Verification of artillery fire under the influence of random disturbances for the computer game ARMA 3
DOI:
https://doi.org/10.15276/aait.06.2023.24Keywords:
ARMA game, shot verification, random disturbances, parabolic approximationAbstract
Computer gaming occupies a firm place in today's media culture and media business. Computer games are widely used both as a means of entertainment and as an educational tool. Military games traditionally hold a place in computer gaming. However, it is in this sector of gaming that a sharp contradiction is observed between the super-realistic quality of the video component and the limited scope of the game's script component. In particular, in the development of military-themed games, the introduction of modern weapon models is rapidly evolving. At the same time, the experience of military conflicts over the last decade and the new tactical techniques developed are difficult to implement in games. This work demonstrates the possibility of improving the artillery component of ARMA 3. In artillery fire, random disturbances are always present. These disturbances cannot be eliminated during the preparation of the firing. In practice, they are compensated by consecutive ranging shots. Modern artillery firing tactics require the maximum reduction of the firing time of the artillery unit. In this regard, methods for verifying each artillery shot are very relevant. Verification is understood as confirming the effectiveness of a shot immediately after it is made. A method for verifying a shot by recording the flight time of a projectile through three control points is proposed and studied. Based on the recorded flight times by sensors, a system of approximating parabolas is constructed. The solution of the system allows determining the expected point of the projectile's burst before it lands. The deviation of the burst point from the aiming point verifies the quality of the artillery shot. Simulation modeling of the proposed method has been conducted. It is demonstrated that parabolic approximation effectively compensates for random disturbances of the shot. A comparison of the proposed method with the method of compensating disturbances through consecutive ranging shots is made. It is shown that the proposed method significantly reduces the firing time of the weapon and the ammunition expenditure for hitting the target for the ARMA 3 player.