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AI APS-6 Radar (slot 235)

Posted: Mon Mar 31, 2014 7:24 pm
by el cid again
Range should be 10 vice 80

APS-6 Airborne Radar


Schematic of APS-6 radar

U.S. Navy. Via Ibiblio.org




Specifications:




Wavelength
3 cm

Pulse width
0.5 microsecond

Pulse repetition frequency
2000 Hz

Scan rate
30 scans per minute

Power 0.04 kW
Antenna
17" paraboloid

Range 8,000 yards (7300 meters) fighter
10,000 yards (9100 meters) bomber
15 miles (25 km) submarine
30 miles (50 km) on merchant ship
65 miles (105 km) coastline
Minimum range 120 yards (110 meters)

Scope
2" scope operating as B scope in long-range search modes, O scope in short-range search modes, and G scope in gunsight mode

Accuracy
3 degrees in search mode
0.5 degrees/25 yards (23 meters) in gunsight mode

Weight
242 lbs

Production
791 sets between April 1944 and April 1945.



Also known as AIA-1, the AN/APS-6 airborne radar was a simplification of AN/APS-4 (ASH) suitable for single-seat fighters. It used a much smaller display, just 2 inches (5 cm) in diameter, which eliminated the need for a radar operator and served as a radar gunsight.

RE: AI APS-6 Radar (slot 235)

Posted: Tue Apr 01, 2014 2:40 pm
by Symon
el_cid_again is just re-living his high moments with RHS from 10 years ago, with WiTP-I. It's sad, because once upon a time, he had some interesting thoughts. But now ... well. Data is good, but if it's not relevant to the game engine, one wonders why it's important. Sid, please take the time to look at some of the things done for AE and learn a little bit about what was done in the code. It's good if you wish to contribute, but being a joke is not fun.

Ciao. J

RE: AI APS-6 Radar (slot 235)

Posted: Tue Apr 01, 2014 6:41 pm
by Yaab
Both Babes and RHS are great mods. I thank you both for countless hours wasted trying to set up first turns. Let's keep this war civil.

RE: AI APS-6 Radar (slot 235)

Posted: Thu May 01, 2014 4:03 pm
by el cid again
ORIGINAL: Symon

el_cid_again is just re-living his high moments with RHS from 10 years ago, with WiTP-I. It's sad, because once upon a time, he had some interesting thoughts. But now ... well. Data is good, but if it's not relevant to the game engine, one wonders why it's important. Sid, please take the time to look at some of the things done for AE and learn a little bit about what was done in the code. It's good if you wish to contribute, but being a joke is not fun.

Ciao. J


My instructions are to get the data right. The programmers are to get the code right.
Even if the code is perfect, lousy data can mess up the outcomes. It seems obvious that
data is important.

But it is perfectly true that RHS began with data (aircraft data) - done for CHS in fact -
and that it was of sufficient quality that the CHS coordinator recommended it be issued anyway
after a "plank holder" was upset by it. It was a significant improvement over what came
before - and permitted the quality of the air combat model to shine. Good data is a vital part
of what allows a computer game to work well - when, where and to the extent it can work well.