ACRE 2

Foro sobre el mejor simulador de combate y temas generales sobre el mismo, el grupo y demás.
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Legion
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sanchez escribió:A parte os digo que como editor para mi es una autentica jodienda pasar todo a acre 2


Ya +2
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Churrofighter

ACRE2 Signal Fading
The two images below show the received signal at the same spot, with the transmitter height changing in increments of 0.1 meters from 1m to 11m. The first image is at 40MHz, the second image is at 70MHz. The antenna is an idealized isotropic antenna with the same gain at any frequency, the signal results here are only affected by terrain, FSPL, and multipath fading effects. Simulated sensitivity for the generic receiver at 12dB SINAD is -116dBm.
http://imgur.com/a/9jETM

[img760]http://i.imgur.com/C0k0V4t.png[/img760]
At 40MHz fading occurs drastically and rapidly from 1 to 4 meters, peaking well above and dropping well below -116dBm.

[img760]http://i.imgur.com/xobhn99.png[/img760]
At 70MHz, fading occurs less frequently, though there is a fairly rapid spike around 3m. The signal though never drops below -116dBm.

Como funciona en clafghan:
[img760]http://i.imgur.com/pvbxHyT.png[/img760]


Subo esto por que es lo que usábamos en arma 2 jugando con la frecuencia para mejorar la propagación.
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Gilfor
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Sep, en su epoca estaba en la wiki y salian un monton de variables mas, supongo que cuando evolucione iran sumando todas las que tenian antes.
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Diablo
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Mooola

Enviado desde la Cantina de la Estrella de la Muerte.
=*= SPANISH BEARDED LEGEND - https://www.twitch.tv/diablohelmetcam =*=
Churrofighter

Subo esto por que es viernes :mrgreen:

ACRE2 Signal Reflection Detailed Explanation

This shows a 400x400 meter area being sampled at 1m intervals. The transmitter is a 4W transmitter at 65MHz with a 1.2m monopole whip antenna 2m above the ground. Each sample is a also a 1.2m monopole whip antenna 2m above the ground, with a receiver sensitivity of -116dBm at 12dB SINAD.

Imagen

ACRE2's new signal system comes with a debug tool that lets you create signal maps in game. The maps are calculated (fairly) quickly in the background and the results are turned into PAA texture files which are then rendered to the map screen. In this, green is good signal, the more red, the weaker the signal. Black is no signal (as in signal below -116dBm, assuming the squelch is set hard at the receiver's 12dB SINAD sensitivity).

Overlayed in Game

[img760]http://i.imgur.com/ItDmYyb.png[/img760]

This is the sample map overlayed in game. The transmitter is to the west/southwest. Here no signal is represented by full transparency. You can see a significant deadzone with intermittent weak signal bands across it. This is the result of destructive phase interference (note, this is just raw signal amplitude, the quality of signal is not determined on any digital basis, such as time skew or anything else that might cause symbol degradation in a digital signal).

Phasing Sources in Deadzone

[img760]http://i.imgur.com/cTgpnfG.png[/img760]

The debug suite allows you to click on individual sample squares and see data related to that sample (still a work in progress in terms of the interface). In this image you can see the reflection path for the primary reflections for a sample in the deadzone. The cause of this is the multiple reflections to the north east which have a path distance 1.5 times the direct LOS of path. The long path to the north which is almost a perfect 2x path length is being obstructed by the large hill directly to the north of the sample area. If that hill was not present there would possibly be enough constructive reflection to mitigate path loss.

As such though, you can see that the deadzone actually is a shadow of that hill in rough shape (though it tapers off as you go further south and phasing begins to align better with LOS and the near reflections).

Additional banding across the entire sample map is caused by phasing as well.

WIP on reflection still as they are treated as specular on a lambertian surface, with no accounting for ground type (permittivity), and fairly hardcoded signal absorption values.


http://imgur.com/a/P9BSn
Churrofighter

Subo esto por que es viernes y aprovecho la ocasión para reiterarme en mi opinión de que el tfar es una mierda.

Half-duplex radios
All the radios currently included in ACRE 2 are what is commonly known as half-duplex radios. This means that they can only transmit or receive at any given time. In practice, this means that if you are transmitting on a radio, you cannot hear anyone else.

If there are multiple speakers on the same frequency, they will interfere with eachother in such a way that you will only receive the strongest (usually closest) speaker.

http://gitlab.idi-systems.com/idi-syste ... c-concepts
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