• Title/Summary/Keyword: 사격 시스템

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A Study on the Increase of the Reliability of the Flick Rammer on K-55A1 Self Propelled Artillery (K-55A1 자주포 급속장전장치의 장전신뢰성 향상에 관한 연구)

  • Na, Ra-Byeol;Kim, Byung-Hyun;Lee, Ju-Seung;Kim, Byeong-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.9
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    • pp.62-68
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    • 2018
  • This study was conducted to improve the shooting stability of self propelled artillery by improving the flick rammer system. The flick rammer system is designed to reduce crew fatigue and shorten the movement and loading time of the shell compared with the conventional manual loading system. Basically, in the flick rammer system of the shooting type, fall-back occurs intermittently, which causes problems in the rapid loading. To solve this problem, a detailed C.A.E. (Computer Aided Engineering) analysis of the internal structure of the existing rapid loading field was conducted. Through this, we sought a solution that can prevent fall-back by reducing the flying distance. We then optimized the loading station to reduce the flying distance and confirmed the possibility of suppressing the fall-back compared to the existing product through actual tests in the field.

A Branch-and-Bound Algorithm to Minimize the Makespan in a Fire Scheduling Problem (최소 종료시간 사격 스케줄을 위한 분지계획법 알고리즘 연구)

  • Cha, Young-Ho;Bang, June-Young
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.38 no.4
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    • pp.132-141
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    • 2015
  • We focus on the fire scheduling problem (FSP), the problem of determining the sequence of targets to be fired at, for the objective of minimizing makespan to achieve tactical goals. In this paper, we assume that there are m available weapons to fire at n targets (> m) and the weapons are already allocated to targets. One weapon or multiple weapons can fire at one target and these fire operations should start simultaneously while the finish time of them may be different. We develop several dominance properties and a lower bound for the problem, and suggest a branch and bound algorithm implementing them. Also, In addition, heuristic algorithms that can be used for obtaining an initial upper bound in the B&B algorithm and for obtaining good solutions in a short time were developed. Computational experiments are performed on randomly generated test problems and results show that the suggested algorithm solves problems of a medium size in a reasonable amount of computation time. The proposed lower bound, the dominance properties, and the heuristics for upper bound are tested in B&B respectively, and the result showed that lower bound is effective to fathoming nodes and the dominance properties and heuristics also worked well. Also, it is showed that the CPU time required by this algorithm increases rapidly as the problem size increases. Therefore, the suggested B&B algorithm would be limited to solve large size problems. However, the employed heuristic algorithms can be effectively used in the B&B algorithm and can give good solutions for large problems within a few seconds.

Exact Algorithm for the Weapon Target Assignment and Fire Scheduling Problem (표적 할당 및 사격순서결정문제를 위한 최적해 알고리즘 연구)

  • Cha, Young-Ho;Jeong, BongJoo
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.42 no.1
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    • pp.143-150
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    • 2019
  • We focus on the weapon target assignment and fire scheduling problem (WTAFSP) with the objective of minimizing the makespan, i.e., the latest completion time of a given set of firing operations. In this study, we assume that there are m available weapons to fire at n targets (> m). The artillery attack operation consists of two steps of sequential procedure : assignment of weapons to the targets; and scheduling firing operations against the targets that are assigned to each weapon. This problem is a combination of weapon target assignment problem (WTAP) and fire scheduling problem (FSP). To solve this problem, we define the problem with a mixed integer programming model. Then, we develop exact algorithms based on a dynamic programming technique. Also, we suggest how to find lower bounds and upper bounds to a given problem. To evaluate the performance of developed exact algorithms, computational experiments are performed on randomly generated problems. From the results, we can see suggested exact algorithm solves problems of a medium size within a reasonable amount of computation time. Also, the results show that the computation time required for suggested exact algorithm can be seen to increase rapidly as the problem size grows. We report the result with analysis and give directions for future research for this study. This study is meaningful in that it suggests an exact algorithm for a more realistic problem than existing researches. Also, this study can provide a basis for developing algorithms that can solve larger size problems.

Beam Scheduling and Task Design Method using TaP Algorithm at Multifunction Radar System (다기능 레이다 시스템에서 TaP(Time and Priority) 알고리즘을 이용한 빔 스케줄링 방안 및 Task 설계방법)

  • Cho, In-Cheol;Hyun, Jun-Seok;Yoo, Dong-Gil;Shon, Sung-Hwan;Cho, Won-Min;Song, Jun-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.1
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    • pp.61-68
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    • 2021
  • In the past, radars have been classified into fire control radars, detection radars, tracking radars, and image acquisition radars according to the characteristics of the mission. However, multi-function radars perform various tasks within a single system, such as target detection, tracking, identification friend or foe, jammer detection and response. Therefore, efficient resource management is essential to operate multi-function radars with limited resources. In particular, the target threat for tracking the detected target and the method of selecting the tracking cycle based on this is an important issue. If focus on tracking a threat target, Radar can't efficiently manage the targets detected in other areas, and if you focus on detection, tracking performance may decrease. Therefore, effective scheduling is essential. In this paper, we propose the TaP (Time and Priority) algorithm, which is a multi-functional radar scheduling scheme, and a software design method to construct it.

A Study on Manipulating Method of 3D Game in HMD Environment by using Eye Tracking (HMD(Head Mounted Display)에서 시선 추적을 통한 3차원 게임 조작 방법 연구)

  • Park, Kang-Ryoung;Lee, Eui-Chul
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.45 no.2
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    • pp.49-64
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    • 2008
  • Recently, many researches about making more comfortable input device based on gaze detection technology have been done in human computer interface. However, the system cost becomes high due to the complicated hardware and there is difficulty to use the gaze detection system due to the complicated user calibration procedure. In this paper, we propose a new gaze detection method based on the 2D analysis and a simple user calibration. Our method used a small USB (Universal Serial Bus) camera attached on a HMD (Head-Mounted Display), hot-mirror and IR (Infra-Red) light illuminator. Because the HMD is moved according to user's facial movement, we can implement the gaze detection system of which performance is not affected by facial movement. In addition, we apply our gaze detection system to 3D first person shooting game. From that, the gaze direction of game character is controlled by our gaze detection method and it can target the enemy character and shoot, which can increase the immersion and interest of game. Experimental results showed that the game and gaze detection system could be operated at real-time speed in one desktop computer and we could obtain the gaze detection accuracy of 0.88 degrees. In addition, we could know our gaze detection technology could replace the conventional mouse in the 3D first person shooting game.

A development of the Automatic Measuring System for internal pressure of the artillery (화포 내부 압력의 자동 측정시스템 개발)

  • Lee, Jeong-Ho;Kim, Dong-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.766-773
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    • 2021
  • Chemicals, such as ammunition, are disposable items that cannot be reused because of their operational characteristics. The reliability of the test process and test results are important factors in evaluating the performance of guns and ammunition. The pressure after firing is a crucial value in an acceptance test of guns and ammunition performance; hence, accurate measurements are required. The pressure in the artillery is measured using the copper crusher gauge. The compression amount of copper is converted into a pressure by either a length-pressure conversion table or conversion formula. Therefore, the exact measurement of the squeeze of the copper crusher is related directly to the correct estimate of the pressure. Currently, the pressure is measured manually by the operator, which always includes some human error. In this study, the cause of the measurement error was analyzed, and the automatic measuring system for copper crusher deformation was developed to minimize the error elements. A copper crusher could be measured using the probe sensor and CCD camera, and the Jig for stable positioning was also designed. A designated SW was also developed for the system operating and measurement-analysis. This measuring system through this study may be used for an ammunition stockpile reliability test and gun/ammunition acceptance test.

Aerodynamic Effects of Gun Gas on the Aircraft's Armament System (항공기 무장시스템 Gun Gas 공력특성에 관한 연구)

  • Choi, Hyoung Jun;Kim, Seung Han
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.5
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    • pp.623-629
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    • 2020
  • This study examined the airflow field around a gun port on the flight condition of gunfire to verify the aircraft performance and safety effects and gun gas rate, path according to the options of diverter configuration. The gun port diverter not only effectively lowered the heat generated by gunfire but also effectively discharged the gun gas upwards. The path of gun gas can be changed according to its configuration. According to the optional configuration of the rear-gun-port diverter, the flow rate, path, and pressure of the gun gas were analyzed during gunfire. An analysis of the internal velocity distribution and the temperature change of the gun port revealed a rapid decrease in flow rate through the rear diverter according to the option configuration. The forward flow rate showed a similar tendency with little change. This ensures that the gun gas generated during gunfire has a sufficient flow distance from the aircraft surface, regardless of the rear gun port diverter's optional configuration. The flow stagnation of gun gas according to the option configuration of diverter had a great influence on the internal temperature rise of a gun port.

A Derivation of Sensitivity Equations of the Error Components to Analyze Performance in the Direct Fire Control System (직사화기 성능분석을 위한 오차요소별 민감도 식 유도)

  • Kim, Jaehun;Kim, Euiwhan;Lee, Jeongyeob;Kim, Gunkook
    • KIPS Transactions on Computer and Communication Systems
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    • v.4 no.12
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    • pp.399-408
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    • 2015
  • In the direct Gun Fire Control System(GFCS), it is essential to analyze the impact of the specific error components on the hit probability to optimize the system design. For this purpose the sensitivity equations of these error components are conveniently used, but it is too difficult to get those equations for the complex system with too many system elements. Normally sensitivity analysis is performed using numerical and statistical methods for the ground combat system. This method requires much computation, and makes us difficult to estimate the sensitivity change of specific error component intuitionally for the changing operating conditions. In this paper we propose a set of sensitivity equations deriving from closed form solution of the ballistic differential equation for the bullet. They are handy equations with very little computations, easy to understand the physical meaning of the related system variables. Some simulation results are shown to demonstrate usefulness of our algorithm for the 30mm projectile.

A Study on How to Extend The Inspection Period for The One-Shot System (One-Shot System에 대한 점검주기 연장 방안 연구)

  • Kim, Jong-jin;Song, Jeong-hun;Han, Jung-won;Lee, Chang-kyu
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.113-118
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    • 2021
  • The guided weapon system should ensure economical operation and user safety. In particular, in the case of guided weapon systems developed in the form of a guaranteed bomb, the standards for maintaining reliability considering the long-term storage environment are presented during the development stage, and an optimized inspection cycle is required to maintain this. This study calculated the reliability through a trend test, fitness test, and distribution analysis using a mathematical model based on the maintenance status and shooting results during the inspection period for OO missiles currently in operation for a long time in the military. Through this, it was applied to the inspection period model (Martinez) set during the development stage to determine if the improved inspection period can be utilized. Finally, by synthesizing the data from these studies, a policy management plan was developed according to the extension of the inspection period. The One-Shot system was operated at the inspection period set when it was developed. The study analyzed the actual failure and maintenance data to reset the efficient inspection period.

A Study on the Advance Effect of Hitting Sense in Shooting Game -Center for 'the Beetlewing' and '1945 Plus'- (슈팅게임에서의 타격감 향상 효과에 관한 연구 -'비틀윙'과 '1945플러스'를 중심으로-)

  • 김남훈;김태완
    • Journal of Korea Multimedia Society
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    • v.7 no.2
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    • pp.223-230
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    • 2004
  • A shooting game is all game genres that hit targets through shooting. It include a lot of genres from a flying shot of game room to a personal shooting action game. In this point, a shooting game was regarded it as the origin of all game and it was developed from the early days of game. At present we can meet it in an electronic game room or personal computer, and mobile phone etc.. The popularity of shooting game caused to take aim by simple system, interface, and speedy play. Also it was enticed everyone to enjoy it easily. A shooting games is worked from old like ways until recently and a process of playing game is intuitive than another game. Therefore it popular with a PC player as well as persons of all levels. Beginners can train this game easily through direction such as control way of object, advent way of enemy aircraft and scroll way of background. But as an usability of working and controlling game, beginners of game development can pass over a shooting sense that shout and hit basically. And after design, they will feel that cannot convey realistic effect and thrill etc.. At a result, hitting sense happens to graphic elements and sound. Therefore a measure of effect on these elements is started from analysis of good shooting game. This study was to focus on the advance effect of hitting sense in shooting game through analysis centered for 'the Beetlewing' and '1945 Plus'.

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