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Sim2War

Affordable & Scalable on-line War Simulation

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The Database

Since this is my first point of interest.. let's get it started.
As I understand, you will be needing to store the information of this simmulator into a database - running on MySQL.

Great. But what information is there going to be :

obvious :

username/ password/ age/ country/ email/ last updated/ last synched/

less obvious :

time elapsed/ coordinates of each unit in lat. and long./ elevation of the terain/ quality of the terain (swamp or rock)/ weather conditions/ unit destroyed-active-attacking-guarding/ orientation of a unit NOZW/ moral of a unit ?/ time of day (sun)/ fatigue level (to avoid units being able to run uphill at top speed and give advantage to downhill fighting)/

terain : slope, humidity, slickness, stickyness

weather : wind, rain, temperature

troops : moral, fatigue, dexterity, armor, NOZW oriƫntation (fighting against the sun or sun in the back...)

vehicles : speed, damage, fuel

supplies : available fuel, food, available ammo

Map : Scale, zoom-factor, detail level

orders : outfit, target coordinate, firing status (fire at will, hold fire, guard), destroyed or not

others ?
Wannabee Major
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Associate, 18 posts

on Oct. 28 2006


I would break this thing up into various projects such as:
  • terrain (TER)
  • units/weapons catalogue (CAT)(capabilities, speed road/terrain)
  • composed army's (ARMY)(as being used by players)(morale, fatigue,...)
  • orders (ORD)
  • users
If we want to make something that can be used pretty quickly then I suggest we start with the units/weapons catalogue.
This will allow us to start composing army's. At the same time we can build the combat result engine (CRE) so we can make static units fight. Once we can do this we can refine the CRE.
Next thing is then to define some terain.
This will then allow us to start moving through terain.
It will also be the starting point to work on the Movement/Activity Engine (MAE).

The users database should be the YACS users database of the GUI.
I will start another YACS instance under playsimwar.sbv54.net.
This instance can then also be used for GUI development etc.
It shall allow to consult the CAT and ARM databases.

What do you think?
Binabik
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6 posts

inspired from Wannabee Major on Nov. 2 2006


Here is a first draft of (part) the Database.
Wannabee Major
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Associate, 18 posts

inspired from binabik on Nov. 2 2006


Binabik: Let's have a face 2 face on this
Binabik
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6 posts

inspired from Wannabee Major on Nov. 4 2006


Sure -- in the mean time, I have been adding some other tables to the structure... still considering if we should create separate tables for platoons, division, squadrons, regiments etc, to be able to compose different outfits of an army.
Wannabee Major
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Associate, 18 posts

inspired from binabik on Nov. 4 2006


Binabik: That's why I suggest we have a chat We'll do a white board exercise and decide on the best way forward.
SysOp
Associate, 89 posts

on Mar. 20 2009


Since I've opted for an existing base platform part of the database structure is also fixed. I will post details shortly.
This is the basic:
Any asset is defined by 55 fields.
15 have a fixed meaning
40 fields can be defined for each asset type
Of these 40 fields
15 are text
25 are numeric
Each asset type has it's own set of meta data defining the 40 fields.

Each asset has a state.
This is the current status of all 55 fields

History can be recorded in the tracking log

For any other type of data to be stored data dictionaries can be freely defined.
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