This selection brings up a window with four types of scenario elements, namely assets, squadrons, groups and targets. These controls permit the user to create individual scenario elements and tailor their deployment and employment in the scenario to his specific needs.Quick Jump To:
This the basic interface permitting the user to define specific elements. It is the workhorse of the Mission Planner. This interface is fundamental and supports many other interfaces. As such it can be called in several ways. First, the user might have selected a specific asset in the " Scenario Asset " widget or the Squadron Review widget. In either of these details on the specific asset are already in the widget when it comes up and the reader can skip the next section dealing with selecting a specific asset by clicking here .
Alternately, the user might have entered this interface through the " Specific Elements->Individual Assets" path. In this case the user will need to do one of the following:
Now the user can proceed to fill in any other required data via the Individual Asset Defn Form .
Again, an asset selection will result in the Individual Asset Defn Form appearing with data for the selected asset.
Editing an Existing Asset:
Before getting to the details, it needs to be mentioned that much of the data (e.g. Location) is saved ONLY after the user selects " Save ". Therefore, click the "Save" option often in order to guarantee you have updated the database. Otherwise your changes will be lost.
The Individual Asset Defn Form has the follow options:
Along the top the following options appear in a menubar.
Locate - the asset may be located (or relocated) by Select Location From Map. The user selects this option and then clicks on where he wants the asset on the map. The latitude & longitude on the widget will change.
Pick Asset - described above.
New - Allows the user to Create New Asset of Same Type. It will be assigned a new tail number greater than any tail number for that type of platform currently defined in the scenario. The other data will be inherited from the asset currently being edited. It's up to the user to modify (and then SAVE) any changes to this initial data.
Save/Del - Saves Asset or Deletes it.
Special - The options under this menubutton change according to the type of asset being edited. This option allows the asset to:
Assign to Fighting Force
This option exists for all assets. Selection extends the form to include five choices that the user may select for the fighting force include Air Defense, Army, Navy,Air Force , and Other. This selection will modify cross-track information passing speeds between disparate services, modify the air defense probability of IFF success (again between disparate services), and is used for data collection and MOE filtering.
Edit Failure and Service Data
This option is for static sites - similar data for mobile assets can be defined as part of the platform characteristics. Selection provides the user with two items to fill in:
Edit Sensor-Related Data
This option is used only for sensor sites. Selection provides the user with five elements related to sensors that the user may fill in:
Edit Airbase Data
This option is available for all bases and aircraft carriers. Selection provides the user with four items to fill in:
Either the Red, Blue, or White may be activated to designate the side to which the asset is assigned.
The Category Filter and Selected Platform buttons are used to change platform types for editing alternate assets. Click here for details.
Depending on the asset, ten options may appear below the two buttons above.
Operational Tasks - A final button near the bottom of the form is entitled Check Operational Tasks. Clicking on this causes the Operational Task Data Form to appear. On this form all the operational tasking for this particular asset appears. Each of the tasks listed may be edited or another task added. Once the user selects the Add Task bar an optask form appears with a list of fifteen tasks to select from. Examples of these tasks are: Land,Reconnaissance,Artillery Mission , and Drop Bomb. Choosing a task may cause another window (form) to appear requesting more data from the user (e.g. the task Land brings up a form asking the user to Define Landing Parameters - with the Leg and Base identified).
Selection of the Squadrons causes the Squadron Review Form to appear. It lists all current squadrons by Name, Call Sign, Base, and Type. A squadron may be deleted or a new squadron created. If adding a squadron, a new form will appear, Squadron Review , requiring the user to:
Once created, elements can be added to a squadron by selecting it from the Squadron Review Form. Selecting a squadron allows the user to populate the squadron with elements (usually aircraft) - Add New Elements By Type. These aircraft should not be precreated before entering this form - they will automatically be created and added to the squadron and airbase. Multiple types of aircraft (or ships for Naval Squadrons) can be added to the same squadron. Subsequent to their creation this interface permits the user to double-click on a type of asset within a squadron, then double-click on the detailed list for that asset type, and tailor the deployment and employment of that specific asset as desired. Selecting Add New Elements By Type expands the form where the Select Type and # of Assets to Add portion is filled in. A new "squadron" may be added via the Add New Elements By Type bar. A new squadron may be created via the Create New Squadron bar. This causes the Squadron Review Form to appear - Edit after Creation to Populate. The Name and Call Sign are typed. The Base is selected from a drop down menu and Side is identified. The se is selected from a drop down men
Selection of the Groups causes the Ground Force Review Form to appear. It lists all current groups by Name,Class , ID, Lat, Long, Type, and Level. A group may be deleted or a new group created.
Often the user will not initially see the groups that interest him in this list. Assuming they actually exist in the scenario, the problem is usually in the "Selection Filter" settings. This filter displays units only of specified side, organizational level(s) and location. The intent is to keep the number of groups being reviewed at a specified time manageable, and also to aid the user in developing a scenario one locale at a time.
To modify this filter, select Set Selection Filter. This bar brings up the group_filter Form . The user can select either Red, Blue, or White groups for display. The Org. Level bar with a drop-down window allows the user to chose the organization level desired for display while the Type: bar (also a drop-down window) lets the type of group (e.g. Armor ) to be designated. The area which the filter is to incorporate may be typed into the lines or the user may select the Select SW Lat/Long Limit from Map bar (and click on that location on the map) and then, select the Select NE Lat/Long Limit from Map bar. Selecting on the "Save This Filter" bar will cause the group list to be regenerated using the new filter settings.
The Modify Map Displays bar causes the Group Icon Display Selection Form to appear. Clicking on selected organizational levels and saving this profile will change the groups being displayed in the map window.
If creating a group (Create New Group ), the Ground Force Review Form will appear, requiring the user to Define New Group. The user must provide the following data:
Assign a Parent group (optional)
Choose the Class causing a group_class Form to appear with the all units listed by: Class, Level, and Type. User selects one that is then incorporated into the Ground Force Review Form. If the group you want is not shown on this list you'll have to define the group type in Database Prototyping .
Accept an ID number.
Choose a Base (from a drop-down list).
Type a Name for the group.
Type the Lat and Long of the group. Or click on the "Select Location from Map" button and click on the map where you want the group to be deployed.
After groups are defined they may be edited in the detailed group definition widget. In this sample the 1st Brigade has been selected by double-clicking. Information on the subgroups and assets directly reporting to this unit are presented in a new list in the this widget. For example, this diagram specifies that currently 3 155mm Batteries are assigned to this unit. By double-clicking on this widget we can get more detailed information on each of these widget as shown . Likewise, picking on any of these subunits will allow the user to review and edit these in detail. Or some or all of these subunits can be deleted or reassigned to model actual operational changes to the unit, including combat losses.
Alternately, from the detailed group definition a user can choose to:
+subgroup - add a subunit to this group.
+Asset - add a unique asset to this group
Parent - change this group's reporting hierarchy.
Change Position and Tasks - See Example . This interface permits the user to define initial location, posture, orientation, routes including movement time, and change the home base. The "Always Explicitly Model" button on this interface tells the simulation that when a scenario is being run in an aggregated mode (e.g. The user specifies that all units are to be rolled up to the brigade level to reduce runtime) this unit is to be modeled as a individual entity even if it's organizational level is below the specified level. This is useful for recon and other special-purpose units that might be commanded individually by higher command levels. Finally, operational tasks can be assigned to the group. These operational tasks can be triggered either by the group arriving at specified locations or at specified times.
Reset Members - This resets all group members in accordance with the main unit's location, orientation and posture. Be default members are not automatically moved when the parent is redeployed in mission planning. This is done to support free-format force deployment. This button overrides that default.
Morale/Training - This allows the user to specify a unit's morale, training and initial strength. Morale is modeled as being a reduction on losses. A unit with a morale of 2 will take ½ the combat losses of a normal unit under the same conditions. Training is modeled as modifying the killing capability of the unit in combat. A unit with a training factor of 2 will kill twice as many enemies over a time period as a typical unit under the same conditions. Finally, the initial strength number will multiply the number of assets with a unit by the specified amount at the beginning of the scenario. This option is best used when running in an aggregate mode because otherwise small number truncation might result in the strength numbers not being adjusted appropriately. The strength numbers are always reduced to integers - fractional assets are incorporated (or not) according to a Monte Carlo draw on the fraction.
Posture - This allows the user to specify the deployment of subunits and assigned assets using this interface. This screen indicates the placement of subunits and assets relative to the unit's center. The direction of the group's orientation (and line of march) is indicated by the red arrow. The white window about 2/3 of the way down indicates the unit's TO&E. The leftmost icon is the unit's icon. If this or any of the other icons are blank fix the associated bitmap in the icon editor. The other icons indicate the subunits and assets. The first number above each icon group (e.g. X3) indicates the total number of members of this type. The second number (in purple) indicates the number of members of this type still remaining for deployment. Where there is no second number (e.g. The artillery units) all members of this type are currently deployed. Deployment is done by drag & drop. If the members have not yet been deployed just pick an icon on the TO&E board and drag it to the appropriate location. Members already on the map can be moved again as desired by drag&drop. Clicking on the icon with the rightmost mouse button will result in a report of the member type and tail number. The map may be changed via Zoom In/Out as required to get the area necessary for deployment. Note that the posture has not been set; it would be necessary to update the posture (by clicking on that button and picking from the resulting list) to make the posture useful. At anytime the user can discard his posture changes and replace with group class defaults by picking the "Return to Class Defaults" button. An interface is also provided to review & edit the class defaults for user convenience. While class defaults are handy (individual postures need not be defined if the class posture is defined once for the group class), they do not specify how additional elements appended to the class prototype should be deployed.
Selecting Targets produces the Current Target Configuration Form with the specific Target Configuration with all the targets within it listed individually by: Name,,, .
New targets may be created and existing ones deleted. Selection of Create New Target provides a form Target Definition , with Define New Target data to be filled in. This includes:
The Modify Target Sector Data bar brings up the Target Sectors Form identifying current target sectors. Also, this form allows the user to add a new Target Sector. The Name, Designation, and North, South, East, and West corners are typed.