This interface allows the user to quickly review the currently scenario setup, comparing numbers of players by type, firepower, or capabilities within a scenario to verify the scenario balance.
Assets by Type
This is one of the most useful interfaces in the Mission Planner, primarily because it starts the user from a simple list of scenario assets broken down by side and allows him to easily bore into specific elements and tailor specific asset's missions, deployments and movement. It also provides a simple interface for deleting a large number of assets quickly when the specifications to one of the mass laydown tools results in massed attacks that the user does not want.Selecting this option generates the Scenario Assets List form, which lists the Scenario Asset List (By Name) for three sides. The assets are listed by Class and quantity. Each asset type may be queried for a more detailed listing of that specific asset class By double-clicking on an asset (e.g. 155mm Gun) the Pick Asset Form appears with a list of all the individual assets of that particular type (e.g. twelve 155mm Guns). The following information on each of the 155mm Guns is listed:
The location of each asset may be
inputting new lat/long/orientation values and saving. Moreover,
the light blue line at the bottom is a method to create new assets of
the same (or alternate) types. To create new assets using this
interface click on the left-most blue button and select either the same
asset type or an alternate type. Whe this is done the "Save"
button will become active. You may then either save the asset in
it's current location or specify a new location (either by typing or by
map pick, and then saving the information. If the asset is of the same
type a new row for this asset will be created on the interface.
NOTE - the blue insert line is always at the bottom of the list;
sometimes it's necessary to scroll down to access this insertion line.
While this insertion feature can be handy, often it does not have enough information to adequately define an asset. To access detailed editing select the "edit" option. This action causes the Individual Asset Defn Form to appear. This form allows the user to perform a multitude of tasks related to this asset. For more information click here .
An asset may also be deleted or
resorted by double-clicking on the asset and causing the Asset
Deletion Form to appear. Individual assets or all assets in a
category may be deleted or resorted by: Call Sign, Tail number, or
Latitude and Longitude.
Assets by CategoryPresents the Scenario Assets List By Category Form which lists the Scenario Asset List (By Category) for the three sides. The assets are listed by class and quantity. Unlike the "Assets by Type" summary, above, this interface is meant for review only and no option currently exists for double-clicking and row of data for more information or editing options.
Groups by Organization Level
Presents the Scenario Assets Group List Form which lists the Scenario Group List (By Org. Level) for the three sides. The groups are listed by group class and quantity. Unlike the "Assets by Type" summary, above, this interface is meant for review only and no option currently exists for double-clicking and row of data for more information or editing options.
Asset Detail by TypeThe Ground Fighting Comparison Form gives Asset Details by name for each side. Each Asset Class is listed by:
The purpose of this interface is to provide a quick overview of ground-fighting firepower for both sides to 1) Review the scenario balance, and 2) Review the firepower by asset type to identify any database prototyping errors that can unexpectedly skew the scenario. It's surprising how often this happens.
The purpose to this form is to provide the user a review of a idealized groups TO&E. This interface is typically used before the group is actually deployed. That is, it is most useful while determining which group type to deploy in scenario definition. This has proven to be useful because many similar group definitions tend to get created in Database Prototyping for various study needs and this interface permits a user to rapidly sort through them for definitions closest to his needs.
A toe window appears for all the prototype groups listed. By choosing a group the user is provided with another form, T.O. & E. Form , with all the T.O. & E. data for that unit type is listed. The difference between this form and the "Actual T.O. &E." interface described below is that this form provides an "idealized" unit of this type, not an actual one that might have been modified for scenario specifications. Additionally, because it is idealized the rollup is shorter. This is because the actual subunits are not identified.
A toe window appears with all the actual groups listed. By choosing a group the user is provided with another form, T.O. & E. Form , with all the T.O. & E. data for that unit listed. The list may be printed. This interface differs from the "Prototype TO&E " interface, above, because it reports the actual group composition, including how it might have been tailored for scenario needs, and lists all subgroups discretely.
Subsystem Review by Type
This is a KEY interface for reviewing scenario laydowns in terms of player capabilities (which are largely defined in terms of asset subsystems). For example, a review by sensor will list the sensors involved in a scenario. This is critical because if you're expecting a platform (e.g. An EC-135) to show up with a sensor and it doesn't you know either:
1) You forgot to put it into the scenario. This is quickly checked through the "Asset by Type" interface, described here . Or:
2) The asset is not correctly defined in "database prototyping", and it's time to review the platform and subsystem definitions to verify: 1) the sensor is correctly defined, and 2) it's loaded into the platform's subsystem list.
The Pick Subsystem Type Form appears with a list of the type of subsystems available for this scenario. By picking a subsystem (e.g. Armament) a Subsystem Review for: Armament Form appears with the Class of Subsystem and Number of each.
This is the quick and easy way to set up and evaluate a space order of battle. The Space Vignette Form appears with a list of six space related controls and actions available. These are:
Time Controls Selection of this button causes a drop-down window to appear with four options:
Modify Speed selection causes the Space Vignette Clock Form to appear. The user can change the Time Step (Seconds) (e.g. 10-600)Display Speed (updates/seconds) (e.g. 1-20) Form allows the user to modify the display speed.
Also, the Run As Fast As Possible button may be turned Off/On.
Go To Set Time selection causes the Set Space Vignette Time Form to appear where the user may enter a new time or select Change to Time Offset to offset the time from the scenario start time. The original interface (Go to Set Time) permits the user to see where satellites will be at a specified time. The second (Time Offset) lets the user see where the satellites will be at a specified time relative to the start of the scenario. - e.g. 1 hour into the scenario.
Restart - Resets vignette time to the start of the planned scenario (as defined under Scenario Defn->Scenario Configuration).
This controls access to the database. The intent of the "Space Vignette" interface is to permit the user to fool around with the space elements easily without corrupting the current scenario space definition. For this reason the data in these forms is saved ONLY when the user specifies.
Save to DB - takes the space order of battle as defined under Space Vignettes -> Satellites0>Satellite Controls and overrides the existing Space OOB with this data. Note - This happens ONLY when the user specifies it by this interface.
Reload from DB - This is typically the fall-back when the user has decided he doesn't like any of the changes he's made in this interface and wants to return to the original definition.
Reload from an Alternate Scenario - This overwrites the space OOB currently in the Space Vignette with the Space OOB from another scenario. Again, this only affects the Space Vignette, not the scenario data stored in the database unless the user subsequently selects "Save to DB". However, the intent is to provide a convenient method of copying the space OOB between scenarios when desired.
This is the basic satellite definition interfaces. Selection of this button causes a drop-down window to appear with four options:
Satellite Controls - This interface provides the Satellite Information form with a compete listing of the satellites in the scenario. Under the "Options" buttons on the right of this screen, the user can modify the definition of any of these satellites or delete them altogether. In addition the user can
1) Edit?. Selection brings up the Ind. Satellite Controls form on which the parameters of the satellite may be edited or deleted from the Vignette. A new satellite may be added by selecting the Add New Satellite bar.
2) LOS Analysis. Selection brings up the LOS ANALYSIS chart showing the Line of Sight from this satellite to other satellites,
3) Sat Control. Selection brings up the Wobbler form to determine whether detections from this satellite should be shown in the the Space Vignette for evaluation (this has no effect on the scenario run, the satellite will detect if it has a sensor unless the user turns off or otherwise modifies the satellite's functionality through the "Operational Tasks", and
4) Sat View. Selection brings up a "picture" of the satellite This is a "representative view" of the satellite's orientation left over from a satellite control study. At this time the control information in this view is only notional and just presents a concept for later growth.
5) Clear. Clears the data.
Add a Constellation causes the Constellation Input Form to appear.
The user can select the type and number of satellites under # Satellites line and window under Type: .
Delete All Displayed Satellites - This will delete all currently defined satellites from the Space Vignette, NOT from the database for this scenario. See the documentation under the "Space Vignette->DB" interface.
Read 2-line Elements - Permits the user to read in 2-line element sets defining space OOBs. The read in values will augment the current Space OOB, not replace it. To replace it, select "Delete All Displayed Satellites" first, then this option, then "Save to DB".
Currently, the only option here is:
Select Targets - This interface cause a form to appear that lists the targets currently defined in this scenario (as defined under Scenario Defn->Scenario Configuration ) and permits the user to select targets to analyze (Analyze button). Options are provided for simple (Chart Access) and multistatic access (Chart MultiAccess). The simple method (more commonly used) lets the user select the satellites to consider and generates an access profile like this .
The checkbutton on the target line just turns the detection line from the satellite to the target on and off. Several of these can be turned on simultaneously.
This allows the user to select overlays for the map interface from a long list: