 Symbol Rocky Desat Rocky Desert symbols for a single terrain type This is done for 35 Symbol Shallow Water Shallow Water cosmetic reasons to add variation to the final map when 96 Symbol Deep Droh Water Desp Wales multiple adjacent locations are filled with the same g 5 97 Symbol Frozen Water Frozen Water terrain and thereby prevent unattractive display 38 mbal Glacier a patterns If the symbols all share the same primary A 2 al name e g Woods or Woods 1 Woods 2 etc they can be linked as a group to a TEC entry with a single click when any of their number is linked To Symbols Hedines Not Linked to a TEC entry wall be treated s purely cosmetic tems and wil enable this feature check the box at the bottom of the have no tangible or Rhysical eects vette the smulaion form Otherwise each feature will need to be linked Y Use the same TEC entry tor al map symbole vath the same name te
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