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US5941708A Expired / Lapsed US ⏱️ 0.0 years remaining

Method for simulating temporal aspects of area weapons

Assignee: Xylon LLC
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Filing: 1996-05-24
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Granted: 1999-08-24
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Expires: 2016-05-24
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Abstract

Abstract A method simulates the time effect of a battlefield engagement. The method determines whether a player is in an area of effects (27). A probability of kill is generated for the player (30). The player is assessed results of kill or near-miss (31-33). The method is repeated for a selected time duration (39).

Inventors

  • 👤 Mark Richard FitzGerald

Bibliographic Details

Application Number —
Jurisdiction US
Data Source google_patents
Last Synchronized 2026-11-09 11:20
CPC Classifications
F; F41; F41G; F41G3/00; F41G3/26

Claims Analysis

Total Claims: 23
Claim 1
Independent Claim 86 words
A method for simulating temporal aspects of area weapons effects systems by a processor, the method comprising the steps of: determining whether a player is within an area covered by an area weapons effect simulation; generating a probability of kill for the player based upon player parameters and upon simulation parameters; assessing results on the player based on the probability of kill; and iterating the steps of determining, generating, and assessing, if a duration of the area weapons effect simulation is for more than one interval.
Claim 2
Independent Claim 86 words
A method for simulating temporal aspects of area weapons effects systems by a processor, the method comprising the steps of: determining whether a player is within an area covered by an area weapons effect simulation; generating a probability of kill for the player based upon player parameters and upon simulation parameters; assessing results on the player based on the probability of kill; and iterating the steps of determining, generating, and assessing, if a duration of the area weapons effect simulation is for more than one interval.
Claim 3
Dependent Claim 44 words
A method for simulating temporal aspects of area weapons effects systems as claimed in claim 1, wherein there is further included the steps of: receiving by the processor a mission message; and storing the mission message in a last mission slot of a memory.
Claim 4
Dependent Claim 82 words
A method for simulating temporal aspects of area weapons effects systems as claimed in claim 2, wherein there is further included the steps of: determining whether the mission message indicates a time duration greater than one time interval; determining whether there are any available mission slots in the memory; adding the mission message to a list of active simulations, if there are available mission slots; and overwriting an oldest mission message with the mission message, if there are no available mission slots.
Claim 5
Dependent Claim 86 words
A method for simulating temporal aspects of area weapons effects systems as claimed in claim 3, wherein there is further included the steps of: retrieving the player parameters which describe the player; said step of determining whether the player is within the area covered by the area weapons effect simulation including the steps of: determining a weapon/target type, if the player is within the area covered by the area weapons effect simulation; and determining whether a duration of more than the one time interval is achieved.
Claim 6
Dependent Claim 63 words
A method for simulating temporal aspects of area weapons effects systems as claimed in claim 4, wherein the step of determining the weapon/target type includes the steps of: reading a weapon type from the mission message; reading a fuzing type from the mission message; and comparing the player parameters with the weapon type and the fuzing type to generate the probability of kill.
Claim 7
Dependent Claim 28 words
A method for simulating temporal aspects of area weapons effects systems as claimed in claim 5, wherein there is further included the step of generating a random number.
Claim 8
Dependent Claim 55 words
A method for simulating temporal aspects of area weapons effects systems as claimed in claim 6, wherein there is further included the steps of: modifying the probability of kill to account for countermeasures taken by the player to produce an adjusted probability of kill; and multiplying the random number by the adjusted probability of kill.
Claim 9
Dependent Claim 38 words
A method for simulating temporal aspects of area weapons effects systems as claimed in claim 7, wherein there is further included the step of determining whether the adjusted probability of kill is greater than the probability of kill.
Claim 10
Dependent Claim 64 words
A method for simulating temporal aspects of area weapons effects systems as claimed in claim 8, wherein there is further included the steps of, if the adjusted probability of kill is less than or equal to the probability of kill: assessing the player a casualty; canceling all mission messages; and transmitting a message to the player to become inactive and wait for a reset.
Claim 11
Dependent Claim 29 words
A method for simulating temporal aspects of area weapons effects systems as claimed in claim 8, wherein there is further included the step of assessing the player a near-miss.
Claim 12
Dependent Claim 42 words
A method for simulating temporal aspects of area weapons effects systems as claimed in claim 8, wherein there is further included the step of determining whether the mission message indicates a duration greater than one interval of said area weapons effect simulation.
Claim 13
Dependent Claim 52 words
A method for simulating temporal aspects of area weapons effects systems as claimed in claim 11, wherein there is further included steps of: reading the time duration from the mission message; and using the time duration from the mission message to determine whether the time duration is greater than one time interval.
Claim 14
Dependent Claim 44 words
A method for simulating temporal aspects of area weapons effects systems as claimed in claim 11, wherein there is further included steps of: reading a fire profile from the mission message; and using the fire profile to vary determining the adjusted probability of kill.
Claim 15
Dependent Claim 41 words
A method for simulating temporal aspects of area weapons effects systems as claimed in claim 11, wherein there is further included a step of decrementing an interval counter, if the mission message indicates a time duration greater than one time interval.
Claim 16
Dependent Claim 38 words
A method for simulating temporal aspects of area weapons effects systems as claimed in claim 11, wherein there is further included a step of canceling the mission message, if the mission message indicates a duration of one interval.
Claim 17
Dependent Claim 32 words
A method for simulating temporal aspects of area weapons effects systems as claimed in claim 15, wherein there is further included the step of determining whether any of mission messages are active.
Claim 18
Dependent Claim 71 words
A method for simulating temporal aspects of area weapons effects systems as claimed in claim 16, wherein there is further included the steps of, if no mission messages are active: waiting until an interval timer expires; determining whether any of mission messages are active; retrieving a next active mission message, if any mission message is active; and iterating the steps of claims 3 through 16, if any mission message is active.
Claim 19
Dependent Claim 45 words
A method for simulating temporal aspects of area weapons effects systems as claimed in claim 16, wherein there is further included the steps of, if any mission messages is active: retrieving a next active mission message; and iterating the steps of claims 3 through 16.
Claim 20
Dependent Claim 99 words
In a battlefield simulation, a method for simulating temporal aspects of area weapons effects systems, the method controlled by a processor and comprising the steps of: determining whether a player is within an area covered by an area weapons effect simulation; generating a probability of kill for the player based upon player parameters and upon simulation parameters; assessing results on the player based on the probability of kill and on countermeasures taken by the player; and iterating the steps of determining, generating, and assessing, if a duration of the area weapons effect simulation is for more than one interval.
Claim 21
Dependent Claim 99 words
In a battlefield simulation, a method for simulating temporal aspects of area weapons effects systems, the method controlled by a processor and comprising the steps of: determining whether a player is within an area covered by an area weapons effect simulation; generating a probability of kill for the player based upon player parameters and upon simulation parameters; assessing results on the player based on the probability of kill and on countermeasures taken by the player; and iterating the steps of determining, generating, and assessing, if a duration of the area weapons effect simulation is for more than one interval.
Claim 22
Dependent Claim 106 words
In a battlefield simulation, a method for simulating temporal aspects of area weapons effects systems, the method controlled by a processor and comprising the steps of: receiving by the processor a mission message; determining whether a player is within an area covered by an area weapons effect simulation; generating a probability of kill for the player based upon player parameters and upon simulation parameters; assessing results on the player based on the probability of kill and on countermeasures taken by the player; and iterating the steps of determining, generating, and assessing, if a duration of the area weapons effect simulation is for more than one interval.
Claim 23
Dependent Claim 106 words
In a battlefield simulation, a method for simulating temporal aspects of area weapons effects systems, the method controlled by a processor and comprising the steps of: receiving by the processor a mission message; determining whether a player is within an area covered by an area weapons effect simulation; generating a probability of kill for the player based upon player parameters and upon simulation parameters; assessing results on the player based on the probability of kill and on countermeasures taken by the player; and iterating the steps of determining, generating, and assessing, if a duration of the area weapons effect simulation is for more than one interval.

References Cited (Backward Citations)

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US4744761A Cited
US4976619A Cited
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US5292254A Cited
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USPTO Annuity & Maintenance Windows

Annuity Stage Window Opens Payment Deadline Surcharge Period Until Estimated Fee Status
3.5 Years (Year 4) 2002-08-23 2003-02-22 2003-08-24 $2000.00 Window Closed / Lapsed
7.5 Years (Year 8) 2006-08-23 2007-02-22 2007-08-24 $3760.00 Window Closed / Lapsed
11.5 Years (Year 12) 2010-08-23 2011-02-22 2011-08-24 $7700.00 Window Closed / Lapsed

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