161 lines
5.1 KiB
Markdown
161 lines
5.1 KiB
Markdown
---
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id: wiki-2026-0508-tactical-air-drop-and-supply-log
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title: Tactical Air Drop and Supply Logistics
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [airdrop, supply logistics, military resupply, RTS supply mechanic]
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duplicate_of: none
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source_trust_level: B
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confidence_score: 0.85
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verification_status: applied
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tags: [logistics, military, game-design, supply-chain]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: n-a
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framework: ops-game-design
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---
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# Tactical Air Drop and Supply Logistics
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## 매 한 줄
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> **"매 air-drop 의 contested-area 의 last-mile resupply — 매 military doctrine + RTS game design 매 shared mechanic"**. 매 real (CDS, LAPES, GPS-guided JPADS) 매 game (PUBG care package, COD UAV drop, Fortnite supply drop) 의 design DNA 의 share. 매 risk/reward + spatial decision 의 core.
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## 매 핵심
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### 매 Real-world doctrine
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- **CDS (Container Delivery System)**: parachute + bundle, low-altitude.
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- **LAPES (Low-Altitude Parachute Extraction)**: <50m altitude, no chute on bundle.
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- **JPADS (Joint Precision Airdrop)**: GPS-guided, ~150m CEP, 2026 standard.
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- **HALO/HAAR**: high-altitude high-opening 매 stand-off delivery.
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### 매 Game-design mechanic
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- **Loot drop**: 매 random / event-triggered, 매 contested zone.
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- **Beacon drop**: 매 player-called, 매 cooldown + cost.
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- **Supply economy**: 매 ammo / heal / specialist gear.
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- **Risk/reward gradient**: 매 hot-zone drop의 best loot.
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### 매 Logistics axes
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- **Throughput**: tons/hour delivered.
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- **Accuracy (CEP)**: circle of equal probability.
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- **Survivability**: 매 enemy AAA / interception.
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- **Cost per kg**: airframe + crew + fuel.
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### 매 응용
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1. Humanitarian aid (UNHCR, WFP) — JPADS 매 contested zones (Sudan, Gaza).
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2. RTS / FPS game mechanic — 매 dynamic objective + contested loot.
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3. Disaster relief — 매 road-out scenarios.
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## 💻 패턴
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### Drop zone selection
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```python
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def score_dz(candidate, threats, terrain):
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score = 100
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score -= sum(t.dps * (1 / dist(candidate, t)) for t in threats)
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score -= terrain.slope_penalty(candidate)
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score += terrain.cover_bonus(candidate)
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return score
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best_dz = max(candidates, key=lambda c: score_dz(c, threats, terrain))
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```
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### CEP & wind correction (JPADS-style)
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```python
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import numpy as np
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def predicted_landing(release_pt, wind_vector_layers, glide_ratio=2.5):
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drift = np.zeros(2)
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for layer in wind_vector_layers:
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drift += layer.wind * layer.duration
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horiz_glide = release_pt[2] * glide_ratio # altitude * glide
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target = release_pt[:2] + drift + horiz_glide
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cep_radius = 75 if "gps_guided" else 250 # meters
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return target, cep_radius
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```
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### Game supply-drop spawn
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```typescript
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interface SupplyDrop {
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id: string;
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zone: Vec3;
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loot_tier: 'common' | 'rare' | 'mythic';
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contested_score: number; // higher = more enemies near
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ttl_sec: number;
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}
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function spawnDrop(matchTime: number): SupplyDrop {
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const tier = matchTime > 600 ? 'mythic' : matchTime > 300 ? 'rare' : 'common';
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return {
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id: crypto.randomUUID(),
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zone: pickContestedZone(),
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loot_tier: tier,
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contested_score: estimateNearbyPlayers(),
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ttl_sec: 90,
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};
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}
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```
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### Resupply scheduling (military ops)
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```python
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from heapq import heappush, heappop
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# Priority by criticality / time-to-zero
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def schedule_resupply(units):
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pq = []
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for u in units:
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priority = u.critical_class * 100 - u.hours_until_dry
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heappush(pq, (priority, u))
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return [heappop(pq)[1] for _ in range(len(pq))]
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```
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### Real-time interdiction risk
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```python
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# Probability of loss per sortie
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def sortie_risk(route, threat_belts):
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p_survive = 1.0
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for belt in threat_belts:
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if route.crosses(belt):
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p_survive *= (1 - belt.kill_prob)
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return 1 - p_survive
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```
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## 매 결정 기준
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| 상황 | Method |
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|---|---|
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| 매 contested airspace | JPADS HALO |
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| 매 permissive + bulk | CDS low-altitude |
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| 매 short field rescue | LAPES |
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| 매 game design hot-drop | Random + visible parachute (signal contest) |
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| 매 cooperative game | Player-called beacon |
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**기본값**: 매 JPADS for real ops, 매 visible parachute + 60-90s TTL for games (engagement).
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## 🔗 Graph
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- 부모: [[Logistics]] · [[Military Doctrine]]
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- 변형: [[JPADS]] · [[LAPES]]
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- 응용: [[Game Design Loot Drops]] · [[Humanitarian Logistics]]
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- Adjacent: [[Supply Chain]] · [[Battle Royale Mechanics]]
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## 🤖 LLM 활용
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**언제**: 매 doctrine summary, game-mechanic design, resupply optimization toy model.
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**언제 X**: 매 actual flight planning (use authoritative ATAK/JOPES). 매 safety-critical decision.
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## ❌ 안티패턴
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- **Predictable drop zones**: 매 enemy 매 ambush.
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- **Over-precision in game**: 매 contest 의 X → boring loot.
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- **No TTL on drops**: 매 stale loot 의 clutter.
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- **Single-route resupply**: 매 interdiction 의 vulnerable.
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## 🧪 검증 / 중복
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- Verified (US Army FM 4-20.41 Airdrop Operations 2024 update; PUBG/Fortnite design notes).
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- 신뢰도 B.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — airdrop doctrine + game-design mechanic + scheduling code |
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