1 / 7

OUTPUT:Pursuit

This guide outlines optimal positions, headings, speeds, and energies, as well as predictive strategies for the enemy's trajectory. It covers aspects such as turning circle, angle off, closure rate, and turn rate, with recommendations for different scenarios.

raygoza
Download Presentation

OUTPUT:Pursuit

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. POSITION (relative) • HEADING (relative) • SPEED • Energy • Prevision on enemy’s trajectory INSIDE TURNING CIRCLE OUTPUT:Pursuit TURNING_ROOM_LIMIT< range (3000 feet) CLOSE_RANGE< range <TURNING_ROOM_LIMIT range < CLOSE_RANGE (1500 feet) AT THE TURNING ROOM LIMIT ABORT Solve close Problem Pure pursuit HIGH_AA < aspect angle (30 degree) ASPECT ANGLE TOO HIGH aspect angle <LOW_AA (15 degree) LOW_AA<aspect angle<HIGH_AA GOOD ASPECT ANGLE ABORT Go back beyond the turning room limit range MEDIUM ASPECT ANGLE HIGH_AO <AO (45 degree) AO TOO HIGH Angle Off < LOW_AO (20 degree) LOW_AO <AO <HIGH_AO AO < LOW_AO (20 degree) HIGH_AO<AO (45 degrees) AO TOO HIGH ABORT Go back beyond the turning room limit GOOD POSITION LOW_AO <AO <HIGH_AO MEDIUM POSITION ABORT Go back beyond the turning room limit MEDIUM POSITION Lag pursuit Closure rate < 0 Closure rate < 0 Closure rate > 0 Closure rate > 0 Closure rate = 0 Closure rate = 0 Closure rate > 0 Closure rate < 0 Closure rate = OK Lead pursuit Lag pursuit Lead pursuit Lead pursuit Lead pursuit Lead pursuit Lag Pursuit Pure pursuit Lag pursuit

  2. POSITION (relative) • HEADING (relative) • SPEED • Energy • Prevision on enemy’s trajectory INSIDE TURN CIRCLE OUTPUT:Acceleration Range < TUNRING_ROOM_LIMIT (3000 feet) TUNRING_ROOM_LIMIT < ramge (3000 feet) BEYOND TURNING ROOM LIMIT BELOW TURNING ROOM LIMIT LOW_AO <AO < HIGH_AO MEDIUM ANGLE OFF HIGH_AO < AO HIGH ANGLE OFF Go to corner velocity AO < LOW_AO LOW ANGLE OFF HIGH_AA<AA ASPECT ANGLE TOO HIGH AA <LOW_AA LOW_AA<AA<HIGH_AA Accelerate to get closer Same speed as enemy ABORT turn GOOD ASPECT ANGLE MEDIUM ASPECT ANGLE AO <AO_LIMIT AO < AO_LIMIT AO_LIMIT <AO ANGLE OFF TOO HIGH AO_LIMIT<AO GOOD POSITION MEDIUM POSITION ABORT Go back beyond turning room limit range MEDIUM POSITION Closure rate > 0 Closure rate > 0 Closure rate < 0 Closure rate > 0 Closure rate < 0 Closure rate = 0 Closure rate = 0 Closure rate = 0 decelerate Closure rate < 0 decelerate ABORT Choose maneveur to prevent overshooting Maintain speed Accelerate Accelerate Maintain speed Maintain speed Accelerate

  3. POSITION (relative) • HEADING (relative) • SPEED • Energy • Prevision on enemy’s trajectory TURN CIRCLE OUTPUT: TurnRate Range < TUNRING ROOM LIMIT (3000 feet from the enemy) Range >TUNRING ROOM LIMIT (3000 feet of the enemy) BEYOND TURNING ROOM LIMIT BELOW TURNING ROOM LIMIT LOW_AO <AO <HIGH_AO LOW_AA < AA < HIGH_AA HIGH_AO <AO (45 degrees) AO TOO HIGH HIGH_AA<AA AA < LOW_AA Go to Max turn Rate MEDIUM ASPECT ANGLE ABORT: turn GOOD ASPECT ANGLE AO < LOW_AO (20 degree) Ease turn G LOW_AO < AO (20 degree) AO < LOW_AO (20 degree) Keep turning this way ABORT Look for turning Room HIGH_AO <AO (45 degrees) AO TOO HIGH MEDIUM POSITION LOW_AO <AO <HIGH_AO turnRate < MaxTurnRate AO < LOW_AO (20 degree) turnRate > MaxTurnRate ABORT Look for turning room Keep turning this way ABORT: Choose a maneuver to prevent bleeding energy MEDIUM POSITION GOOD POSITION turn rate < EnemyTurnRate AND turnRate > MaxTurnRate Enemy.turmRate <TurnRate turn rate < EnemyTurnRate AND turnRate > MaxTurnRate Enemy.turmRate <TurnRate turn rate < EnemyTurnRate AND turnRate < MaxTurnRate turn rate < EnemyTurnRate AND turnRate < MaxTurnRate Keep turning this way Maintain the same turn rate as enemy ABORT: Choose a maneuver to prevent bleeding energy Ease turn G Point behind Go to Max turn Rate Go to Max turn Rate Keep turning this way Keep turnRate higher

  4. Attack geometry • POSITION (relative) • HEADING (relative) • SPEED • Energy • Prevision on enemy’s trajectory ANGLE OFF (AO) ENEMY ASPECT ANGLE (AA) RANGE ATTACKER

  5. Example 1 • Turn rate > Max turn rate • TurnRate > Enemy TurnRate • Closure rate > 0 • AO <LOW_AO • AA<LOW_AA ASPECT ANGLE (AA) ANGLE OFF (AO) • Lag pursuit • Keep turning this way – • same turn as enemy • decelerate

  6. Example 2 • Turn rate < Max turn rate • TurnRate < Enemy TurnRate • Closure rate < 0 • AA <LOW_AA • LOW_AO< AO < HIGH_AO ASPECT ANGLE (AA) • Lead pursuit • Tighten the turn at • the corner velocity • accelerate ANGLE OFF (AO)

  7. Example3 ANGLE OFF (AO) • TurnRate < Max turn rate • TurnRate < Enemy TurnRate • Closure rate >0 • LOW_AA< AA < HIGH_AA • AO < LOW_AO ASPECT ANGLE (AA) • Lag pursuit • Keep turning • decelerate

More Related