A digital ammunition reverse attack simulation method

Through digital ammunition reverse attack simulation methods, the blindness and high cost of the existing laser counterattack method in military training have been solved, and the simulation effect is more in line with actual combat, and the cost is reduced.

CN112417706BActive Publication Date: 2025-01-24NANJING JUNHE RUIZHI ELECTRONIC TECH CO LTD
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Patent Information

Application Number
CN202011425700.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2020-12-09
Publication Date
2025-01-24
Estimated Expiration
2040-12-09

AI Technical Summary

Technical Problem

The laser counterattack method used in military training to enhance the practical atmosphere is blind, the laser spot is far large and small, and the near is not in line with actual combat, and the cost is high.

Method used

The digital ammunition reverse attack simulation method is used to obtain the real-time coordinates and status of the effective counterattack point and target, determine the counterattack range and target, determine the hit effect based on the number of counterattacks and target characteristics, and achieve simulation of the killing/damage effect.

Benefits of technology

This method is more in line with actual combat compared to the laser simulation counterattack method, and does not require high -cost laser equipment. The cost is low. It can be used in conjunction with the real soldiers' combat systems to reduce hardware procurement.

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Abstract

The present invention discloses a digital ammunition reverse attack simulation method. The present invention determines the position and range of an effective counterattack point, determines an effective target within the counterattack range, determines the counterattack target based on the exposure degree and threat degree of the effective target, determines whether a hit is achieved according to the hit probability of the weapon and the number of counterattacks, and determines the killing / damage effect according to preset killing / damage rules. Compared with a laser simulation counterattack method, the present invention is more in line with actual combat and the required equipment cost is also greatly reduced.
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Description

Technical Field

[0001] The invention relates to a digital ammunition reverse attack simulation method and belongs to the field of military training. Background Art

[0002] In order to enhance the actual combat atmosphere and improve the training effect, the troops often increase the target reverse attack capability when conducting live-fire tactical operations. At present, the main method used is laser counterattack, that is, a number of laser launchers are set up near the target, and laser pulses are launched by blind shooting or background control shooting (the laser pulse carries information such as weapon type, bullet type, launch location, time, etc.). The live-fire shooter wears a laser receiving device. When the laser pulse information number is received, it is first decoded, and then the killing / damage effect is determined according to the weapon type, bullet type and the predetermined killing / damage rules. This method has the following shortcomings: First, it is very blind and cannot reflect the combat effectiveness of the counterattack party; second, the laser spot is large at a distance and small near, which makes it easy to hit distant targets, which is inconsistent with actual combat; third, the cost is high. Summary of the invention

[0003] The invention provides a digital ammunition reverse attack simulation method, which solves the problems disclosed in the background technology.

[0004] In order to solve the above technical problems, the technical solution adopted by the present invention is:

[0005] A digital ammunition reverse attack simulation method, comprising:

[0006] Obtain the real-time coordinates of the effective counterattack point, the line-of-sight information with the effective counterattack point as the observation point, and the effective range of the weapon at the effective counterattack point, and determine the counterattack range of the effective counterattack point; wherein the effective counterattack point is a counterattack point with counterattack capability;

[0007] Obtain the real-time coordinates of all valid targets and determine the valid targets within the counterattack range; where valid targets are targets that have not withdrawn from the battle and can be killed / damaged by effective counterattack point weapons;

[0008] Obtain the distance, exposure, movement speed and threat level of all effective targets within the counterattack range, and determine the counterattack target according to the preset priority principle;

[0009] The number of counterattacks of the effective counterattack point weapon is determined based on the remaining ammunition of the effective counterattack point weapon, the firing speed and the speed of turning to the next counterattack target;

[0010] Determine whether the counterattack target is hit according to the number of counterattacks, the posture of the counterattack target, the distance of the counterattack target, and the preset hit probability corresponding to the posture and distance;

[0011] In response to hitting the counterattack target, the preset effective counterattack point weapon performance and the counterattack target killing / damage model are obtained to determine the killing / damage effect.

[0012] Before determining the counterattack range of the effective counterattack point, all effective counterattack points and effective targets are determined in advance.

[0013] The process of determining all effective counterattack points is as follows:

[0014] Get the status of all counterattack points corresponding to the target;

[0015] In response to the target being hit or being in a non-displayed state, the corresponding counterattack point is an invalid counterattack point;

[0016] In response to the target not being hit and being in a display state, the corresponding counterattack point is a valid counterattack point.

[0017] The process of determining all valid targets is,

[0018] Get the status of all targets;

[0019] In response to a target not being hit or a target being hit and being slightly injured, the target is a valid target;

[0020] In response to a target being hit and being in a non-lightly injured state, the target is deemed an invalid target.

[0021] According to the killing / damage effect, a control instruction is sent to the status display device worn by the corresponding counterattack target to control the status display device to display a status matching the killing / damage effect.

[0022] The degree of exposure is related to the posture of the effective target. The exposure level of the lying position is lower than that of the kneeling position, and the exposure level of the kneeling position is lower than that of the standing position. The degree of threat is related to factors such as the nature of the effective target, the distance from the effective counterattack point to the effective target, and the number of shots at the effective target.

[0023] According to the preset priority principle, determine the counterattack target, specifically,

[0024] Determine the counterattack target in order of threat level from large to small, exposure level from high to low, and movement speed from low to high.

[0025] A computer-readable storage medium storing one or more programs, the one or more programs including instructions, which when executed by a computing device, cause the computing device to perform a digital ammunition reverse attack simulation method.

[0026] A computing device includes one or more processors, one or more memories, and one or more programs, wherein the one or more programs are stored in the one or more memories and configured to be executed by the one or more processors, and the one or more programs include instructions for executing a digital ammunition reverse attack simulation method.

[0027] The beneficial effects achieved by the present invention are as follows: the present invention determines the counterattack range of the effective counterattack point, determines the effective target within the counterattack range, determines the counterattack target based on the exposure degree and threat degree of the effective target, determines whether it is hit according to the counterattack target and the number of counterattacks, and thus determines the killing / damage effect. Compared with the laser simulation counterattack method, the present invention is more in line with actual combat, and does not require expensive laser equipment, so the cost is low. BRIEF DESCRIPTION OF THE DRAWINGS

[0028] Figure 1 It is a flow chart of the present invention. DETAILED DESCRIPTION

[0029] The present invention will be further described below in conjunction with the accompanying drawings. The following embodiments are only used to more clearly illustrate the technical solution of the present invention, and cannot be used to limit the protection scope of the present invention.

[0030] like Figure 1 As shown, a digital ammunition reverse attack simulation method comprises the following steps:

[0031] Step 1, determine all effective counterattack points and effective targets participating in the battle; among them, the effective counterattack point is a counterattack point with counterattack capability, the effective counterattack point coordinates are the target center point coordinates, and the effective target is a target that has not withdrawn from the battle and can be killed / damaged by the effective counterattack point weapon.

[0032] The counterattack points are set with targets and counterattack weapons, which correspond one to one. The process of determining all effective counterattack points is as follows:

[0033] S1) Obtaining the status of the targets corresponding to all counterattack points; wherein the target status includes hit, miss, displayed, not displayed; the target can be fixed or moving.

[0034] S2) When the target is hit, the weapon at the counterattack point is deemed to have lost its counterattack function, and the corresponding counterattack point is an invalid counterattack point; when the target is not hit and is in a valid state (i.e., display state), the weapon at the counterattack point is deemed to have a counterattack function, and the corresponding counterattack point is a valid counterattack point.

[0035] The target is the combatants and weapons and equipment shooting at the target. During the battle, the target has the following states: not hit, slightly injured by a hit, seriously injured by a hit, and killed by a hit. Among them, the targets that are not hit and slightly injured are set to have the ability to strike, that is, the targets in this state are valid targets; in other states, the targets will exit the battle.

[0036] Therefore, the process of identifying all valid targets is as follows:

[0037] A1) Get the status of all targets;

[0038] A2) When the target is not hit or is slightly injured after being hit, the target is a valid target; when the target is hit but is not slightly injured, the target is an invalid target.

[0039] Step 2, obtain the real-time coordinates of the effective counterattack point, the line-of-sight information with the effective counterattack point as the observation point, and the effective range of the weapon at the effective counterattack point to determine the counterattack range of the effective counterattack point.

[0040] With the real-time coordinates of the effective counterattack point as the center of the circle, the effective range of the weapon at the effective counterattack point is half the price, and combined with the line of sight information, the counterattack range of the effective counterattack point is determined.

[0041] Step 3, obtain the real-time coordinates of all valid targets and determine the valid targets within the counterattack range.

[0042] Step 4: Obtain the distance (i.e., the distance from the effective target to the effective counterattack point), exposure degree, movement speed, and threat degree of all effective targets within the counterattack range, and determine the counterattack target according to the preset priority principle.

[0043] The degree of exposure is related to the posture of the effective target. For example, if the target is a combatant, the target's postures include lying, kneeling, and standing. Among them, the exposure degree of the lying posture is lower than that of the kneeling posture, and the exposure degree of the kneeling posture is lower than that of the standing posture.

[0044] The threat level refers to the threat level of the effective target to the effective counterattack point, which is related to factors such as the distance from the effective target to the effective counterattack point, the nature of the effective target and the number of shots.

[0045] The preset priority principles include the principle of threat level from large to small, the principle of exposure level from high to low, and the principle of movement speed from low to high; the priority of these three principles depends on the actual situation. The priority here is the principle of threat level from large to small, the principle of exposure level from high to low, and the principle of movement speed from low to high.

[0046] Therefore, the counterattack targets are determined in order of threat level from large to small, exposure level from high to low, and movement speed from low to high. That is, effective targets with high threat levels are taken as counterattack targets first. If the threat levels of multiple effective targets are the same, the targets with high exposure levels are taken as counterattack targets first. If the threat levels and exposure levels are basically the same, the targets with low movement speeds are taken as counterattack targets.

[0047] Step 5, determining the number of counterattacks of the weapon at the effective counterattack point based on the amount of remaining ammunition at the effective counterattack point, the firing speed of the weapon and the speed of turning to the next counterattack target.

[0048] Step 6, determining whether the counterattack target is hit according to the number of counterattacks, the posture of the counterattack target, the distance of the counterattack target, and the preset hit probability corresponding to the posture and distance.

[0049] A weapon hit table is pre-set, which defines the hit probability of different weapons for targets in different postures and at different distances, and whether a hit is achieved is randomly determined based on the hit probability.

[0050] Step 7: If the counterattack target is hit, obtain the preset effective counterattack point weapon performance and the counterattack target killing / damage model to determine the killing / damage effect; among which, the effective counterattack point weapon performance is set according to the actual situation and is applicable to various different weapons and equipment.

[0051] Step 8, according to the killing / damage effect, send a control instruction to the status display device worn by the corresponding attack target, so as to control the status display device to display a status matching the killing / damage effect; wherein the status display device is a sound, light, and smoke display device commonly used in practical training, and different killing / damage effects display different sound, light, and smoke.

[0052] The above method determines the counterattack range of the effective counterattack point, determines the effective target within the counterattack range, determines the counterattack target based on the exposure and threat level of the effective target, and determines whether it is hit according to the nature of the counterattack target and the number of counterattacks, thereby judging the killing / damage effect. Compared with the laser simulation counterattack method, it is more in line with actual combat, and at the same time does not require expensive laser equipment, and the cost is low. It can also be used in conjunction with the actual combat system to reduce the purchase of hardware.

[0053] A computer-readable storage medium storing one or more programs, the one or more programs including instructions, which when executed by a computing device, cause the computing device to perform a digital ammunition reverse attack simulation method.

[0054] A computing device includes one or more processors, one or more memories, and one or more programs, wherein the one or more programs are stored in the one or more memories and configured to be executed by the one or more processors, and the one or more programs include instructions for executing a digital ammunition reverse attack simulation method.

[0055] Those skilled in the art will appreciate that the embodiments of the present application may be provided as methods, systems, or computer program products. Therefore, the present application may adopt the form of a complete hardware embodiment, a complete software embodiment, or an embodiment combining software and hardware. Moreover, the present application may adopt the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program codes.

[0056] The present application is described with reference to the flowcharts and / or block diagrams of the methods, devices (systems), and computer program products according to the embodiments of the present application. It should be understood that each process and / or box in the flowchart and / or block diagram, as well as the combination of the processes and / or boxes in the flowchart and / or block diagram, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, an embedded processor, or other programmable data processing device to generate a machine, so that the instructions executed by the processor of the computer or other programmable data processing device generate instructions for implementing the processes in the flowchart and / or block diagram. Figure 1 A process or multiple processes and / or boxes Figure 1 A device that provides the functions specified in a block or multiple blocks.

[0057] These computer program instructions may also be stored in a computer-readable memory capable of directing a computer or other programmable data processing device to operate in a specific manner, so that the instructions stored in the computer-readable memory produce an article of manufacture comprising an instruction device, which implements the process Figure 1 A process or multiple processes and / or boxes Figure 1 A function specified in one or more boxes.

[0058] These computer program instructions can also be loaded onto a computer or other programmable data processing device so that a series of operating steps are executed on the computer or other programmable device to produce a computer-implemented process, thereby providing instructions for implementing the process. Figure 1 A process or multiple processes and / or boxes Figure 1 The steps for the functions specified in one or more boxes.

[0059] The above are merely embodiments of the present invention and are not intended to limit the present invention. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present invention are included in the scope of the claims of the present invention to be approved.

Claims

1. A digital ammunition reverse attack simulation method, characterized in that: include, Obtain the real-time coordinates of the effective counterattack point, the line-of-sight information with the effective counterattack point as the observation point, and the effective range of the weapon at the effective counterattack point, and determine the counterattack range of the effective counterattack point; wherein the effective counterattack point is a counterattack point with counterattack capability; Obtain the real-time coordinates of all valid targets and determine the valid targets within the counterattack range; where valid targets are targets that have not withdrawn from the battle and can be killed / damaged by effective counterattack point weapons; Obtain the distance, exposure, movement speed and threat level of all valid targets within the counterattack range, and determine the counterattack target according to the preset priority principle; the priority principle is to first take the valid target with a greater threat level as the counterattack target. If the threat levels of multiple valid targets are the same, the target with a higher exposure level will be taken as the counterattack target first. If the threat level and exposure level are basically the same, the target with a lower movement speed will be taken as the counterattack target; The number of counterattacks of the effective counterattack point weapon is determined based on the remaining ammunition of the effective counterattack point weapon, the firing speed and the speed of turning to the next counterattack target; Determine whether the counterattack target is hit according to the number of counterattacks, the posture of the counterattack target, the distance of the counterattack target, and the preset hit probability corresponding to the posture and distance; In response to hitting the counterattack target, the preset effective counterattack point weapon performance and the counterattack target killing / damage model are obtained to determine the killing / damage effect.

2. A digital ammunition reverse attack simulation method according to claim 1, characterized in that: Before determining the counterattack range of the effective counterattack point, all effective counterattack points and effective targets are determined in advance.

3. A digital ammunition reverse attack simulation method according to claim 2, characterized in that: The process of determining all effective counterattack points is, Get the status of all counterattack points corresponding to the target; In response to the target being hit or being in a non-displayed state, the corresponding counterattack point is an invalid counterattack point; In response to the target not being hit and being in a display state, the corresponding counterattack point is a valid counterattack point.

4. A digital ammunition reverse attack simulation method according to claim 2, characterized in that: The process of determining all valid targets is, Get the status of all targets; In response to a target not being hit or a target being hit and being slightly injured, the target is a valid target; In response to a target being hit and being in a non-lightly injured state, the target is deemed an invalid target.

5. A digital ammunition reverse attack simulation method according to claim 1, characterized in that: According to the killing / damage effect, a control instruction is sent to the status display device worn by the corresponding counterattack target to control the status display device to display a status matching the killing / damage effect.

6. A digital ammunition reverse attack simulation method according to claim 1, characterized in that: The exposure level is related to the effective target's posture. The exposure level of the prone position is lower than that of the kneeling position, and the exposure level of the kneeling position is lower than that of the standing position. The degree of threat is related to the distance from the effective target to the effective counterattack point, the nature of the effective target, and the number of launches.

7. A computer-readable storage medium storing one or more programs, characterized in that: The one or more programs include instructions which, when executed by a computing device, cause the computing device to perform any one of the methods according to claims 1 to 6.

8. A computing device, characterized in that: include, One or more processors, one or more memories, and one or more programs, wherein the one or more programs are stored in the one or more memories and are configured to be executed by the one or more processors, and the one or more programs include instructions for executing any of the methods according to claims 1 to 6.

Citation Information

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