This post is going to be huge, and the reason is that it’s including the original game design documents for KCD were broken up into three parts documents each document was over 50 pages, covering air combat, ground combat, and naval combat. I have copied them from my google docs into here for you to checkout. If you want to talk about them join my Discord


Air Combat Draft

Aircraft

Context
The Aircraft will reuse all of the systems for the ground vehicles so we don’t have to recreate everything the aim to so continue to do this for the naval ships as well. The assumption here is that all aircraft and helicopters will inherit the systems from the ground vehicles as much as possible, for example, the turret in a helicopter is the same as a Turret for a tank, and the scripts can be tweaked to accomplish both.
Cameras Interior and Exterior Cameras
HUD/MFD
Countermeasures
Ammo/Weapons Guns/Missiles
Common Reusable UI Components
See here


Attack Jets



are primarily designed for close air support and attack ground targets, they can include single (A-10/Su25) and two-seat (A-29/F-15E/Su34), and three-seat aircraft (AC-130). The most famous of these is the A-10, the Russian copy is called the Su-25. But they all have the same characteristic: slower, lots of hard points, and good at killing ground vehicles, but weak against other fighters.
Internal Bays
Having internal bays is critical to having stealth, without it the aircraft’s RCS is considerably more, F-22 without external weapons RCS is 0.0001 with its 0.5, the difference is huge and makes using them important. This requires a hydraulic function to use the open and setting a range and axis to rotate them.
Turbines
use compressed air to create a heated jet of air that pushes out the exhaust which is mixed with fuel and burned under compression, this creates thrust and the wings can lift on the force of the jet flying through the air. Turbines generally use more fuel and are faster, turbines can go past the speed of sound to Mach 2/3/4/5. Anything past 5 is consider hypersonic which uses a scramjet or ramjet to fly up to Mach 10
Turboprops
Aircraft with propellers are called turboprops, they generally use less fuel and have a better economy, but are slower and have a max speed that they can travel at, propeller aircraft can’t break the sound barrier. They are quieter than aircraft that fly at the speed of sound making the stealthy in their own way, A-29 is an example of a turboprop, it flies slower but generally, on station for much longer, it can’t carry an as heavy payload, unless it’s a multi-turboprop plane like the AC-130.


Network Seat Setup

The aircraft is much more special on the map, they require to take off and land and have a pilot and a gunner. Generally, most maps will spawn fewer aircraft and helicopters, but in certain modes, this is not true. Ie Air -to-Air mode would be only aircraft.  In some special setups, they have a pilot and more than one gunner. For example, the AC-130 has a pilot and two gunners one to fire the cannon and the other for the minigun.
F-15ETwo-seat tandem + Jet Engine
Su-34Two seat side by side + Jet Engine
A-29Two-seat tandem + Turboprop
A-10/Su-25Single Seat + Jet Engine
AC-130/An-26Pilot + Gunner 1(105mm Cannon + Gunner 2 (30mm Cannons)


Fighter Jets

Fighters jets are optimized to maneuver and engage other aircraft. They can shoot them down using beyond-visual range BVR missiles which are radar-guided and have a range of more than 100km, they can detect and shoot from far away forcing them to turn and fly away. Fighter jets can dogfight and carry out limited air to the ground. They are more fragile than attack aircraft and damage results in a loss of maneuverability and speed. The majority of fighters are single-seaters.



Beyond visual range Vs Within Visual Range (ie dogfighting)

BVR vs WVR

Modern combat is done in two ways, the BVR is the preferred way as you are far away and out of danger, for the most part, the use of radar to lock on and track your enemy allows you to fire long-range missiles.
The idea here is to use radar to see beyond the range of the other plane lock on and kill, this is all done via the MFD displays you will see the target on the radar and kill it.
https://www.slideshare.net/Picard578/bvr-combat-briefhttps://www.youtube.com/watch?v=QII0PmUc4XQ




Bombers/Transport Jets

C-130 Hercules > U.S. Air Force > Fact Sheet Display

These are large aircraft that carry large payloads over long distances, bombers can strike a number of targets and carry out missions on the world map. Bombers can carry nuclear weapons. The transports can carry troops and refuel aircraft. Generally a Transport or bomber has two seats, they also show up on the world map and you can move them around outside of the combat missions so you can attack targets based on your political alliances and military bases.


Helicopters

Attack Helicopters


The attack helicopter was invented by the US in the 1960s, after the development of the UH-1 the need for armed variants became a reality during the Vietnam war, the US air cavalry was suffering significant losses landing in host landing zones with Vietnamese forces killing US troops as they dismounted from UH-1s which had to slow to hover and land. The first attack helicopters were armed UH-1s which could carry aircraft rockets and machine guns. Experiments through the early phase of Vietnam resulted in many different variants of UH-1 attack helicopters, rather than continuing with a loosely organized system, the US Army ordered the creation of a dedicated helicopter that would use the same transmission and flight controls, the legendary helicopter company Bell redesigned the UH-1 with a tandem fighter jet like layout making the wide-bodied UH-1 into a narrow jet-like airframe, the AH-1 Cobra was the first dedicated attack helicopter it was widely used to support air cavalry operations into and beyond Vietnam, where it would escort transport helicopters into battle and attack the landing zone prior the helicopters offloading their troops, this provided effect in battle as defending forces quickly where suppressed by the firepower of the early attack helicopters.
Deep Strike (First Strike)
Long Range Precision guided missiles
Close Support (Combine Arms)
Anti-tank guided missiles and cannons


Ground Suppression (Gunship)
Cannons and Rockets, 


Recon

The recon class is used to scout across the battlefield quickly and locate enemy bases and military points, the recon class can’t capture objectives, but they can designate targets for defenders to strike from far away, they can also link to drones to share data between units. The recon class is either unarmed or lightly armed, there are a few specialized variants that carry heavy firepower namely ATGMs but generally, they have less ammo and fuel than attack helicopters. They carry a single pilot but can mount a second pilot to operate the weapons, and there are some variants that mount door gunners.

Transport

The transport helicopter can carry out a lot more roles on the battlefield. Including transporting supplies for ground forces, they can also capture objectives with troops, rescue downed pilots, hunt submarines in ASW, and transport ground vehicles. Lastly, they can be armed and turned into giant flying weapons platforms. The transport helicopter needs only a pilot to fly, but it has up to two additional network seats for door gunners, or sonar operators.
ASW variants = Pilot + Sonar Operator + Weapons(Torpedo/Antiship)
Supply variants = Pilot + 2 Door Gunners
CSAR variants = Pilot + Winch/Sling Operator
Troop carry variants = Pilot + 2 Door Gunners
Gunship variants = Pilot + 2 Door Gunners
ASW hunts submarines’ Sonar and Torpedos

CSAR rescued downed pilots with Winch

Supply carries stuff with a Sling

Gunship carries door gunners + Rockets ATGMs

Transport carries door gunners and can capture objectives with repealing troops that fast rope.
TRANSPORT

GUNSHIP

ASW

SLING
CSAR

Door Gunner


Door gunners have a few options to choose from for weapons.

WEST
M2 (less ammo, but very good)
EAST
KORD
Minigun(rapid fire)WEST
M240(average)
EAST
PKM
The Door Gunner is a CROWS Turret on the side of a helicopter.
The main difference is the CROWS turret needs to be configurable for each weapon so we can mount an M2 or a Minigun, PKM, etc. The door gunner UI is a sight and an ammo counter. The Door Gunner can be killed before the aircraft is destroyed. When the helicopter lands to resupply waiting a certain amount of time will respawn the door gunner.


Sonar Operator

Winch

The winch is used for CSAR missions, you must fly to a location and rescue a downed pilot, if the plane crashes it will have a parachute and crash site, and the pilot will not be far from these, you must recover the pilot, by hovering over the pilot and lowering the winch to recover the pilot, once this is done you must return the FARP to unload the Pilot, who will then be able to respawn in a jet and continue.
GunRadarWing MountPilot MFDGunner MFD
AH-6430mmYesYesYesYes
KA-5230mmYesYesYesYes
TIGER20mmYesYesYesYes
Z-1020mmYesYesYesYes
Mi-2830mmYesYesYesYes
AH-120mmYesYesYesYes


Speed & Maneuverability

Thrust VectoringFlapping and Wings

Flight Effects

Smoke/Engine Fire Smoke damage and fires will happen based on the damage to the vehicle, an engine fire, and cargo fire, are all possible states for the vehicle, a fire must be dealt with as it will spread to other systems and destroy the vehicle, you can use fire suppression systems to counter it, the smoke and fire effects should be shader graph effects which are drop in and controlled from the properties of the shader graph.
Lights the various vehicle will have their own light rigging and internal lights, which will cover things like landing lights, beacons, and navigation lights, cockpit lights are used
for Night Vision/Thermal the game will support switching to both NVG and FLIR effects these are down using the volume custom profiles for the HDRP, there are two prefabs for FLIR and NVG, they must be set up correctly to work but they can then be toggled on and off, you can use this for anywhere you need to display the effect.
Jamming is a state that can happen when you are weapon is jammed or electronically jammed by someone else, the idea is the effect of being jammed will display glitches and fuzzy display to interfere with the player’s ability to see the battlefield, jamming and ECM warfare will be primarily displayed from these post-processing filters which use Kino effects systems, physical jams will be displayed as a warning that requires action to clean.
Cockpit Fog, the weather will make the glass fog up you must turn on the defoggersCockpit Blackout, pulling high gees make you black out you fade in and out of Black
Cockpit Broken Glass The broken glass and damage to the cockpit is done using the Kino effects overlays and swapping out with the broken glass graphics, we can also disable the use of the various turrets and systems to simulate them breaking on the vehicles. For example, you can disable the rotation of the turret to simulate the effect of the turret jamming.
Trails
Sonic Boom
Afterburner

Fighter Cockpits

What makes our game cool is we have detailed cockpits, this is critical to making the game fully immersed eventually this will be VR.
Common Systems for things like an engine on/off the radar on/off just have different transform per “switch”
Requires HUD
MFD Canvas 2D
Camera/Switches
NVG Mode
HMD Display Mode
Free Look For Pilot Head
Ejection Seat Animation


Flaps & Rudders



Hardpoints

Rules
Hardpoints have a few rules
Generally, they have a weight limit and a “type” limit ie an air-to-ground missile can only fit on the inner pylons, whereas air-to-air missiles could fit on the Wing tips, generally, the hardpoint can fit any weapon on it, we will preconfigure weapons that have more than one munition on the pylon, there are some situations where you could have more than one missile type IE a laser-guided missile and a radar-guided missile fit in the same pylon, in this case, you would have to be able to support any missile in the pylon.

The rocket pods are a variant of this with just more unguided missiles in the pod, but depending on the aircraft they can carry so many of these missiles, for example, the AGM-65 maverick is a large missile, it can only be carried on one pylon on a helicopter and certain aircraft, but on others, it can be carrying on triple mounts.

A radar guided missile and laser guided missile on the same pylon, notice the seeker heads are different
Wing tips 


Wing
Weight Limit
G Force Limit
Over G is an effect when you are maneuvering with weapons attached, if you pull high turns you can damage your weapons
Custom Loadouts


Munitions Types

Bombs
These include a wide selection of dumb bombs to smart bombs, from small-diameter bombs to the mother of all bombs. The general rule is a bomb uses its inertia and gravity to fall to the earth laser-guided bombs use control fins to follow a laser beam, and GPS-guided bombs try to hit a precise static location on the map, generally, bombs are used for static targets but some “glide bombs” are light enough to behave like a missile.

Cluster Bombs have submunition
MissilesMissiles can change their course to follow a target, they can hit moving targets or static targets and generally allow the player to avoid being too close to the enemy. Missile seekers come in a wide range of types all of which can be countered by a countermeasure system. For example, IR missiles can be countered by Flares or DIRCM. 
Fuel TanksFuel tanks increase the internal fuel and combat radius of aircraft; they reduce the maneuverability of the aircraft as a penalty. They can be detected during flight to increase the flight maneuverability if you need to dogfight or if they are empty and do not long carry fuel. If the aircraft is equipped with fuel tanks it will use the fuel in the tanks first and then use its internal field, then its aux fuel tank.
Targeting Pod
Targeting pods allow the aircraft to see ground targets and track and guide munitions onto the target, some aircraft can still drop guided munitions while they can “lase” the target, this is called “self-lasing” which means the aircraft can use the laser on the aircraft to guide a missile while still flying away from the target.
ECM Pods
ECM pods grant abilities like jamming and radar warning for aircraft, this allows them to detect and avoid SAMs and other fighters who are activating and looking for them with their radars, ECM pods can reduce the effectiveness of radars and can perform a number of digital attacks on enemy aircraft this can include things like tricking the radar into the location of aircraft or feeding bad attitude data into an enemy aircraft causing them to crash.
Gun PodsNot all aircraft and helicopters are designed with guns, a gun pod allows them to carry the same cannon or machine guns that other aircraft can, and a pod can be reloaded when it lands, 
Rocket Podsfire unguided ballistic rockets that streak towards their targets leaving a trail of smoke back to the helicopter, they are most effective against light armor, ground vehicles, and static targets. Rockets are the most common weapon used for ground attacks, but they are not precise, so you could easily kill civilians if they are used without taking care to aim at your target.

Lock-On Modes


Lock-on modes are the rules that govern how and when an aircraft or helicopter can fire at a target, the use of precision-guided missiles is allowed by using these modes, 
Lock On Before Launch
Lock On After Launch
Pop Up Attack


Gun


Bombs

Laser Guided

Cluster Bombs
GPS Guided Glide Bombs
Cruise Missiles

Fuel

Flight time is how long the aircraft can stay in the air, the faster you fly the faster the flight time goes down, adding fuel tanks and air-to-air refueling increases the flight time, when your flight time reaches 00:00 you are at LOW FUEL you have roughly 30-45s after that to land or you crash. LANDING at an airfield will automatically start the refueling process once you stop your aircraft, you will see the FUEL ICON and the fuel tanks should start increasing in your aircraft.

Helicopters use the same system.


Fuel Tanks
Air-To-Air Refueling


Stealth/Counter Stealth

RCS Tables

Russian Radars
Radar
Radar stealth is done by the RCS number is how big you appear to the enemy radar at the current distance, with 1 being the default, this means that time it takes the radar to classify and figure out what you are, if you can’t be detected, then you can’t be shot at, the RCS is a factor, the faster you detect and classified by the enemy radar and how big you appear,

(P*T)The power transmitted in the direction of the target  500w * Vector3.1(P * RCS) The amount of power that impacts the target and is reflected back in the direction of the radar  500W * 0.001 * Vector3.Distance(Target)
500 * 5(R*RCS) The amount of reflected power that is intercepted by the radar antenna.  Radar Detection 1 * 0.0011 * 5(t(s) * R * T) The length of time in which the radar is pointed at the target.
30s * 1 * Vector3.1

(P*T)  / (P* RCS) * (R*RCS) / (t(s) * R *) = Stealth
500 / 55 * 0.001 / 30  3.03RCS 5 = 416 ms2
RCS 0.001 = 3.03 ms2This becomes the radar size of the radar return to come back to lock on which effectively makes it invisible, otherwise, the radar/aircraft has to get within 4km for it to be SEEN by the enemy radar by the BURN IN rate. So unless the enemy radar gets within 4km of the aircraft it won’t be detected on the radar and is undetected. So Stealth is good against Radar, IRST can detect stealth from around 30km so it can be used to counter this, but without it the enemy must get within 4km to get a radar lock.

The Su-35 and F-16 both have a + RCS of 4 and 5 this means that it will take the radar which takes 3s to scan an area, 12s and 15s for the enemy radar to detect you, once you are detected you are on their Radars list of contacts, as long as you remain inside the radar cone your lock on a timer will count down, once it reaches 12s or 15s the enemy radar will have locked on you and can fire a radar-guided missile at you, once this happens a radar warning will have been going off for the entire 12s and will shift to a missile warning, which will basically tell the pilot to fly in the opposite direction of the missile to avoid it.

If the missile gets close enough to the aircraft and the Active ECM systems are activated they can jam the missile and shift the position of the F-16 or Su-35 from the missile, but this will lower the lock on time even further as broadcasting the jamming makes your Radarlock Time drop and while increasing the radar distance, the NEW LOCK TIME (6s) is used 
Decoys
The decoy is used to distract missile from hitting the aircraft, a decoy can be deployed and retracted, unlike flares/chaff which is used once.
IR
Optical

Sources

AircraftRCS (Frontal)EM EmitS300 Detection range (beyond)
F-1513 m^210dBsm390km (523km)
F-161.6m^20dBsm305km
A-1025m^220dBsm390km (603km)
MIG-293-5m^210dBsm390km (523km)
Su-3015m^210dBsm390km (523km)
Eurofighter0.5m^2-10dBsm155km
Rafale1m^20dBsm275km
A Small Bird0.01m^20dBsm~76km
A Golf Ball0.001m^20dBsm~27km
F/A-18E~1m^20dBsm275km
B-52100m^2+20dBsm390km (854km)
B-20.001m^2-40dBsm~27km
J-200.001m^2-30dBsm~27km
F-220.0001m^2-40dBsm~27km
F-350.005m^2-30dBsm~32km
Su-570.5m ^2-10dBsm155km
B-210.00001m^2-50dBsm7km
PAK-DA0.01m^2-10dBsm~76km
H-200.001m^2-40dBsm~27km
According to the manufacturer 91N6E (S300) has a detection range of 390 km against a 4 m^2 target w/o jamming
dBSM3020100-10-20-30-40-50
m21,000.0100.010.01.00.10.010.0010.00010.00001
ConventionalConventionalConventionalConventionalLOLOLOVLOVLO
RCS Ratings for vs dBsm



Landing/Take Off

Flying into a zone will trigger the landing sequence, take off is player controlled


Pilots

Characteristics
    Dogfight – Effects things like your g-load limit, which will make you back out at higher g loads, this lets you push the aircraft slightly beyond its limits, with speed and turning
    Sensor – how quickly you can use the onboard sensors to track, detect and lock on to targets. But how well you employ them is up the BVR score.
    BVR– how you handle sensors and weapons together, having a high BVR rating means they can operate both the senors and quickly fire them.


Ground Vehicle Combat V1 


This covers the game design for the Ground Combat.

Vehicle Combat Intro

Vehicle Types


All vehicles will have the same basic setup but they will each use a different toolkit to carry out the movements. They will also share a core set of subobjects and a health module which will determine if they take damage and fail and how their sensors, weapons and countermeasures will work together.

Vehicle Scaling




The scaling for the vehicles should be based on the real life size in meters, the reference will be the LowPolySolider the default scale of the soldier is 1, all 3D models will be scaled to this us the Soldier model to scale things for soldiers and sailors.


Vehicle Controllers



All vehicles will use either the Tank Controller or the Car Controller to move, they handle wheel rotations and the movement of vehicles over terrain. The main difference is with the turrets, the two main scripts for turrets are the Turret Controller which we should use as much as possible, the other option for secondary turrets and CROWS Controller.


Wheel Controller
Tank Controller
Tank Gun Controller
Artillery Controller
Plane Controller
HelicopterController
SubmarineController
ShipContaine



In the game the same vehicles can have different variants which give them different uses.

BDRM Scout Variant has no anti-airBDRM Gaskin Variant is lethal to Aircraft.


Vehicle Types and Classes

ASSAULT

RECON
WHEEL IFV
TRACKED IFV
TANK
ASSAULT
ATTACK HELO
ASW HELO
GUNSHIP HELO

DEFENSE

ARTILLERY
MLRS
AAA
SAM
SRBM
RECON HELO



SUPPORT

APC
ARV
SUPPORT
RADAR
TRANSPORT HELO
HEAVY HELO


Tanks have a crew of up to three, the driver sits in the fron under the turret, the gunner in the turret, and the optional commander who controls the top machine gun and provides a second set of eyes. Tanks can have critical parts which when disabled render it less and less effective.



Artillery covers everything from guns, to rockets and missiles.
MLRS and Missile look similar but they carry different weapons, a MLRS or Multiple Launch Rocket System is used to carry unguided artillery rockets, they can be used to wipe out a whole area, whereas self propelled guns fire individual shells which can be laser guided. These look like tanks, but they aren’t; they carry larger 155mm cannons and fire 20km away. Unlike tanks Artillery must stop to fire, they are required to deploy. This takes time, and while being deployed, they can’t do anything. While deployed they also must be defended.

Artillery will have three seats, the driver, the gunner, and the sensor operator actor who all must work together to use the Artillery, the driver can move the vehicle from location to location, the gunner angles the weapon and fires at targets the sensor operator finds and designates.

Artillery also include anti-aircraft artillery from guns to missiles, so self propelled guns include the ability to shoot down aircraft called AAA or anti-aircraft artillery, AAA is unguided but can be radar guided in this case its controlled by a radar system



Without a radar it’s not as effective, but with a radar it becomes modern.




Vehicle Classes vs Multiplayer


Depending on the game mode players start the round at their base, they can choose any vehicle to spawn that is locked to their player class that they select when they join, they must spend money from their individual player wallets to use the vehicles, like csgo but collectively they earn money for completing objectives. Killing civilians will make you lose points. The background of the maps will have NPC moving around on the roads and small urban areas blending into the background. 

The basic game loop is when a round will start and there will be a 2 min warm up period during which you can purchase vehicles, switch classes, vehicles that you spawn can be driven by other players, but you have to grant them permission, upgrades for existing vehicles that survived the previous round are applied. You can not  purchase a vehicle to save money for more expensive vehicles later, you can join another player vehicle crew, and you can not leave the crew zone in FPS mode.


GAME MODES

MODEAbbreviation`RULES
TEAM VS MODE TDGTwo teams try to eliminate each other, best of 3/5/7 each round is capped at 15m you start with a set amount of points, for kills/assists you earn more towards the next round. You earn money for resupplying your FOBs. Maps are smaller in size.
TEAM OBJECTIVE [RANDOM]TO(R)Two teams try to capture (random) points and earn money for capturing the objectives, this is divided between the entire team, only Recon, 8×8, IFV and Transport Helicopters can capture points. When you die you can respawn as many times as you you have to respawn tickets,  purchasing vehicles comes from your  balance. You can earn money by resupplying objectives/FOBs, or killing the enemy in addition to capture objectives 
TEAM INVASIONTIOne team must defend a set of objectives from the other, each capture earns them more money, the attacking team starts out with less money and must earn it, the defenders earn money the longer they hold onto cap points, the more cap points the more they earn. You earn money for resupplying FOBs.

Rebel Faction 

– the rebel faction is a unique faction, they have asymmetric weapons classes and can be used completely different from a main faction. The primary difference between the main factions and the rebel faction is:

All rebel vehicles can capture objects, including tanks, defender class, and support.
The rebel factions do not have heavy weapons.

The rebel vehicles are much cheaper in terms of points and you have much more available then the main factions.

The main rebel vehicles are:
RECON
VBIED- a IED on a bike/or civilian car you drive it towards the enemy and crash into a vehicle creating a huge explosion, swarming with VBIED allows you to take out armor and heavy vehicles. Civilian cars will resemble AI control civilian cars, which allow you to blend into the background and attack randomly.

Technical – a civilian 4×4 truck, that has four different options for rear weapons
4×4- KPV, the same gun as the BTR-80 but mounted on the back can damage logis,   light armor, and helicopters.
4×4-TOW, a atgm missile mounted on the back allows you to target heavy tanks, but barely any armor means you have to move quickly and cover from tanks which can easily one-shot kill you.
4×4-23mm, a heavy 23mm cannon can engage medium armor like IFV/APC and helicopters, but is still weak against tanks.

4×4-MLRS, a 4×4 with 120mm rockets attached it can attack from much further distance then most targets showing a location with HE.
4×4-SPG, a 4×4 with a HEAT firing recoilless cannon, effective against armor up to tanks, it fires slower but can be a threat to anything on the battlefield.
4×4-IGLA, a 4×4 with dual mounted IGLA SAMs allowing this to attack helicopters

ASSAULT
IFV-8×8
BTR-60, an older model of the BTR-80 is equipped with the same KPV heavy machine gun, and is amphibious, it can move quickly around and capture objectives.

IFV-Track
BMP-1, the BMP-1 is a older model of the BMP-2 which sports a 76mm HEAT/HE cannon which can effective destroy other IFV and armored vehicles,
TANK – rebels get two tanks instead of one.
T-55, the baseline tank model rebels can use is the T-55 a 100mm cannon and DSK machine gun, its armor is not as good as modern tanks but it’s faster then most modern tanks
T-72, the T-72 is a potent tank that is still effective against most modern tanks, it has weaker armor, but can be employed effectively as any modern tank, this is the main rebel threat with a 125mm cannon, and can fire SABOT/HEAT rounds. The main difference between the T-72 and the T-90 is the T-90 can fire ATGMs and has an APS system.

DEFENDER
KUB- SAM, the SA-9 gainful is a heavy anti-air system which can target helicopters from far away, the KUB missiles are fast, heavy warheads, and are effect at making headaches for helicopters, the KUB is more effective then all AAA/SAM but operates like artillery has to be deployed to fire.
ZSU-34, the quad mounted 23mm cannons can make short work of helicopters.
GRAD rebel version of MLRS faster but weaker armor.
MORTAR the mortar is like the artillery but has shorter range and takes much less time to deploy and shoot.
SUPPORT
APC
LOGI

HVY LOGI


Vehicle Classes

ClassRoleExample
ReconThese are fast lightly armored 4×4 and 6×6 vehicles that can scout and find enemy units and report back to the team, they can drop sensors which can detect the movement of enemy forces and jammers over a limited time, they can deploy drones and remotely operate them to call in artillery strikes, but are limited to light armor, CROWS, some recon units can have specialized weapons (ATGM/SAM) but at the cost of general purpose weapons(Machine guns) or speed, most setups for Recon are a driver and a gunner, one drives and the other operates the weapon.
Some can take up to three with the third person being the drone operator who calls in artillery strikes

VARIANTS – unlock these
BASIC – RECON – CROWS PKM
Can deploy and detect jammers.
ADVANCED – RECON – CROWS KORD *
Has a drone and can call in artillery strikesATGM – KORNET *
Trades all this for ATGM that can attack tanks
SAM – IGLA *
Trades all this for SAMs that can attack helo/aircraft


6X6 RECON

BASIC – RECON – KORD
Can detect Mines
ADVANCED – RECONCan deploy and detect jammers.IFV-30mm + ATGMANTI-TANK 

US MRAP

Recon
Adv Recon
ATGM + 30mm
Stinger + 30mmRUTigr
Recon
Adv Recon
8x KORNET
8x IGLAEUFennekFRBDRM
Recon
Advanced Recon
Spandrel
GaskinCNBJ

USLAV90RUKamaz 6x6EUSphinxCNWZ55

MRAP, BDRM, Fennek

Gaskin 4×4 + SAM

Tigr ATGMs trades a turret for ATGM missiles
AssaultThese are all armored vehicles that have a turret and a weapon using a cannon, they are designed to attack an objective to destroy infantry or other vehicles. Tanks, IFVs, 8×8,6x6s are all in the class. Their weakness is they burn fuel quickly and must be resupplied over the course of a long battle, they can quickly run out of ammo and become useless targets for air and long range weapons. Assault is the slowest class and can be countered by airstrikes and long range attacks so straying too far from air defense units will expose you but using your firepower and mobility you can quickly destroy anything you can find. Generally the Assault class will require 3 max players, a tank needs 2, a IFV can run with only 2 usually the driver, gunner, the optional commander(operates the secondary CROWS)


ASSAULT has two main groups, 8×8, IFV and TANKS ONLY the FIRST can capture “objectives” or CAP points, these are the units which can take objectives and must be present for the capture of the objectives for MISSIONs.

Tanks can attack but can’t capture objective points.

MBT is Cannon + MG
Tank has mix of SABOT/HEAT/HE Shells

IFV is AutoCannon + ATGM

 The rough speed order for Assault vehicles is
Fastest
6×6 wheeled go on roads but weak offroading
8×8 wheeled, good on roads and offroads, the best of both
IFV tracks make it slower but faster then the tank
Tanks tanks trade speed for armor
Slowest
Assault vehicles have cannons and can cause destruction to the battlefield, there weapons use the dino fracture warheads which cause destruction, this can change the buildings which can be blow up, they can also run over trees and generally smash walls/buildings causing destruction to the cities, using assault vehicle to attack a objective is how they are best used.
USAbramsRUT90/T14CNType 99/96EULeopard/LeclercFRT72 / AMX30

USBradely / StykerRUBMP-3 / BMP-T/ BTR-82CNWLZ / WLDEUBoxer / ???FRBMP-2/ LAV25
SupportThe support class are APCs and LOGIS Trucks which can deploy things to help your team and prevent the enemy from overwhelming attacking you, they are the only class that are given SUPPLY points and can create structures during gameplay.

Which makes them unique; they are also very lightly armed and easy prey for even the lightly armed MG turrets and AI factions, and in the case of LOGI 5 ton trucks unarmored you can get shot as the driver. The support class has four basic features, are effectively the “supply” class, LOGI and APCs vehicles work together to create a network of resupply points that help your team attack and win objectives over the large battlefields by supplying fuel and ammo to the other classes.

The way they do this is the APC class can build and deploy turrets and supply points on the map. The convert SUPPLY points they carry into construction of SUPPORT TURRETS
Once a turret is built it can be deconstructed and some of the points are returned to the vehicle which is deconstructing it.


The APC can deploy anti-vehicle mines as an option in its radial menu, supply bases (FARP or FOB), jammers, and defensive turrets which can attack aircraft or other vehicles. The APC can carry a fixed number of build points and each time they want to build something they must spend build points to deploy it, various APCs vehicles have various stats, renewing build points can only be done from the main base,the resupply bases the APCs deploys can be resupply with FUEL and AMMO, this can come from a 5 ton supply trucks or the APC itself which can bring supplies over and over as other vehicles resupply with ammo and fuel. which in turn allows it to resupply tanks recon and defenders around it. 
A support class can be played by one or two people, only a driver is required, a second player can operate the defensive weapons (CROWS) and guard the other player while they hold down the building commands radial menus which prevents them from doing anything else. The APC can destroy enemy mines if it finds them. The APC is equipped with a MFD for blowing up IEDs, which is a simple range sensor that tells the player the mine is in the range of the vehicle but not where it is and a button to blow up mines inside the range of the sensor pushing it blows up any anti-tank mines in the range of the APCs range sensor.

The APC can deploy turrets which can attach other vehicles or aircraft, in a menu in game, when the turret is deployed it is a AAA types of turret, the AAA can target both Air and Ground forces, it  can be designated a ATGM turret or a SAM turret, afterwards this gives them the ability to target heavy armor and aircraft better.
A SAM turret is weak against ground, and an ATGM turret is weak against air. 
The supply class can deploy a jammer which jams the sensors and communications of the other team, this jammer broadcasts over a wide range and gives the other team an advantage by making communications and navigation harder inside of that zone. The jammer can be destroyed by light arms and has low health, it is small and can be hidden well but can’t be repaired or replaced onces its destroyed another jammer must be deployed in its place.

WeaponsAnti-Tank MinesFARP/Resupply BaseATGM /AAA/SAM SiteJamming siteBlow up any vehicle class including tanksRefuel, rearm, and health other units in proximity to themShoot down enemy helicopter and aircraft in range or ATGMs at vehicles in rangeJamming nearby enemy units within a range, the jammer will run for as long as it’s alive
APC carries 800 Build Points / 800 Ammo OR 800 Fuel

Logistic Truck Carries 1600 Points = Combination of Ammo or Fuel.
5 Ton Truck is a unarmed transport, you have to have balls to be a 5 Ton Truck driver basically driving through a warzone, it’s got a high top speed, so it can go fast so you can use speed to avoid most situations but it has low acceleration, you are given a few options as the 5 Ton Truck it has smoke grenades to save you from certain death, and a options gunner, there is huge risk and reward with the 5 Ton Truck, as it can carry a mix of 2000 points which is four times the APC can carry which allows you to resupply a whole chain of bases for awhile and build a bunch more, you can choose the amount of points you want to carry between build and ammo points, the APC carries 500 points you can use these for either build or supply, so the APC will use 250 points to build a Resupply Base, then it will use the remaining 250 points to fill that base will supply points once a base is filled with supply points it uses those points to repair and resupply friendly vehicles that come near it. It is now empty and must return to the main base to resupply the points.

If the 5 ton truck goes to the Resupply base it can deposit its 2000 points to it and the APC can resupply from there without having to return to base.



APCs

VARIANTBASIC –
600 SUPPLY POINTS – OPTIONAL CROWS (2nd Player)
ADVANCED VARIANT
Counter Mine Detection + CROWS 30mm (2nd Player)
400 SUPPLY POINTS

ARV Variant
400 SUPPLY POINTS + Minelayer + Clear whole minefield
SUPPLY Variant
800 SUPPLY POINTS

LOGI

BASIC
ADVANCED
SAM- US THAAD RU S400 CN HQ-9 deployable SAM defender variant, turns the LOGI into a DEFENDER class SAM
SSM – FB SCUD/ US ATACMs,  MLRS or SSM turns the LOGI into a DEFENDER class with SSM or MLRS long range strike destroys the entire base.
DefenderThe defender classes are general long range attack vehicles, they can move around the battlefield quickly but have limited armor, require time to deploy and greatly increase the ability of the team to defend objectives, while they are in transit to those objectives they are very vulnerable and are essentially trucks or lightly armored vehicles, MLRS, Artillery, SAMs, S300 etc are all defenders which can move to a rear location deploy and then use there sensors to shoot down or attack from long range the enemy they can coordinate with the recon drones class to attack with the long range weapons, a player playing as the Defender will general be a three person team but can play as any role in the vehicle.When a defender is deployed it can attack targets from long range, it only requires one person to use but having more people will allow you to be more effective. a driver for artillery it will move the vehicle into position, the range of the gun is display by the second crew the tactical map, who looks at a map of the ranges and tells the third crew the gunner who operates the canon where to fire, the three man crew must work together to fire their weapons, the drive can also function as the any of the roles allow effective one manned of the defender
The SAM and MLRS work the same, with the drive moving the vehicles around and controlling when they deploy and the second crew controlling the radar/map which tells the third crew where to fire at an angle/direction you can dial in artillery strikes or punch in GPS points and send a precise guided missile strike.



There are many vehicles to choose from across four factions plus a rebel faction.

Each faction Unted States, China, European Union, and Russia will have RECON, ASSAULT, DEFENDER, and SUPPORT classes.

RECON is a fast scout class, able to move across the battle dropping jamming and radar decoys that can mask the movement of other forces. They can also call in artillery strikes marking targets for long range DEFENDERS to strike from a distance. RECON include scout helicopters.

ASSAULT is the heavy armor class, the only class that can capture terroritory objectives, ASSAULT is divided into tanks and IFVs, tanks can slug out long and short range battles, while IFV can move around much quicker carrying dismounted troops, tracked and wheeled IFVs allow for mobility on and offroad. ASSAULT also include the deadly ATTACK HELICOPTER which can quickly destory entire columns of armor.

DEFENDER is the class used to hold objectives once you captured them, they are divided between air defense and artillery, AAA/SAM systems protect you from attack helicopters and artillery includes large howizters and MLRS system which can rain fire down over a large area, destory FOBs, and FARPs, and BUNKERs.

SUPPORT classes are the unsung heros of the game, they include APC, LIGHT and HEAVY LOGISTIC TRUCKS and SUPPORT HELLICOPTERS all of which can transport supplies to the front lines to repair and rearm your forces, this makes the difference between staying in the fight and having to drive back to your main base to resupply. APC can deploy FOBs which allow you to spawn closer to the battlefield, FARPs which refuel helicopters, and BUNKERS which all you to defend yourself from counter attacks.

Turret Sites ( classic turrets ) 


The Support class can deploy several “turrets’ ‘ which can target the enemy players and are supporting, there is also a number of AI controlled “turrets” which act as cannon fodder for you during missions.
The battlefield commander can see the status of the turrets they can tell if they are out of ammo or not.
Turrets have a basic AI, anyone inside of range will get attacked, if two or more it will attack the unit with the highest threat index

Turret NameDescription
MG Site (Rebel Only)Firing a MG at you; doesn’t run out of ammo unlike the other turrets. Fires burst of tracers that do no damage to tanks, but damages recon/defenders/support vehicles, can flatten the tires of wheeled vehicles
RPG Site (Rebel Only)Weaker than ATGM sites but serves the same purpose can be deadly if you’re caught, fires rockets that don’t track, the RPG site effectively doesn’t run out of ammo, you need to blow it up.
ATGM Site 100 PointsThe basic ATGM anti-vehicle turret, fires an ATGM missile out for a good distance, AI will detect and fire at anything that it can kill, once you run out of ammo it must be resupplied. 
AAA Site 50 PointsThe basic turret you can build is a anti-air turret is a AAA site, it has dual use as being anti-air and anti-vehicle, its guns have large ammo supply and can target ground units its cheaper then the SAM site but much less effective against fast moving aircraft for the NATO it’s a VULCAN for the RUSSIANs its the ZSU, this is a simple turret when it runs load on ammo the battlefield commander should see this in the map.
SAM Site 250 PointsThe high end anti-air turret the SAM site will deploy a quad launcher for 12 anti-air missiles, these missiles are effective against helicopters and aircraft that fall into its kill range, they have a limited reload count of 3 so once they run out of ammo they need to be resupplied. If the SAM site is inside of the radius of the RADAR Site it will automatically lock onto targets and fire at anything inside the RADAR detection range which is greater then the default local range of the SAM site.
Jamming Site 300 PointsThe jamming site will block either radio or GPS making communication or using waypoints difficult, the jamming sites can be detected by recon units, drones, and recon helicopters who can take them out, but this will require hunting them down. 
Jamming sites don’t run out of ammo, they either go on or off which can be done by the battlefield commander.
Radar Site 200 pointsA Radar site can give SAM the ability to automatically lock onto aircraft that extend within their range, they improve the situation awareness of local vehicle radars and can allow for the sharing of data-between anyone inside the range, can can be jammed by jammers which lower their effectiveness portionally to the distance from the jammer so jammer range is 100m the radar is 50m from the jammer the radar radius is reduced 50% of the normal amount
FOB/FARP Station 500 pointsThe FOB/FARP Station can repair damaged components and restore health to vehicles, it also refuels and rearms vehicles, at a rate per vehicle, defined in the configuration.

aircraft can not be repaired and must refuel in the air or land to rearm/repair, helicopters must land to repair at FARPs

Cameras



The external camera needs to use a single setup either the PhantomCamera or RTCCamera, or the default setup using Cinemachine and Virtual Cameras, we should decide this and then get it working. We need to fix one solution so that it can support switching the camera from Position A to Position B. The position for the seat in the interior should be set up like a subobject inside the camera root. You should be able to switch between the seats.

Cameras 

GunnerView 

CommanderView
DriverView
Orbital Camera
WinchCamera 

FLIR Camera  



Camera Seats are connected to the network seats for the selected vehicle, so an Apache helicopter has two seats, a pilot and gunner, an Abrams tank can have three, gunner, driver, commander. Positions are assigned in the lobby before the round starts, if you’re assigned the driver role you should load into the driver view and control the driver point of view. If the vehicle is empty you should be able to switch between the vehicle seats and any open seat that is available, so if you are sitting in a three seat vehicle you can switch between the empty seats. We should have a driver and aimbot that can fill the roles of missing teammates if people drop out during a turn.

HUD/MFD UI


HUD and UX can be broken down into two types, HUD and MFD, Head-Up-Display or HUD is the display you see in the cockpit, and the Multi-Function Display or MFD is the “glass” in the glass cockpit.


All modern vehicles have some type of display that provides information about navigation, systems, and weapons. The goal is to recreate that using a component based system that can reuse common design and functions to build a library of components which can be prefabbed and dropped into a cockpit, each cockpit in the game will feature many MFD displays and a single HUD. The type of MFD you see will be based on the type of vehicle you have and the sensors onboard, for example an ASW helicopter will have a SONAR MFD. The MFD are canvas objects which can be reused in 3D/2D modes, in the 3D mode they a position inside of the cockpit using the world position, in the 2D mode they are flat using the screen display, this allows you to switch between the same MFD with the same state and context without having to run more then one at the same time.


The main UX of the combat missions used the two camera modes, an interior cockpit camera which is a first person POV, and an exterior cockpit camera, which is a orbital rotation, this setting can be disable from the options in the lobby, for realism the player can control if the external camera is allowed during a match. When the exterior camera is active the external HUD and MFD displays are active this allows the player to see the stats of the vehicle from outside. When disabled you can only view from inside the aircraft you must focus on the MFD to get the same information.The external Camera shows two main MFDs and the HUD. Both the MFD/HUD display information about targets and the aircraft so it’s important to be able to look at them at all times, you can hide the MFD by toggling them off. The Helmet Mounted Display is done by turning on the Overlay post processing effect and using the HMD graphic . The control of the MFD is centrally controlled by the MFDController script, and then each individual MFD has their own MFD Controller with display logici which connects to the respective vehicle controller.
Interior and Exterior Cameras

MFD Displays

MFDDescription
The System MFD is used to show the internal systems of the vehicle, this can be anything from the lights, to the fuel pressure, temperature and the oil pressure, its design to be flexible and generic to support any label system. For aircraft it should display the remaining time left before you run out of fuel. Engine Name

Displays the health of the components
Fuel remaining, engine heat, Engine Name,Oil pressure,
If the APU is on,If the Lights are on,If the NBC system is on,
If Data Link is on
If Sensors are Online
Is the Countermeasures are online
The Warning MFD displays alerts and warning indications, if the OIL LOW or FUEL LOW warning will show up here, if you took damage or are being jammed it will show here, any issues related to the vehicle
The winch MFD displays information related to the tension on the line, height of the helicopter from the ground and the status of the winch and basket, which is used to recuse down pilots and to recovery/ transport cargo in the sling, if you are transporting something in the sling the winch MFD will help you from losing control of the cargo.
The Weapons MFD displays information about the onboard weapons, missiles, rockets and guns ammo are displayed, including the type and mode, countermeasures and active defense modes can be displayed. DIRCM / Master Arm on/off, LOBL/LOAL/ Salvo rate, and datalink/radar modes
Flight Altimeter and artificial horizon, speed and angle 
Fire control radar, displays targets and current tracks, things you want to blow up, but friendly show up here as well so you need to make sure you know what you’re shooting.

You can scan and move adjust the focus on the radar beam and lock onto and track / ID targets
Crew mission briefing will show information about the current objectives where to go and what to do, who is in the match and if they are still in the game
This is the radio, this is used to turn off the radio chatter and background music, noise, and to adjust the VOIP settings in game without having to open the settings menu.
The RWR or Radar Warning Receiver is a MFD that is used to display enemy radar and detection system that are trying to lock onto you and fire missiles at you, if and when they do fire a missile at you the RWR will tell you the direction and range of the missile, what type it is and who fired it, it will help you jam and avoid the missile. The RWR will also display warning about laser and other types of detection systems,
Active Sonar Search, the MFD allows you to focus and search using active sonar, this will detect any submarines inside the detection radius it will also alert them to your location, the active sonar can be used by submarines helicopter and surface ships, once locked on it can feed into fire control solutions for torpedoes.
The Passive sonar MFD displays a list of sound contacts and their possible signatures, you can try to analyze them and detect what they are based on the range and their own noise, once you classify a target you can know if it’s hostile or friendly.
Torpedo Fire Control, and Sonay Bony, used for ASW warfare, the helicopter will drop sonar bonys into the water to detect submarines, based on the depth and detection they can then deploy torpedoes to destroy the submarine you can monitor the status of individual sonar bonus in the upper view and the controls of the torpedo in the lower view.
The MAD detector detects the magnetic fields of metal objects and the detection of other systems in a fusion which displays all underwater contacts, you can use this to target submarines.
The ESM is a passive detection system which uses the electronic emission of other vehicles to classify and range them, because the ESM is passive it can’t be detected but is also weak to detect long range targets, it is a stealth detection method that allows submarines and ships to detect each other.
The Target MFD is the view of the vehicles targeting camera using a FLIR or Low Light TV system which can display and zoom in to the target to classify it and confirm missile hit the target, the Target MFD is used to spot infantry and ground vehicles by vehicles and tanks.
The EOD MFD shows nearby mines and allows you to remotely trigger them, it gives you the est distance to the mine,


The basic outline for the MFD for each vehicle class, recon units and other specialized units have specialized MFDs

SYSWPDCREWFLIRESMSONARRADARRWRRADIOFCRFLIGHTWINCHJAMMAPWARNEOD*
4X4-GPXXXXXXX
4X4-ATGMXXXXXXX
4×4-SAMXXXXXXXXXXX
4×4-RECONXXXXXXXXXXX
6×6-GPXXXXXXX
6×6-AAAXXXXXXXXXXX
6×6-SAMXXXXXXXXXXX
6×6-ATGMXXXXXXX
6×6-MGSXXXXXXX
8×8-GPXXXXXXX
8×8-IFVXXXXXXX
8×8-SAMXXXXXXXXXXX
8×8-APCXXXXXXXX
8×8-ATGMXXXXXXX
8×8-MGSXXXXXXX
IFV-ATGMXXXXXXX
IFV-SAMXXXXXXXXXXX
Tank-MBTXXXXXXXX
APC-GPXXXXXXXXX
MLRS/SPAG/SSMXXXXXXX
SAMXXXXXXXXXXX
5 TONXXXXXX
SYSWPDCREWFLIRESMSONARRADARRWRRADIOFCRFLIGHTWINCHJAMMAPWARNEOD
ATTACK HELOXXXXXXXXXXXX
TRANSPORT
HELO
XXXXXXXXXXXXXX
RECON
HELO
XXXXXXXXXXX
AIRCRAFTXXXXXXXXXXXXX
BoatXXXXXXXX
ShipXXXXXXXXXXXXX
SubXXXXXXXXXXXXX

HUDS


There are two default modes for the HUD, the American Style HUD and the Russian Style HUD

Russian HUDAmerican HUD
DescriptionHUD Mode
Used for flying gives you info about you attitude and heading, roll, pitch, and angles
Winch HUD, shows the location of the Target, the angle that the winch is at the zone that the winch should remain inside of
Rocket alignment, when firing rockets this the common sight used to line up the rockets 
The sign for the chain gun, this will be used for most 20mm/30mm cannons
The HUD for the machine guns, this moves based on the off bore of the gun so if the helicopter rotates it will move based on the level flight
This missile locks on a laser guided view, the box is dashed until the laser turns on, then whatever is inside the box the missile will track and fly towards, if the target is moving the laser must also move to track the target.
The IR HUD is used to guide IR guided missiles, you just need to keep the target inside of the circle until you hear to lock on tone, then you can fire and forget, the IR guided missile will home in and the target heat source.
Torpedo launch, the torpedo HUD slows the height that you need to be at to release to torpedo and the general direction you need to be in for the torpedo to go in once it hits the water the torpedo will go active and self-guide itself towards it target.
Bomb Drop

Common Reusable Components


There are a number of common reusable UI components which are cross function from vehicle types, two examples are the Nav Compass and the Laser Range Finder, both can Scripts which can are prefab and used as sub-components of the other UI prefabs, both of these can work with and without the 2D UI, the Nav compass uses the gameobject body transform to determine the position of the compass, and the Laser Range Finder uses a Ray sensor from a gameobject transform point to collide and detect the layer assigned, it will tell you the range and distance, these components are reused else to save time and use a common UI for the various systems.
We need to build additional UI like this for a few other systems.

Nav Compass
Laser Range Finder



The interior Camera shows the MFD in the cockpit and the HUD is limited to the In Cockpit Cursor.

The Cockpit Cursor purpose is to display a hover over for the context of whatever you are looking at, so if you focus over a switch it will tell you the name of the switch, this is to help the player in the game, there are two UI help systems, this is one of them, the other is the giant Help text which is displayed over the individual buttons in the cockpit this can be toggle on and off, but the cursor will always display the name of the switch/button so you can look around and see what is what quickly.

The system is built around three components, and a setup that can be easily repeated.


The cockpit cursor uses the Text of the CockpitHUD prefab which is the screen space to project 2d in space.



The Cockpit Switch is used inside the cockpit to provide the ray sensor something to collide with and tell it what it is, the switch needs to know the base Cursor, and the meta info about the switch, then you can configure the switch itself using the Hydraulics script which just flips it, the Text MeshPro displays the name of the switch in 3d. You can use the cockpit switch to trigger the same events that happen when you click the keycode for the same action, so you can wire the event for the Master Arm to the switch, and the Keycode for the M keyboard.


The most complex part of this is that is uses the Ray Sensor to trigger the On Switch event, so you must configure the Ray Sensor to handle the collision, the ray sensor is fixed the POV of the camera so as you look around in the cockpit the ray will collide with collider for the switch, and trigger the interaction.




Weapons


Weapons can be broken down into categories. Ballistic weapons are any type of weapon that fires a projectile that can be a machine gun or a cannon, the main difference is in which script will handle the behavior,

TypeRangeEffectiveScript
Canon
90mm-155mm
Include tanks, ArtilleryAnti-vehicle, anti-bunker,requires aimingRTC Turret
Autocannon20mm-76mmInclude IFV, Wheeled, APCs,Anti-personnel,Anti-air, requires aimingRTC Turret
Missiles Ground
ATGM/SAM/SSM
Include IFV, Wheeled, APCs,
Aircraft/Helicopters
Can kill targets in one shot usually is guided, player might have to guide itPhantomMunition
MIssile Air
ATA/ATG
Aircraft/HelicoptersUsually fire and forget, can miss if the target moves a lotPhantomMunition
Machines Guns
556mm/14mm
Include IFV, Wheeled, APCs,Rapid fire, can use raycast, needs tracer effect and bullet bouncePhantomMachineGun
Rockets
Hydra 70 / 288mm MLRS
Include IFV, Wheeled, APCs,
Aircraft/Helicopters
Area damage long and short range, light armorPhantomMunition
Lasers
30kW – 1Mw
Aircraft/Helicopters,
Artillery
Long range, anti-air, anti-missile


Armor 

is very simple if the armor is thick enough and of the right material it does not take damage, damage is only done when a projectile penetrates the armor and damages the internals. Depending on the armor and thickness, it will bounce off or not do damage.

Only weak against certain types of weapons, critical weakness on vehicles can be destroyed but generally the armor protects the vehicle. Armor has an angle and a thickness, and type, you set these on the collider. For example the combined front armor of the Abrams is 850mm, 60* angle and DUHA this means that only a weapon that can do 850 or generate can damage the front armor and hit the vital internals. Only a limited number of weapons can do this. From the side the Abrams armor is less at 430mm but still enough to protect it from most weapons. A 120mm cannon can damage up to 150mm of solid material, requiring repeated shots to kill another tank but an ATGM like the AGM-114 can penetrate up to 1000mm of RHA making it able to easily kill an Abrams with a single strike.

Armor TypeKEHEAT/HESH/ATGM
(Rolled Homogeneous Armour) RHAx1.00 KE SABOT
x1.00 ATGMs, HEAT, HESH, 
Modern RHAx1.01 KE SABOTATGMs, HEAT,, HESH, 
(Depend Uranium  Homogeneous Armour) DUHAx0.94 KE SABOT
Modern Composite HAx0.98 KE
(Explosive Reactive Armor) ERAx0.10 KE, x3.50 SPAL SABOT
Spaced Armour (Air)x0.05 KE, x0.10 HEAT
(Aluminium Alloy) AA 7039x0.47 KE
(Aluminium Alloy) AA 7017x0.80 KEAircraft armor
(Aluminium Alloy) ABT-101x0.53 KETank armor
Slat Armorx0.20 KE
Structural steelx0.45 KEDefault for buildings
Concretex0.35 KEbunkers
Armoured glassx0.28 KEThe glass in most vehicles
Rubberx0.05 KE
Textolitex0.16 KEx0.55 HEAT, part of the composite armor for eastern tanks
NBC linerx0.05 KEProtects against chemical weapons
(Car) Wheelsx0.30 KEWheels can blow out
(Tank) Tracksx0.75 KETracks can break if they are damaged
(Tank) Barrelx1.10 KEx2.50 HE, if its disabled tank can’t fire
(Tank) Suspension wheelsx0.60 KEWheels can blow ou
Opticsx0.4 KEOptics damaged you can’ zoom etc
(Ship) Woodx0.08 KEBullets go through wood

Ammo


The game will use a common ammo system so that all ground vehicles use the same ammo and this can be reused later for the ships, the same system can be used for the turrets in the ships/ missiles etc.
There are two main “Ammo” systems in the game, the RTC Ammo system, and the Silantro Munitions system, we need to figure out a way to use both or create our own based on parts of ether, but the goal of having a scriptable ammo system that can be dropped in and prefabbed is the goal.
RTC Ammo + Phantom/Silantro Munitions = MDOAmmoSystem
The system will work with the common goal of a missile and should work for all vehicles and drop in tank or helicopter.


Damage Model


The damage model for all vehicles will use a layer collision system built into unity, a box collider will represent the engine, and if a bullet hits that area and is the right type it can penetrate the tank and disable the engine, the vehicles will all have a limited number of “saves” that allow them to deflect the incoming damage from a ATGM or tank shell, the APS/LAPS, ERA, IR smoke can all block incoming profiles and buffer damage but they have a limited number of uses and respawn timers, so if damage does come through it can hit certain boxes which effect in term trigger a damage effect, so if your engine collider is it will disable the engine, for certain damage it can leave you dead in the water, so in order to move you must repair to a basic level, if the vehicle can’t move needs the be repaired, the driver of the crew can do a CREW REPAIR  if they hold down the repair button which is a timer for X amount of time, they can take damage during this time so if both players hold it down it will repair faster, but CREW REPAIRS only repairs the component to 25% health allowing you to return to a field base for repair, the repair rate you get at your field bases is less then if you repair at your main spawning base so your vehicles repair/respawn 50% faster at your main base then then do at a field base and some damage can only be repaired at a base.


Damage NameEffects Vehicle Type Crew RepairField RepairBase Repair
Track DisabledGround Only, when the tracks are disable you can’t move, you can still fight, you need to repair at a base at 50% damage you move 50% slower. 25% you move at 25% normal speed etcYesYesYes
Turret DisabledGround/Helo/Sea, a disabled turret means you can’t move it you can still shoot it at anything that moves in front of it as long as its health is over 25% you can move the tank, at 50% the turret rotates with 50% of the speed etc, if the tank or helicopters turret is disabled/ destroyed it can only be repaired at a station the crew can’t repair itNoYesYes
Engine DisabledAll, if the engine is disabled the tank can’t move, 25% will get the engine to turn back on, but it will move at 50% speed and torque will be lower making it impossible to go up steep inclines.YesYesYes
Laser DamagedAll if the laser is damaged you can’t use the Laser range finder, so you won’t get distance to target this will make ranging you weapons harder, you can live without a laser, but for certain weapons it will make it impossible to use for example Laser guided missile can’t be guided and have to be painted by other teammates.There are few ways to damage the laser, if the turret is hit with a round it can damage the laser as well, and frequently overheating the laser can also damage it.NoYesYes
Fire Control DisabledAll the fire control display allows you as the player to see the HUD and information about the battlefield, when the FCR is disabled you can’t access the HUD and can see a limited tactical view of the battlefield, depending on the damage your screen might be broken and you will see a broken glass effect NoYesYes
Ammo FireGround/Sea, a ammo fire can happen damage is done to a ammo box collider, this will trigger a ammo fire, using the fire suppression system is the only way to prevent it spreading and exploding, you must do this quickly after the alert is trigger, if not the tank will like explode killing the crew, if you successful put out the fire, the damage effect reduces the total ammo of ammo you can carry,NoYesYes
Engine FireAll a engine fire is similar to a ammo fire, in that they both can be suppressed by the fire suppression system if you leave a engine fire it will quickly spread to other parts and can cause a ammo fire, it can also disable the engine, if you trigger the fire suppression before the fire icon is below 50% the engine will be at 50% anything under 25% disables the engine, if the engine burns out the crew can repair it to 25% allowing them to return to a repair baseYesYesYes
Oil LeakAll a oil leak can happen from being hit anywhere, a oil leak will slowly reduce the speed of a tank, it will increase the speed you burn fuel and overall reduce the performance of the vehicle, it can’t be repaired in by the crew and has to be repair by a baseNoYesYes
Radio JammedAll when you radios are jammed you are unable to use the VOIP with your team, you coms can be jammed by hostile enemies, when your being jammed your screen will glitch and your coms will sound staticy, the only way to stop this jamming is to destroy the jammer NoYesYes
GPS JammedAll a gps jammed vehicle can’t use the tactical maps and waypoint system is disabled so waypoints and navigation stop working, you can only stop GPS jamming by destroying the jammer, NoYesYes
Cargo FireAll a cargo fire can happen if a ship takes ground fire, the fire will spread to the other parts of the aircraft, cargo fires are just as dangerous as engine fires, only it will take more time to spread to the engine.NoYesYes
Sling DamagedHelo Only if the sling is damaged the helicopter can’t carry a recon vehicle or resupply a base, a damaged sling can only be repaired by landing and repairing at a FARPNoYesYes
Winch DamagedHelo Only if the winch is damaged you can’t lower it to recover pilots, or use the sonar for ASW helicopters, it will require you to return to base to repair the winch is damaged deployed you won’t be able to recall it and will have to fly with it hanging.NoYesYes
Radar DamagedAll if the radar is damaged you will lose the ability to target enemies with it, your HUD will lose the ability to track targets on the map, the radar can’t be repaired by a crew and needs to be repaired at a field base. Guided missiles won’t work without the radarNoYesYes
FLIR/NVG DamagedAll if the FLIR is damaged you won’t be able to use the FLIR or NVG vision modes, this will limit you vision to normal daylight mode, in the night you will not be able to see far, having to use your headlights, the FLIR will make you less effective as you won’t be able to see hiding enemies, you need to repair this at a field base.NoYesYes
Flight Controls DamagedAir Only, aircraft that have damaged flight controls will fly more sluggish and can’t maneuver, 50% will serious reduce the ability of the aircraft to turn and climb, 25% and the aircraft HUD and flight UI will stop working, you won’t be able to tell you airspeed and attitudeNoYesYes
Rotor DamagedHelo Only if the rotor is damaged it will affect the pitch and rate of climb on the helicopter this makes you less able to move and avoid fire, you can still fly but you will always be dropping and have to always be increase your liftNoYesYes
Deployment DamagedDefender class vehicles will lose the ability to deploy there weapons, this is critical can can be crew repaired to 25% this allows the weapon to fire but much slower and with less accuracy, 50% make it half as slow                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         YesYesYes
Low FuelAll when the vehicle is low on fuel you will see this warning it means you have less then 25% fuel left the vehicle runs out of fuel it will need to be resupplied, you are at the mercy of your team who can bring you fuel and transfer it to you, the APC carries to most so it can help you  get you to a field baseNo YesYes
Flat TireWheeled Only The same as a disabled track, only for vehicles with wheels.


The damage model is done by using the Phantom Health module system and assigning them to collider are critical spots on the vehicle, the turret, tracks, engine, and ammo can all be separate collider boxes which are triggered based on collusion from the projectiles.


Weapon Guidance Systems

Guidance Type
IR/Sound/Heat SeekingSAM, AAM, ATGM, TorpedosThese use the tail chasing they try to overtake the target by chasing and moving faster homing in on the source
Radar-Active – Mid CourseSAM,AAM, ATGM, SSMMid course means its gets updated while in flight, the missile is told a new location, this can be done by its own radar or a data-linked one
Radar-Semi ActiveSSM, AAM, SAMThe missile will try to hit a vector based on a known course, if the target moves radically in a different direction you can miss.
Laser Guide/Optical GuidedAAM, SAM, ATGM, SSMThe missile hits what the target is being looked at, guidance is sent to the missile to make sure it hits the spot, the target must be kept on it for all phases of the flight.



Data Links


Data links in the game allow you to share camera feeds, targeting data, and tracks with each other; certain aircraft and vehicles can establish data links between them, and not all can. Once datalinked you can usually give commands and receive information from the connected sensors. If you are being jammed datalinks might not work unless they are designed to counter the jamming, such as Low Probability of Intercept MALD-16
Drones


Vehicle Sensors

The vehicle will have a list of sensors these represent the real life system on board, they carry out various things, they will be a combination of Range/Ray/FOV Sensor systems which detect on specific layers, the sensors, are used to limit the information for the AI around the wound and to make you use the sensors to detect and range targets if you want to use the “smart” weapons.


Vehicle Countermeasures


The only way to balance the game is to make it so there are countermeasures for certain weapons that balance the effects of others below is the matrix for this, the balance between the weapon classes, not featured here are naval weapons (torpedos/mines)

Fire Suppression System

The vehicles can light on fire, the FSS will put that fire out Particle effects for the fire and smoke, and then carbon halon gas which put out the fire, fire + smoke + colored smoke
– This stops cargo/engine/ammo fires has a set number of uses before it needs to be resupplied, mostly for aircraft but tanks have this as well.
Flares/Chaff

This is the launch box to spawn them and eject them, plus a prefab for the flare,which is itself a light and a particle effect for the flare and smoke
Flares and Chaff can distract IR and Radar guided missiles, they will cause the missile to go after the flare instead of the aircraft, the more flares are deployed the greater the chance that the missile will lock onto one of those flares, flares/chaff have a limited number of uses, but this is usually high (90 flares)
Decoys

(The Rope kit + sensors)
A decoy is a small target which confuses a missile into thinking its the target, the decoy can be used for ships as well, decoys can be deploy and returned using a long wire to connect to the decoy
Radar/Laser Detectors/Jammers
Radar/Laser Detectors detect lasers being pointed at them and alert the player that they are being targeted, Radar Warning Receivers do this at longer ranges, Radar and Laser jammers prevent those systems from locking onto the target by interfering with the return signal. 
DIRCM IR Jammers
DIRCM or Direct Infra Red Counter Measures
ERA Armor 
Anti-Missile SystemsAPS come in two types APS and LAPS, APS have a max ammo count and run out, they can fire faster generally then LAPS but run out of ammo, LAPS or Laser APS use a laser which does not run out of ammo the LAPS is the “top tier” countermeasure zaps almost anything that comes its way.




,

Weapon ClassesIR SmokeDecoyFlareRadar JamLaser JamIR Jam
DIRCM
APSERALaser APSGPS
Jam
ATGM-LaserYesNoNoNoYesNoYesYesYesNo
ATGM-IRYesYesYesNoNoYesYesYesYesNo
ATGM-RadarYesYesNoYesNoNoYesYesYesNo
ATGM-WireYesYesNoNoNoNoYesYesYesNo
Canon-90mm-155mmNoNoNoNoNoNoYesYesYesNo
Cannon-20mm-76mmNoNoNoNoNoNoYesYesYesNo
Canon-14mm UnderNoNoNoNoNoNoNoYesNoNo
SAM Lite – IRYesYesYesNoNoYesYesYesYesNo
SAM Medium – Passive RadarYesYesNoYesNoNoYesNoYesNo
SAM Heavy – Active RadarYesNoNoYesNoNoYesNoYesNo
Laser Guided BombYesNoNoNoYesNoNoNoYesNo
JDAM Lite (500lb)NoYesNoNoNoNoNoNoNoYes
JDAM Heavy(2000lb)NoYesNoNoNoNoNoNoYesYes
HARMYesNoNoYesNoNoYesYesYesNo

Vehicle Engines & Fuel Systems


You need to turn on your engines, Driving burns fuel, you run out of fuel and APC needs to come and bring you fuel to resupply you. The engine system for RTC should work based on the cilantro system, the engines don’t actually have to affect the movement of the vehicles, but it should burn fuel, if it’s damaged it should effectis the top speed etc. We should use the Phantom Fuel system as a model we should do external fuel tanks, refueling can be done by going need a base the fuel icon with display and it will start to refuel the vehicle, a APC can also do this and give you some of their gas

Vehicle Interiors & Cockpit MFD


All vehicles should have a interior cockpit, with a common layout and common control systems so that all vehicles share a common set of keyboard bindings, the 3d cockpit should display things with digital readouts of flares, ammo, maps and MFD mimic the canvas MFDs



Factions Vehicles, NATO/CSTO/SCO

United States
NameModelClassWeaponsAmmoFuelHPSensorsCounter Measures
4×4MRAPReconCROWS-240
CROWS-M2
CROWS-MK19
CROWS-30mm
CROWS-ATGM
6×6LAV25ReconAuto35mm
Coaxil 240
CROWS-240
CROWS-M2
CROWS-MK19
CROWS-30mm
CROWS-ATGM
8×8StyrklerAssaultCROWS-240
CROWS-M2
CROWS-MK19
CROWS-30mm
Auto30mm/Coaxil 240
TOW-ATGM
JAVELIN-ATGM
HELLIFIRE-ATGM
STINGER-SAM
MGS-C105mm/Coaxil 240
DEW-90KwLaser
IFVBradelyAssaultAuto30mm/Coaxil 240
Auto50mm/Coaxil 240
TOW-ATGM
TankAbramsAssaultCannon120mm/Coaxl240
CROWS-M2
CROWS-240
ArtilleryPaladinDefender
MLRS/SSMHIMARSM280Defender
SAMLSAAM
THAAD
Defender
APCM113Support
Logistic Truck (2.5 ton)MTAVSupport
Heavy Logistic Truck(5 ton)HEMTTSupport
Recon HelicopterAir Support
Attack HelicopterAH-64
AH-360
Air Support
Transport HelicopterUH-60Air Support
FighterF-22
F-15
Air Support
High AttackF-35
F-18
Air Support
Low AttackA-10
A-29
Air Support
SupportAC-130
KC-10
Air Support
Russia
NameModelClassWeaponsAmmoFuelSensorsCounter Measures
4×4TigrReconCROWS-KORD
CROWS-PKM
KORNET-M
STRELA-M
650800FLIR/RADARJAM/SMK/APS
6×6BTRReconKORD
KPV14mm
PKM
5001000
8×8BTR-82AssaultAuto30mm
PKM(Coaxial)
8501000
IFVBMP-3
BMPT
AssaultCannon100mm
ATGMs
Auto30mm
PKM(Coaxial)
10001000
TankT90AssaultCannon125mm
CROWS-KORD
CROWS-PKM
PKM(Coaxial)
20001000
ArtilleryDefenderCannon152mm
CROWS-KORD
10002000
MLRS/SSMGRAD
SMERCH
SCUD
DefenderGRAD120mm
SMERCH300mmSCUD
CROWS-KORDCROWS-PKM
1000
2000
5000
2000
1000
1000
SAMStrelaS400DefenderSTRELA-M
SA-19
CROWS-KORDCROWS-PKM
800
2000
800
2000
APCMLTBSupportKPV14mm
STRELA-M
KORNET-M
PKM
500(1500)500(1500)
Logistic Truck (2.5 ton)URALSupportCROWS-KORDCROWS-PKM400(3000)800(3000)
Heavy Logistic Truck(5 ton)SupportCROWS-KORDCROWS-PKM500(6000)800(6000)
Recon HelicopterKA-50Air SupportCannon30mm
ATGMs
AAMs
Rockets
15002000
Attack HelicopterMi-28
KA-52
Air SupportCannon30mm
ATGMs
AAMs
Rockets
20002000
Transport HelicopterMi-17Air SupportPKM
ATGMs
Rockets
10002000
FighterSu-30
Su-57
Air SupportGAU12
AAMs
ATGMs
Bombs
Rockets
High AttackSU-34
MIG-23
Air SupportAuto23mm
AAMs
ATGMs
Bombs
Rockets
Low AttackSu-25
YAK-130
Air SupportAuto20mm
AAMs
ATGMs
Bombs
Rockets
SupportAn-12
An-26
Air Support
China
NameModelClassWeaponsAmmoFuelHPSensorsCounter Measures
4×4Recon
6×6Recon
8×8Assault
IFVAssault
TankZTZ-99Assault
ArtilleryDefender
MLRS/SSMDefender
SAMDefender
APCSupport
Logistic Truck (2.5 ton)Support
Heavy Logistic Truck(5 ton)Support
Recon HelicopterZ-19Air Support
Attack HelicopterZ-10Air Support
Transport HelicopterZ-29Air Support
FighterJ20Air Support
High AttackJ-11Air Support
Low AttackQ5Air Support
SupportAC-130
KC-10
Air Support
European Army
NameModelClassWeaponsAmmoFuelHPSensorsCounter Measures
4×4FennekRecon
6×6SphinxRecon
8×8Assault
IFVWarriorAssault
TankLeopardAssault
ArtilleryPz2000Defender
MLRS/SSMDefender
SAMDefender
APCSupport
Logistic Truck (2.5 ton)Support
Heavy Logistic Truck(5 ton)Support
Recon HelicopterAS350Air Support
Attack HelicopterMD90
Apache
Air Support
Transport HelicopterMerlinAir Support
FighterEuroFighter
Air Support
High AttackF2000
Tornado
Air Support
Low AttackA-29Air Support
SupportAC-130
KC-10
Air Support

Glossary

AAAAnti-Aircraft Artillery, a type of artillery used to shoot down aircraft, flak cannon, 
APCArmored Personnel Carrier, used to carry troops into battle is usually lightly armed. 
APSAnti-Projectile System, uses a radar or camera to track, and then deploy a explosive to intercept a incoming projectile, can defeat missiles from destroying armored vehicles
ATGMAnti-Tank Guided Missile, a missile designed to defeat the heavy armor of a tank, it can be radar, infrared, or optically guided.
ATA/ATGAir To Air, Air To Ground, missiles that are fired from aircraft and hit other aircraft are Air To Air, missiles that hit ground targets are Air to Ground missiles.
BDRMA Russian Scout 4×4 Vehicle, Widely exporting to the former soviet union and its allies.
CROWSCrew Remotely Operated Weapons Station, a weapons station that can be controlled from the inside of the armor, this protects the gunner from fire.
DEWDirect Energy Weapon, any weapons system that uses electricity as its main weapon, the two common are lasers and microwave weapons, lasers can burn materials and microwaves can fry electronics.
FARPForward Air Refueling Base, a FARP is a Field Base for helicopters; its main difference is it has a landing zone for the helicopter to land.
FCRFire Control Radar, a radar designed to build a targeting solution for a weapon system, heading, speed, angle, range.
FLIRForward Looking Infrared, a vision mode used to see heat, useful for spotting vehicles and infantry at night or in low lights, can detect stealth aircraft from 10 to 20km
ECMElectronic Counter Measures, a series of systems which can disrupt communications and radar systems, ECM pods are used to jam a radar and hack into networks.
EFPExplosively Formed Pentrator, using a shaped charge an explosive can create a jet of molten copper which can slice into steel armor like a hot laser.
ERAExplosive Reactive Armor; ERA armor can detonate shaped charged before they can form a jet of hot plasma, ERA blocks can only detonate once
ESMElectronic support measures gather intelligence through passive “listening” to electromagnetic radiations of military interest
HARMHigh Speed Anti-Radiation Missile
IFFIdentification, friend or foe (IFF) is a radar-based identification system designed for command and control. It uses a transponder that listens for an interrogation signal and then sends a response that identifies the broadcaster. It enables military and civilian air traffic control interrogation systems to identify aircraft, vehicles or forces as friendly and to determine their bearing and range from the interrogator. 
IFVInfantry Fighting Vehicle, a armored vehicle optimized to carry infantry and assist them during combat, using equipped with a autocannon and anti-tank
HEATHigh Explosive Anti Tank, HEAT rounds are shaped charges which are fired from the tank cannon, on impact a EFP is formed and a jet of copper can slice into armor. HEAT rounds can defeat sloped armor
HMDHelmet Mounted Display
HUDHeads Up Display
JDAMJoint Direct Attack Munition
MADMagnetic Anonymity Detector
MBTMain Battle Tank
MFDMulti-Function Display
MLRSMultiple Launch Rocket System
NVGNight Vision goggles
RWRRadar Warning Receiver
SAMSurface to Air Missile
SSMSurface to Surface Missile


Naval Combat Draft
Ship Classes

Boats Class
Boats are characterized as being smaller and designed for shallow water or near shore operations, boats can be carried by ships and are crewed by smaller numbers. Boats generally have less endurance and can’t be controlled by the world map with the exception of patrol boats. Patrol boats can be used to TACTICAL OPS other ships and patrol your waters.

Sea Lanches


Sea launches are small Rigid hulled inflatable boats that range from 6m to 12m in length they generally have one heavy machine gun up to 30mm, they are used by larger ships to capture smaller ones, a boarding party can then seize control of the ship and inspect it or arrest the crew.
Fast Attack Boats

The fast attack boat is designed to act like an attack helicopter on the water, it carries guns and missiles and is designed solely to fight above its weight class, fast attack boats have a crew of up to three but can be soloed with one driver/gunner and two door gunners.


Patrol Boat

A patrol boat is the largest of the boat classes, nearly a ship, and designed to operate for short periods at sea patrolling waters around the coastal areas. Patrol ships can be controlled from the world map, they are armed with guns and missiles and able to attack a larger ship if they discover it, but they lack long-endurance supplies such as food, so they will quickly become ineffective if they are too far from shore for too long
.

Landing Ships/Hovercrafts



Ships designed to land troops and tanks landing ships and hovercraft of LCAC are made to bring tanks ashore during landings, they are lightly armed but can attack and defend themselves from attack. Reaching shore and deploying your cargo allows you to land forces and complete resupplying and bring more vehicles for your team to use.
Capital Ship Class
Capital Ships are large surface vessels that can stay at sea for long periods and can travel in the deep blue water of the world’s oceans. The capital ship can carry several weapons and sensors which allows them to act as mobile weapons launchers able to strike deep inland and blockade ports, sea control etc. Capital ships can patrol the world’s oceans conducting sea control missions allowing for control over critical sea lanes and chokepoints. Capital ships are expensive and reserved for the world’s military powers, throughout history a symbol of world power the navy has its limits and carries with it massive costs as ships and sea-based warfare is unrelenting, developing advanced technology to build highly advanced capital ships will help solve this.

Corvette
Gun Up to 57mm
Up to 3500 tons
1 ASW Helicopter
1 VLS
SatCOM
.
Corvettes have a displacement between 500 and 3,000 long tons (510 and 3,050 t) and measure 180–420 ft (55–128 m) in length. They are usually armed with medium- and small-caliber guns, surface-to-surface missiles, surface-to-air missiles (SAM), and anti-submarine weapons. Many can accommodate a small or medium anti-submarine warfare helicopter.

Frigate
Up to 7500 tons
AEGIS
Gun Up to 76mm
1 VLS
2 ASW Helicopters
CIWSS at COMSonar

Generally used in specialized roles for anti-air, anti-surface, and anti-submarine operations, anti-mine, special operations, or litoral, a multi-purpose frigate can combine two or more of these specializations which allow frigates to have the most flexibility of all the ship classes. They have limited weapons but the same sensors compared to the larger ships.


Destroyer
Up to 15000 tons
1 Gun Up to 120mm
2 VLS
AEGIS
Satcom
Torpedos
2 ASW Helicopters
CIWS
Sonar Satcom

Destroyers are the primary class of capital ship built, they offer the greatest mix of capabilities and tonnage, specialized roles for anti-air, anti-surface, and anti-submarine operations, a single destroyer can carry out sea control operations forming a naval group. Destroyers carry VLS systems typically integrated with a combat system, which allows for a group of ships to fight as one.


CruiserUp to 30000 tons
2 Guns
2 VLS
TLAM Tomahawks
AEGIS
2 ASW Helicopters
CIWSSatCOM
Sonar


Cruisers are the largest capital ships deployed currently, that is flat-top surface ships, Cruisers can carry more munitions and greater endurance than destroyers, but have similar weapons and sensors. They can carry out land attacks and sea control without having to pick between anti-shipping and land attacks.


Carrier
12 ASW
60 Fighters
CIWS

The carrier is one of the three symbols of naval power. The carrier provides you with a launch platform for attack aircraft and helicopters which can carry out long-range strikes and attack targets deep in land. Carriers provide you with a strategic weapon that can carry diplomacy power, moving your carrier off the coast of a rival power will increase your ability to strike that power. Carriers are critical and expensive, costing billions of dollars and requiring extensive training to function, only a few countries in the world can deploy carriers, and even fewer nuclear power ones.
Assault Ship
24 Helicopters
24 VTOL Fighters
CIWS


The assault ships are a combination of the legacy of amphibious operations and the new technology of modern warfare. Ships unable to get within close range of shores due to advances in anti-shipping missiles must carry long-range helicopters to launch landing operations, once the beaches are secured, landing ships can be deployed from these assault ships ferriyng ground troops and armor to the battlefield. These landing ships include hovercraft and traditional flat-bottom landing craft.
Submarines
can move below the surface of the water using its internal sensors to navigate. The submarine is the most stealthy of all naval ships, the submarine can carry conventional and nuclear weapons, and is considered an advanced technology, the majority of nations can not build their own submarines, the submarine is very expensive and can require specialized training, and military bases to support them. Submarines come generally the following

SSGNThe SSGN is a guided missile submarine, designed around carrying a large set of land attack missiles, the SSGN is the evolution of the SSBN which would normally carry nuclear weapons. In an effort to give these types of submarines more use, SSGNs were developed to allow submarines to carry out land attack missions, a single SSGN can carry as many as 100 TLAMs.SSK/PWhen a submarine is not nuclear power it is considered a conventional submarine, these include diesel-electric and air-independent power systems, both of these have limitations, the diesel-electric must surface to run generators, the AIP systems generally use fuel to produce power, they lack the speed of nuclear-powered ships while using there AIP power. (20+kt vs 6kts)SSNThe standard nuclear attack submarine, the most common type of submarine, the SSN was designed for hunting other submarines and carrying out deep water operations against other navies, sea control operations against commercial traffic, and blockading ports. SSN can carry torpedoes and TLAMs in addition to mines and can be used to carry out special operations missions.SSBNThe largest of the submarine classes the SSBN carries nuclear ballistic missiles. These can destroy entire cities and are used as a strategic weapons, their movement can be controlled via the world map. SSBNs are not really used in the game, but rather positions and kept alive, their role is to form part of the triad of nuclear forces, the sea-based deterrent. Once deployed they can stay at sea for up to a year.SSMKSpecial mission submarines have emerged over the course of the last 25 years, these submarines range in size but operate underwater in a series of complex missions, either deploying swimmers or tapping undersea cables, the unique mission submarines can carry out a wide array of missions that traditional submarines are not optimized for.
Civilian Sea Traffic
Oil Platforms
Civilian Boat traffic,Cargo
Fishing Boats
Yachts
Oil Platforms
Energy Infrastructure Ships
Telecome Infrastructure Ships
The world’s oceans are filled with commercial sea traffic, everything from large cargo ships to commercial fishing boats, and luxury yachts are all present in the ocean. These ships pose a problem for military operations, as they can be mistaken for military ships operating in the area, identification, and classification of ships is an important task to ensure you do not destroy your own civilians and other countries’ ships that are likely to bring resources to trade with you, destroying a cargo ship can cost you millions of dollars and diplomatic incidents.
Biological Sea Traffic
The ocean is also inhabited by a number of large biological life whales and large schools of fish can interact with sensors leading to false contacts. Whales can be detected from miles away.

Ship Countermeasures

Warships carry a number of countermeasure systems to defend against incoming attacks, these range depending on the attack, for the most part, we can reuse all the existing countermeasure systems, some of the ships common systems
SmokeGenerally effective masking ships moving close together, smoke can be used in close range combat to hide visually, and hide the ship the smoke will make short range and long range IR missiles unable to lock on. Smoke generally can be seen for miles and will reveal your location.
Flare Decoys
Larger warships will have flare decoys that can be deployed to confuse IR-guided missiles, the flare decoy will eject above and away from the ship if successful the ASM will miss and impact in the sea.
Jammers
Jammers can disable and disrupt the data link between radar-guided missiles and their radars, jammers can affect a wide area or a narrow range on bands and disruption the ability of enemy ships to track you on radar, active jamming can also reveal your location and provide a firing solution against you, jamming should only be used to deny the enemy communications and to disrupt data-links.
DIRCMThe DIRCM on ships are powerful IR lasers that can mask and burn out the sensors of incoming IR-guided missiles, IR lasers can dazzle an incoming missile and force it into the sea. DIRCM can match the IR guidance beams and confuse a missile effectively, they are limited to active laser beams so a ship can carry a limited number of DIRCMs emitters (2-4 per ship) so they can be overwhelmed with saturation attacks.
Torpedo InterceptorsInterceptors use small guided or unguided projectiles to intercept incoming missiles or torpedoes, the interceptor can self-guide and fire and forget, the interceptor usually can be also used as an offensive weapon as well as a defensive weapon. Interceptors exist for Warships, and Submarines, both of which can intercept incoming torpedoes.
Acoustic decoysThese are released from the submarine or surface ship and are used to confuse an acoustic homing torpedo.
An acoustic decoy will float in the same place and create a signal that will make the torpedo think it is the submarine. When an acoustic decoy is deployed it can run for several minutes and will eventually run out of power and stop working.
Stealth
Reducing the ship’s hull radar cross section greatly increased its survivability as it reduced its radar detection radius in which it can be detected and identified. On the ocean surface, there is no land mass to hide behind making radar highly effective.


Ships RCS has a detection impact

100m Ships with RCS of 1.0 x 10 can be detected from 1000km away on the ocean.

1-
100m x 1000KM
Ship Weapons
Cannons

Come in many different sizes for naval combat and generally have certain uses.
30mm-57mm is good against smaller unarmored ships, fighting in a swarm.
76mm-127mm is good against large warships.155mm and above are good for shore bombardment.
CIWS
CIWS stands for Close-In Weapons System, CIWS is the point defense system for capital ships and is commonly used to intercept incoming missiles and aircraft at point defense, CIWS PDS are the last line of defense of a ship. They require full power and use radar and IR to guide high-power Gatling guns.Chinese version of CIWSUS CIWS

Russian KastanGoalkeeper
Missiles
The missile is the primary weapon in naval warfare as there are a wide range of missiles for different roles. They are broken down into three main categories.
Anti-ship missiles come in various sizes, but most are not able to sink a capital ship with a single strike; smaller boats are not so lucky.
Land Attack Missiles can be used to strike deep inland at static targets like infrastructure and military bases.
Anti-aircraft missiles can be used to shoot down incoming aircraft from far away from the ship keeping it safe.
Missiles come in generally three-speed types

Subsonic – good for long range, generally larger warheads, but can be easily intercepted by the supersonic or hypersonic missiles, usually combines with stealthy design is trade-off
Supersonic – able to travel mach 2+, supersonic missiles generally are able to intercept modern aircraft and drones, have the best flight engagement envelope and can carry warheads large enough to do the damage they can be outrun by hypersonic aircraft, and can’t make high G turns without bleeding energy.
Hypersonic –  travels beyond Mach 5+ and can strike targets within seconds of fire, generally less maneuverable, and longer range, but carries a smaller overall warhead and relies on kinetic impact to do damage. 
VLS
Vertical Launch Systems have become common on modern warships, they allow for a variety of missiles to be carried in the same space, this allows the VLS to mix between SUBROC, ASM, TLAM, and SAM missiles. Each ship must be balanced between these four types of missiles as having too much of one will limit its ability to attack certain targets. Once a ship has expanded its store of missiles it must return to a military base to rearm. If a resupply ship is nearby it can also resupply the ship at sea. At port, the configuration of the VLS cells can be changed.


TLAM – Tactical Land Attack MissileTLAMs generally are used to hit long distance strategic targets they can vary in warhead and range but generally are inflicted heavy damage similar to an airstrike. The TLAM can be shot down by advanced air defense systems, but also can strike targets from thousands of miles away

AL-ASM – Air launched Anti-shipping missiles, aircraft/helicopters can carry and launch anti-shipping missiles as well as warships, greatly extending the range of warships that can deploy naval helicopters or aircraft, an aircraft carrier can deploy over 30/60 such aircraft each armed with two to four AL-ASM missiles, and helicopter carrier can deploy 24/36 helicopters. These missiles are smaller and do less overall damage but can inflict critical damage and disable sensors and weapons on larger ships and saturate a target attacking from multiple directions simultaneously.
CRAM is a CIWS that uses short-range missiles to intercept other missiles and aircraft, interceptor systems are more advanced than gun-based CIWS, but require longer reloading times than gun-based CIWS, CRAM are able to also target small boats and surface threats.Generally, Anti-Aircraft missiles are carried on board surface ships to intercept hostile aircraft that are trying to engage them with anti-shipping missiles, SAM on warships range in size and range but generally are divided into three subgroups

Long Range 100km
Medium Range 30km-90km
Short Range Under 30km
Long range missiles are generally much larger and have two stage boosters, which give them extended range, they often require active guidance and are limited in the total number of missiles that can be engaged at the same time, limited by the number of illuminators (2-4)



SUBROC missiles carry a torpedo which can target underwater submarines and engagement beyond the threat range of torpedoes there primary weapon of the submarine, the SUBROC can be fired from up to 20km away and deploy a lightweight torpedo, several SUBROC can be deployed at once


Torpedos

WireguidedHoming
Underwater Rockets
Underwater rockets use a supercavitation bubble of gas to reduce the friction of water on the surface of the rocket, this allows the rocket to travel at high speed towards the target, Underwater rockets travel in a straight line and 
Mines
There are a few classes of mines but they abstract into two types self-exploded and torpedo mines, 
Self exploding mines are the simplest, they have a sensor range that detects when they explode the closer the ship is to the center of the mine the more damage it encounters, mines can damage critical systems, injure crew and sink a submarine or boat if the damage is too much. Mines can use magnetic or acoustic triggers which can be tricked into exploding by minesweepers.

Mines can also release a torpedo when they detect a target in their sensor range and are even more effective they can attack targets beyond their explosive radius; these types of mines can remain undetected on the bottom of the sea floor and require using UUW to destroy.



The Kill Combat Matrix

WarshipsCIWSKillsAircraftShort Range
AircraftASMKillsWarshipsLong Range
Warships SAMKillsAircraftLong Range
Aircraft TorpedoKillsSubmarineShort Range
SubmarineTorpedoKillsWarshipsLong Range
WarshipASMKillsWarshipsLong Range
Warships CIWSKillsASMShort Range
WarshipsGunKillsWarshipsShort Range
WarshipMineKillsSubmarineShort Range
AircraftMineKillsWarshipsShort Range
Submarine MineKillsWarshipsLong Range
WarshipsTorpedosKillsWarshipsShort Range
World Map-to-Ocean Camera
Ocean
Underwater
Seafloor
Warship UI



Ships Status

Repair SuppliesFuel SuppliesFood SuppliesAmmo Supplies
Your supply of spare parts allows you to make repairs on damaged systems, without it once a sensor is damaged it can’t be repaired at sea, you must return to a port for repairs, repairs take longer in commercial ports, then military ones and military ports can hold submarine pens which repair submarines exclusively.Each time you plan a new waypoint you consume fuel moving from A to B, your fuel supply roughly determines your range in the ship, the more stops you make along the way increases your fuel usage, nuclear power ships don’t have to worry about this.Every ship has a crew; the crew requires food to live, automated ships have a reduced crew and thus are able to stay at sea longer without needing this, but ultimately any ship with humans on board will have to return to port to resupply food. Generally, there are food supplies for all crew rationing food will increase the time the ship can stay at sea, but reduces the recovery rate of the crew per watch, if a crew was alert before they will be Every bullet, missile, and torpedo on the ship is accounted for and when they run out the ship is combat ineffective, so they must be resupplied, this can be done two ways, one the ship can be resupplied at sea with a tender ship, this process takes several days, the ship can not make repairs, but can be resupplied with repair parts.
If the ship returns to a home port it can be resupplied faster, and repairs can be conducted at the same time as resupply. 

10000 FOOD
100 CREW
            1 = Meal = 1 Crew

3 Meals a day 

At Sea for 7 days 21 x 100 = 2100
10000 – 2100 = 7900 = 79%

Crew 1 = 3 Meals
Alert – on duty or on alert

Rested The default state
Exhausted – requires a full day off duty
Tired requires a full day to return to rested

Rules of Engagement


Ship Damage

Ship Commands
Silent Running – all noise has reduced

No EM – all electronic signals are stopped

Threat Condition 0 aka Battlestations

Threat Condition 1- threat high not fighting

Thread Condition 2 – non-threat
Maintenance and Repair – the crew will attempt to repair minor damage 



Sensors

Sensors are divided into
Radar
Visual
Sonar
ESM
MAD

RadarRadar has both active and passive modes and mechanical and electronically scanned systems.

Radars must track and designate a target or illuminate it with a radio beam to active radar-guided missiles.
Radar delay is the result of the speed it scans.
Mechanical Radars have a delay of up to 60s but are more effective against jamming.

AESA and PESA radars can scan in one direction without delay, but are less effective against jamming.
Radars that are scanning are also emitting EM energy that can be targeted by HARM missiles, which home in on radar systems.

Radar can track a set number of contacts.SonarIRESM
MAD
Sensor Ranges
Sensor Power
Sensor Damage
Unknown/Tracking Contacts
Surface Contact
Subsurface Contact
Air Contact
Contact of Interest


Weapons

Weapon Cycle
Open Hatches
Match Firing Solution
Master Arm
Fire Weapons
Cut Data Link


Tactical Navigation Map

Waypoint Navigation
HomeportThe homeport is a start and end point for a ships patrol, during a patrol a ship could conduct a number of missions, the crew on board largely will stay the same, when a ship returns to homeport its crew will change, experience crewmembers might retire or rotate off onto new ships, this will require training to ensure crew operate with high levels of skill, the homeports repairs the ship, rearms, refuels, and can allow for upgrades to the ships hull.
Allied PortAn allied port is any port that the faction has a military agreement with, allied ports can repair, and refuel any ships, it can not rearm a warship, allied ports also rest crew and reset days at sea effects, they can be visited as frequently as required.
Naval BaseA naval base is a military port that the faction controls, it can rearm, refuel any ship and repair any ship excluding submarines, naval bases rest the crew and rest the days at sea effect, they can be visited generally only before or after a mission is started.
Submarine BaseA submarine base is a military port that is designed specifically for submarine repairs the faction controls, it can repair damaged sensors and weapons, rearm, and refuel only submarines, submarine bases rest the crew and rest the days at sea effect, they can be visited generally only before or after a mission is started.
Resupply ShipA resupply ship can rearm and refuel a ship or submarine without having to return to land, the resupply ship does not reset the days at sea effect, and will not repair damage, they will resupply repair points.

Watch stations

TAO
STATUS
COUNTER
COMBAT
RADAR
SONAR

Watch List

NameExperienceAlert Status
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