This is the first release of the simulation. Lets discuss bugs and things you want to see added to it.
What could be the possibility to implement "automatic" interception animations that deteriorate the cluster at whatever respective phase of the ICBM launch cluster consists of, by look up tables for ABM exercise data? That way it would (at least) operate on the statistically realistic side of things and perhaps be faster to implement?
It should be relatively easy to build some kind of statistical ABM, but I am not sure how realistic it will be. There are so many factors that are influencing the interception rate, which will be very small in the end.
I probably should make a trello board with the roadmap.
Making the missile design process a little bit more interactive is a great idea. However, the shape of the missile usually has little effect on the characteristics like accuracy or yield.
Thanks! You are right, there is a lot of optimization to be done. One issue I am struggling with is the performance drop when rendering a lot of lights on weak hardware. I will probably make so of the code open source (like the effect codes), but not the entire project. Please let me know where you find most significant performance issues and I will try to fix it.
Hi Josh, I am very sorry to hear that it doesn't work at all for you. Can you send me your hardware stats and your Player.log file from C:\Users\<your user name>\AppData\LocalLow\Ivan Stepanov\Nuclear War Simulator to my email email@example.com?
Also you can try to start the simulation by right-clicking on the exe-file and select "Run with graphics processor -> High-performance ..."
Where is this option under right-click? I have the normal options and the only one close to what you were saying is the Run As Administrator option which also does not work.
Do you have Windows 7? If so you can try to select the defauld graphics card in your NVIDIA Control Panel. What is the model of your graphics card?
i have gt 630 isit enough
Thanks! I'm glad to see that you like it.
I will have to add aircraft carriers at some point, but I am not planing to add refueling. Refueling would introduce too much complexity into the simulation. You can account for refueling by simply including it into the range of the aircraft.
Little progress on the Linux port ... :(
You can find graphics settings on the left side of the screen, but the only setting that will help you with performance is the number of explosions with lighting animation. What is your hardware? Are you having serious issues with performance?
Hey no problem, I'm on the verge of a hardware solution that will let me run "Windows" under Linux. The laptop I'm running this on is a Latitude 3180, so it's pretty weak. But I'll paste specs here:
Machine name: private
Machine Id: private
Operating System: Windows 10 Enterprise 64-bit (10.0, Build 18363) (18362.19h1_release.190318-1202)
Language: English (Regional Setting: English)
System Manufacturer: Dell Inc.
System Model: Latitude 3180
BIOS: 1.10.0 (type: UEFI)
Processor: Intel(R) Pentium(R) CPU N4200 @ 1.10GHz (4 CPUs), ~1.1GHz
Memory: 4096MB RAM
Available OS Memory: 3924MB RAM
Page File: 4109MB used, 1412MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 12
DX Setup Parameters: Not found
User DPI Setting: 96 DPI (100 percent)
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
Miracast: Available, with HDCP
Microsoft Graphics Hybrid: Not Supported
DirectX Database Version: Unknown
DxDiag Version: 10.00.18362.0387 64bit Unicode
Card name: Intel(R) HD Graphics 505
Manufacturer: Intel Corporation
Chip type: Intel(R) HD Graphics Family
In other words it's a potato. Anyways, maybe making draw distance for details or more detailed lighting settings?
Thank you for letting me know! Can you give some more details on when it is happening?
You could send me the Player.log file from the folder C:\Users\<User name>\AppData\LocalLow\Ivan Stepanov\Nuclear War Simulator after a crash. My email: firstname.lastname@example.org
Try to run it as Administrator. It may fix it.
I have to admit, there is no way to do those things, but I just wrote them down into my TODO list. Thanks!
Thank you! I am aware of the issues
1) I will probably not make an option to add whole folders because a folder can contain mixed types of objects. Instead I will probably add an option to use Shift to select a large number of objects (like when you select files in Windows)
2)Yes, I know its a problem. I will add an option to remove the last element.
(3) modifying population density is difficult to do in an accurate way. I could add a country-wide modifier, but it is probably too coarse.
Thanks for the compliment and thanks for complaining! It helps A LOT!
Just implemented points 1 and 2. Wait for the next update ;)
I'm excited! I have two more suggestions/questions:
4. Early warning/RADAR detection and integration into plan execution. With this you could simulate Launch Under Attack and explore the influence of asset basing and RADAR sites on strategic stability.
5. Bomber interception. Related to 4, and I know you've been asked about ABMs in the past, but fighters and SAMs are a lot more plentiful and capable of intercepting bomber missions compared to anti-ballistic missiles. This would allow you to look at standoff capabilities in more detail, for example.
Thank you very much for the compliment! I really appreciate it. There is still so much to do, we are far from done.
Your observation is correct There is a discrepancy between the given total numbers and the total numbers when counted from the population density. I already have it in my TODO list and will hopefully fix it soon.
Let me know if there is anything else to be improved!
Nevermind. I have fixed the problem. My antivirus is very sensitive, and blocked the game from accessing TempFiles
Thanks for the detailed description. I'm glad that most of it is working and civilization ends properly. Can you tell me what GPU you have? The main exe should work on most modern GPUs.
I was actually hoping that someone will use it in real time. Good to know you are indeed doing it. I will try to reproduce the error when running in real-time.
There are a lot of people asking for a cold war scenario. I will probably never have the time to do it myself, as I spend most of the time coding, but you can do it using the editor. Make appropriate blueprints, put them on the map and generate attack plans. Maybe someone else will create such a scenario and upload to the mods.io server. Population density is indeed difficult if not impossible to adjust. What i will probably do in the future is introduce a country-wide adjustment of population. It will under or over represent some cites but it is probably the best I can do.
Let me know if there is anything else you want to see in the simulation!
Ivan, if it might help with the task of population density, NASA SEDAC has some population estimates from 1970, 1980, 1990, and 2000 on a 30 arcsecond resolution. I don't know if those are easy to use in your format, but some structured data does exist, even if it's an estimate. Easier than doing it yourself! :)
Thanks for the data suggestions. I was indeed using this exact data last year. However, there is a problem with it. They are not detailed enough. Due to the way, the maps are produced, population density is averaged over city areas. Overall the population count is exact, but the density spikes are missing. Some fire models are using population density as input, so the NASA SEDAC data produces wrong results. I will try to find another dataset.
My GPU is: AMD Radeon RX 5700 XT
A country wide population adjustment sounds acceptable to me. It won't be fully realistic, but it ought to get good enough results for large scale attacks even if things are off in individual cities.
My suggestion would that the first release of a population adjustment feature be the simplest possible version of such a feature (every pixel of population (do you have a name for your most discreet units of population?) gets a simple increase or decrease that is directly proportional to the country wide increase or decrease). But write it so it is easy to change later. Then, if you come across information on any historical trends for how rapidly denser population centers tend to grow vs sparser population centers then you can rework the feature so that the proportion of the population change that is reflected in each square of population is directly related to how populated that square already is (it is probably on some sort of S curve, with denser population centers increasing more rapidly than sparser ones up to a point and then leveling off). This still won't be 100% accurate, but ought to significantly reduce the error for individual towns and cities, and further increase the accuracy of large scale attacks.
Edit: Alternatively, is the resource that HerrTom provided compatible with whatever you used to generate the population map in the first place? How did you create that anyway? I assume it had to be automated in some way (feed the right data into the right program). I simply cannot imagine any human having the patience or lifespan to manually input the correct number for every discreet unit of population that you had. And mad props to you or whoever on your team worked on it if it really was done manually (actually, props no matter how they did it, that is an outstanding population map).
Hmmm strange. A 5700 XT is new enough to support NWS. Maybe something with the drivers or the DirectX11 version.
On the population density, I will probably go with some country-wide scaling factors for a number of years. Later maybe see how individual population centers behave or find complete population density maps for the cold war years.
Here you can find the current population density map:
I think they have maps dating back to 1975.
I had to write a script to convert the data from their format to the NWS format. It would be a total nightmare, to do it by hand :D (maybe it should be adopted as a form of punishment for criminals...)