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 IDN/AST Joint Session

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IDN-ADF Command

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Join date : 2012-02-27
Location : IOC-1 "Capital Island"

PostSubject: IDN/AST Joint Session   Thu Mar 01, 2012 3:49 pm

Today between 19:00 and 20:00 hours Eastern, AST Chief Test Pilot, AST-Wolfman, will conduct a test flight of the F/A-22DN Super Raptor prototype. This flight will be conducted in international airspace near the U.S. Mexican Border. The purpose of this flight will be to test the radar tracking abilities of the aircraft, as well as all weather suitability. IDN-Special Operations Division-1 will provide armed escort of the AST aircraft to and from the testing area. As this flight will take place in international airspace, any agressively behaving military aircraft will be intercepted once they approach within 10 miles of AST/IDN aircraft. Should those aircraft begin to maneuver aggressively, they will be engaged and shot down. This will be a secured session in the "Missions" lobby on gamespy. Session password is fudxz.That is all.
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IDN: SOD-1

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PostSubject: Re: IDN/AST Joint Session   Thu Mar 01, 2012 4:53 pm

Almost rock and roll time.
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Ghost Eye

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PostSubject: Re: IDN/AST Joint Session   Sat Mar 03, 2012 2:50 pm

IDN-ADF Command wrote:
Today between 19:00 and 20:00 hours Eastern, AST Chief Test Pilot, AST-Wolfman, will conduct a test flight of the F/A-22DN Super Raptor prototype. This flight will be conducted in international airspace near the U.S. Mexican Border. The purpose of this flight will be to test the radar tracking abilities of the aircraft, as well as all weather suitability. IDN-Special Operations Division-1 will provide armed escort of the AST aircraft to and from the testing area. As this flight will take place in international airspace, any agressively behaving military aircraft will be intercepted once they approach within 10 miles of AST/IDN aircraft. Should those aircraft begin to maneuver aggressively, they will be engaged and shot down. This will be a secured session in the "Missions" lobby on gamespy. Session password is fudxz.That is all.


Please be reminded of GPEO Territory spans from California over the US/Mexico Border into TJ. There is no International Air Space in GPEO Air Space. All aircraft with in GPEO Air Space carrying any types of weapons on there aircraft is in violation of GPEO Air Space and maybe shot down by the GPEO Anti-Aircraft Defense Grid. Also bringing weapons into GPEO Air Space can be seen as an act of Terrorism.
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Omni Core Unltd.

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PostSubject: Re: IDN/AST Joint Session   Sat Mar 03, 2012 4:38 pm

Nobody said anything about "TJ" in our flight plan. The U.S./Mexican border, which we quoted" runs from Tijuana all the way to the Gulf Of Mexico on the other side of the country of Mexico, far beyond the reach of GPEO. My pilots flew this mission two days ago. Near GPEO airspace means exactly that, "near". If my pilots were planning on entering it, they would have said "entering". We are perfectly aware of the difference. OCU is aware of the locations and nautical span of GPEO airspace via the most recent posting of the MAP. We also know that according to the MAP the vast majority (99%) of Mexican airspace is not owned by the GPEO, or any other VR government, with the exception of a small zone around Tijuana. The rest would be considered international airspace then, correct? Also, I am curious over the legitimacy of this air defense network you possess. Is it actual ADA software, or is it hypothetical? If it is hypothetical, how does it work? I am not sure how surface to air kills could be legitimized unless shot down by some king of "SimObject". Please explain to me the rules of this sort of thing.
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Dragnoxz'
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PostSubject: Re: IDN/AST Joint Session   Sat Mar 03, 2012 11:34 pm

Without an imagination in the VR-World, you will not go far. Untill we can find the time to make and experament with things in FSX, we must use our imagination. We prefer not to tell anyone how they work, because others might use our ideas against us. I hope you understand.

All Nations in the VR-World should be considered their own nation. If you have ever played D&D, the DM plays the role of these NPC's. There is no DM, so like in China, UIA workers would play the rrole of the DM for those regions, as did Speraticus and MC Sics did. The idea of it was kind of like the Communist China views were played by the Uatians, and the Capitalist views were TFC intself. If we did something against the US, FSXF would basically play the USA NPC, while we all did the other stuff. Revolutionary War, FSXF was corrupt US Government, GPEO was Independant movement that had links with other nations for help to bring teh US back to freedom. The end result mainstream was kind of like this: The US Government has agreed to end its corruption, and return to Freedom. FSXF had agreed to let GPEO operate in all of their US Mainland bases. That meant that GPEO had and still has rights to operate in every single US Military base, equally as FSXF does. So, in a way, FSX-CG got formal GPEO land back then, and should have acted greatful toward us for letting them use the US Capital area, since we did liberate it from FSXF, from florida to Long Island. Kind of fucked up, huh. This is why we need to use the US carfully and with respect to factions that are mostly doing their own thing.
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FSX-AeroShark Tech.

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PostSubject: Re: IDN/AST Joint Session   Sun Mar 04, 2012 1:39 pm

I see. The way the IDN Interactive Air Defense System works is actually to set up SLAVA points throughout a region. With the current software, we can interface up to seven SLAVA points at once. We can actually place all seven of these at any point throughout the world as the platform Micro Soft uses for FSX is not limited by a "geographical" range. However, the radar is. Therefor we place each one at the end of the other's radar range of 500 miles. This gives us the ability to monitor all player and AI air and sea traffic within the IADS during multiplater sessions. The drawback is that only one logged on player can set up the SLAVAs with the current software. If more than one player in a session tries to set up SLAVAs simultaniously FSX immediately crashes on the end of both stations. We're trying to get this bug worked out. In the mean time this limits the max efficiency of the IADS to a single region of 25,000 square miles with all seven SLAVAs running, although this is realistic to how and IADS would work. The SLAVA also controls our Surface to Air Missiles and cruise missiles by choosing up to three points pre SLAVA (keeping in mind that there can only be seven SLAVAs total in a session) as launch points. The SLAVA player then selects the targets based on player ID (for SAMs) or PGS coordinates (for cruise missiles). The missiles are then lauched from those points as AI vehicles and guide to their targest. The cruise missiles being the easiest as they don't have to chase a moving target. If the SLAVA player inputs the wrong coordinates, the missile will miss the intended target and hit whatever is at the given location. The SAMs actually interface with the SLAVA to track moving aircraft and break to coordinate code every three seconds in order to give the target an oportunity to evade the missile, so missing is a possibility. However, if the aircraft is hit with realistic damage settings active, the aircraft will be destroyed. The problem is the fact that the SLAVA server has to perform all these events single handedly. If a major formations were to show up, the SLAVA player would have his hands full and the accuracy rate would drop allowing enemy aircraft to penetrate the NFZ. In testing sessions, large number engagements turn out to be very exciting. Especially when the aircraft were shooting back at the SLAVA points which show up as AI trafic on radar. Although the air to gound missiles cannot destroy the SLAVA point, we elect to shut it down as it has been "destroyed". This makes the game really exciting, and very challenging for both ends.
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