In Which I Bemoan the Tech Level in the Navy

My job, in the main, is to pro­duce HMIs (human-machine inter­faces) for equip­ment that’s mostly sold to the world’s Navies. Which is great — it’s a job I love, and appear to be rea­son­ably good at. We toil away for months or years, pro­duc­ing a nice GUI with lots of clicky but­tons, and usu­ally, cus­tomers love it. Often the rea­son they like it so much is because the inter­face it replaces, the inter­face of their old gear, is a bunch of giant battleship-grey painted cab­i­nets adorned with half the world’s sup­ply of lit­tle flicky tog­gle switches. In a lot of sit­u­a­tions, just being able to replace ded­i­cated hard­ware with a general-purpose com­puter is great.

But why are we stop­ping there?

The movie indus­try is often mocked for its por­trayal of com­puter inter­faces — so much so that there’s a “Hol­ly­wood OS” page ded­i­cated to list­ing their tropes. I sus­pect some peo­ple believe that, since mil­i­tary tech is thought to be sig­nif­i­cantly advanced com­pared to civil­ian tech, the world’s armed forces actu­ally have sys­tems like that.

Nope. They have Win­dows for War­ships. Same shit you run, only in a sar­dine tin with 128 nuclear war­heads on board.

But new recruits join­ing the Navy today come from a world of iPhones and Twit­ter and Layar and all the rest. They’re just as unim­pressed with Win­dows XP and a bunch of clicky but­tons as their pre­de­ces­sors are with a big rack of switches.

When the civil­ian pop­u­la­tion of the world can get push e-mail to their iPads, take lap­tops to a cof­fee shop and do every­thing just like they were at home, why do ships have so many func­tions that can only be done from one place? Tablet PCs aren’t new, even though it was only recently that Apple thrust them into the main­stream. Why doesn’t every crew­man on every ship have one? One that lets them do their job wher­ever they are on board? One that alerts them when there’s some­thing they need to look at, rather than the prob­lem just being indi­cated by a light some­where? One that con­tains illus­trated man­u­als for every bit of equip­ment they’ll ever see? And there’s plenty more that could be done.

This is Link 22. Link is pretty cool. It turns an entire fleet into a data-sharing mesh grid, so every­one can share a radar dis­play that’s a hun­dred miles wide. But the user inter­face looks like some early-90s Solaris hor­ror. Every fighter pilot gets enemy air­craft marked on their HUD, why not ships? It’s not like we don’t have the tech­nol­ogy to layer what­ever we want over the win­dows in the Bridge.

Why don’t we plan mis­sions and direct the fleet from Sur­face tables; real-time ship posi­tions over­laid on satel­lite maps? Every­one hypes up the inter­face in Minor­ity Report, that’s five years away, tops. Start the aver­age big project now, and it’ll be avail­able by the time we’re done.

Why don’t mine dis­posal oper­a­tors have VR gog­gles to see what vehi­cles see, rather than just lit­tle mon­i­tors? Why can’t they over­lay sen­sor data on their field of vision in real time? It’s no more expen­sive on the (explod­ing) vehi­cle end than what we already have.

With the world’s nose-dived econ­omy and the usual — under­stand­able — desire in the mil­i­tary to pick old and reli­able over new and shiny, I can’t imag­ine I’ll get my chance to do any of this soon. But you know, if there’s some rich fledg­ling nation out there that wants their ships to run Hol­ly­wood OS, I’m ready and waiting.

Ship-Wrangling and Sunset

Jubail is finally wak­ing up after Eid, just in time for Wednes­day to be declared a national hol­i­day and every­one to go home again. We finally man­aged to get some time with a ship today, though nat­u­rally it was 10am before they made it out to sea and by 2pm they were on their way back again, their “day“‘ work done.

Never mind the money or the good rep­u­ta­tion, the main rea­son why I’d like us to go on to sell this kit to our Navy is that they work more than 4-hour days and don’t take six weeks’ hol­i­day all at once.


It’s nearly the autumn equinox, and sun­sets are rac­ing closer and closer with every pass­ing day. The firey orb that toasts and tans us all day long fast becomes a fat orange disc float­ing lazily over the hori­zon, hazy in the dust. And with­out warn­ing, a few min­utes later, it is gone. The long sun­sets and fire-pink skies of north­ern lat­i­tudes are not things this place enjoys. There is sim­ply fire, then dust, then nothing.

Gunboat

Gun­boat is a slow-paced 2D shooter writ­ten in Java and JoGL. It is far from fin­ished, but you can try out the cur­rent devel­op­ment ver­sion any­way. Issues with this appli­ca­tion are tracked on my Man­tis server, which is open to any­one to sign up, report bugs and request fea­tures. Please report any issues you find!

Down­loads

Gun­boat requires Java 1.6 and JoGL. Install Java as usual, and make sure the JoGL bina­ries (.dll files for Win­dows, .jnilib for Mac OS X, .so for Linux) are on the sys­tem path. (You can just put the libraries in the Gun­boat direc­tory if you like.)

Down­load Gun­boat itself here, and unzip it any­where you like. Run “java –jar dist/Gunboat.jar” to run the game. Gunboat.bat (Win­dows) or Gunboat.sh (Mac) will do this for you.

You can get the source code (and every­thing else) as a Net­beans project here on GitHub.

Online Ver­sion

I have done some work on an online browser-based ver­sion of Gun­boat. (Requires Google Earth plu­gin.) How­ever, it’s in its very early stages (you can’t shoot, there aren’t any ene­mies…). I’m not sure if I’ll con­tinue with it — one on had, level design has sud­denly become very easy! On the other hand, ick, Javascript. Source code for it is here on GitHub.

The rest of this page largely refers to the offline ver­sion, as it has many work­ing game­play com­po­nents that the online ver­sion does not.

Game­play

In Gun­boat, you are a small ship tasked to defend your har­bour against an attack­ing Navy. You can move freely around, and enemy ships will arrive in the har­bour in waves. (Some­times, allies will arrive to help you as well.) You must defeat all the ene­mies in each level to progress.

Your ship always appears at the bot­tom mid­dle of your screen. Around it is a coloured ring, which rep­re­sents your health. This will con­tract and change colour from green to red as you take dam­age. Attached to the right side of your ship is a British flag, rep­re­sent­ing your ship’s alleigance. Allies may have other flags, and ene­mies will always have a dif­fer­ent flag to yours. Every ship has both a flag and a health ring.

At the top of your screen is your HUD. On the left, your weapon load­out is dis­played. The yel­low ret­i­cle rep­re­sents your currently-selected weapon, though you can have up to 5 in each slot. On the right, your speed, head­ing and radar are dis­played. Speed and Head­ing are fairly self-explanatory. The radar has two modes that you can switch between. The default shows a map of the entire har­bour, with other ves­sels appear­ing on it. Red are ene­mies, yel­low allies, blue crates, and the green dot is you. The other radar mode, which you can tog­gle to at will, is a close-in radar. This only shows ships close to you, and thus gives higher detail. “Up” on this radar is in front of your ship, as opposed to the map view, where Up is always North.

Con­trols

The game is played with both key­board and mouse. The con­trols are:

  • Move Mouse: Aim
  • Mouse But­tons: Fire Pri­mary (Left) / Sec­ondary (Right) Weapon
  • WSAD: Change speed / heading
  • Q: Switch pri­mary weapons
  • E: Switch sec­ondary weapons
  • R: Switch radar modes
  • C: Switch cam­era angles (Fol­low, Above, Bird’s-Eye, Bridge)
  • H: Show/hide HUD (Might be use­ful on machines with­out 3D acceleration.)
  • N: Give your­self a Nuke (Cheat mode for test­ing only. Has no icon. Like a hom­ing mis­sile but faster, more agile, instakills, infi­nite ammo.)

Ship Types

  • Frigate (e.g. Type 23): This is the player’s ship, although you will encounter this ship many times as both ally and enemy. It is fast and nor­mally quite weak, and can carry a wide range of weapons. Yours has spe­cially rein­forced armour, so it has much more health than normal.
  • Marine Land­ing Craft: These tiny ves­sels are very fast, and sneak in close to their tar­gets. Their machine-gun is weak, but left unchecked they can do con­sid­er­able dam­age. They are easy to destroy.
  • MCMV (e.g. Sandown class): The Mine Coun­ter­mea­sure Ves­sel is fre­quently found accom­pa­ny­ing larger fleets. It is weak and poorly-armed.
  • Destroyer (e.g. Dar­ing class): These large ves­sels are tougher than frigates, and have mul­ti­ple weapon mount­ing points. They usu­ally have a com­bi­na­tion of guns, tor­pe­does and anti-air weapons.
  • Air­craft Car­rier (e.g. Invin­ci­ble Class): Air­craft car­ri­ers are huge, heav­ily armoured and largely unarmed. Their strength lies in their abil­ity to launch air­craft. A mix­ture of anti-air and anti-surface weapons is advised for tak­ing out a carrier.
  • Land­ing Plat­form Dock (e.g. Albion class): Much like the car­rier, the LPD’s strength lies in the smaller ves­sels that it can launch — in this case, land­ing craft. It is also more heav­ily armed and armoured than a carrier.
  • Bat­tle­ship (e.g. HMS Van­guard): Relics of a bygone age, these vast ships were designed to take on other bat­tle­ships on the high seas. They are slow and unmanou­ver­able, but have lots of armour and have lots of weapon mount­ing points. (These are boss-type enemies!)
  • Sup­ply Ship: Sup­ply ships are weak and unar­moured, and usu­ally drop inter­est­ing pick-up items. Be warned, though, they usu­ally come with a pow­er­ful escort!
  • Sub­ma­rine: (e.g. Astute Class) Sub­marines lurk below the sur­face, attack­ing with tor­pe­does, anti-ship and anti-air mis­siles. Spe­cific weapons are required to take out sub­marines, but they are lightly-armoured.
  • Heli­copter (e.g. Lynx): The heli­copter, a slow but manou­ver­able air­craft, is gen­er­ally used to drop depth charges.
  • VTOL Air­craft (e.g. Har­rier): The VTOL (Ver­ti­cal Take-Off and Land­ing) air­craft is fast and manou­ver­able, and can launch anti-ship mis­siles, anti-air mis­siles and tor­pe­does. How­ever, it has very lim­ited ammunition.
  • Stan­dard Air­craft (e.g. F35): These air­craft can only be launched from car­ri­ers. In addi­tion to a lim­ited sup­ply of mis­siles, they also have a mini­gun. They are extremely fast, but not very maneuverabe.

Weapons

  • Vick­ers 4.5-inch Mark 8: The stan­dard frigate deck gun, this weapon fires quickly and does a fair amount of damage.
  • Vick­ers .303 Machine­gun: This tiny weapon does lit­tle dam­age and has a very lim­ited range. It fires very quickly, but is extremely inac­cu­rate. It can hit aer­ial tar­gets as well as sur­face ones.
  • Twin QF 5.25-inch Mark 1: This is essen­tially the same as the 4.5-inch gun, except that there are two bar­rels per mount­ing point.
  • Twin BL 15-inch Mark 1: One of the highest-caliber naval guns ever put into ser­vice by the Royal Navy, this weapon fires slowly but over a long range, and the pro­jec­tiles are extremely dam­ag­ing. Not much sur­vives a hit with two 15-inch rounds.
  • Naval Laser Pro­to­type NDEW-1: This exper­i­men­tal direct-energy weapon fires rapidly, has a long range, and deals a lot of dam­age. How­ever, over-use of this weapon will cause it to explode and dam­age your ship!
  • RGM-84 Har­poon Mis­sile Launcher: This weapon, stan­dard equip­ment for frigates, fires anti-ship mis­siles. They are slow, but turn in mid-flight to hit the near­est enemy ship. They deal extreme amounts of dam­age. This weapon has lim­ited ammunition.
  • Tom­a­hawk Mis­sile Launcher: This weapon fires big­ger and bet­ter mis­siles. They are faster, more manou­ver­able, and cause more dam­age than their stan­dard vari­ant, but with even more lim­ited ammunition.
  • Sea Wolf Mis­sile Launcher: This is the anti-air equiv­a­lent of the stan­dard anti-ship mis­sile launcher. Its mis­siles move and home faster, to keep up with fly­ing targets.
  • Naval Rail­gun EMG Mod 0: Though not par­tic­u­larly dam­ag­ing and with an aver­age fire rate, this weapon’s strength is that it hits almost instantly, so there is no need to lead the target.
  • Stan­dard Tor­pe­does: Tor­pe­does are slow and dam­ag­ing, much like anti-ship mis­siles, except that they do not home on a tar­get. Their strength is that they can hit sub­merged tar­gets such as sub­marines as well as sur­face ships.
  • Sting Ray Hom­ing Tor­pe­does: Hom­ing tor­pe­does sac­ri­fice some of their war­head space for their hom­ing mech­a­nism, and thus deal less damage.
  • Depth Charges: These weapons are dropped near your ship rather than fired, and they do not move. They only hit sub­merged tar­gets — how­ever, any sub­ma­rine that gets lured onto the depth charge is instantly destroyed.
  • DS 30B 30mm Anti-Air Gun: This is the stan­dard anti-air weapon. Much like the 4.5-inch gun, it fires quickly and deals mod­er­ate damage.
  • Flak Can­non: This weapon deals extreme dam­age to air­borne ene­mies. How­ever, its rate of fire is very low.
  • Pha­lanx CIWS: Not strictly a weapon, the Pha­lanx will not shoot at ene­mies. Rather, it is an auto­mated tur­ret that will shoot down any enemy mis­siles within a cer­tain radius of your ship. It only lasts a lim­ited time.
  • Shield Gen­er­a­tor: An exper­i­men­tal device, the shield gen­er­a­tor cre­ates an elec­tro­mag­netic force-field around your ship. It deflects all incom­ing pro­jec­tiles, but it only lasts for a very lim­ited time.

Other In-Game Items

  • Health Crate: Some­times enemy ships will drop health crates when they’re destroyed. Steer your ship over these crates (marked with a red H) to restore some of your health.
  • Weapon Crate: Enemy ships with inter­est­ing weapons may some­times leave their weapon behind in a crate. (Sup­ply ships drop ran­dom weapon crates.) Steer your ship over them to pick up the weapon, and add it as an option in either your pri­mary or sec­ondary slot.