TEAM PABROS
  • Home
  • Hardware
  • Software
  • Communication
  • About Us
  • Home
  • Hardware
  • Software
  • Communication
  • About Us
Search by typing & pressing enter

YOUR CART

Team Pabros

ME218C Spring 2020: The Hunt for Red Mithuna
Read The Project Specification
Picture
Marko Ramius piloted an early version of the Pabro.
Typical Gameplay setup for each station, in the context of the COVID-19 stay-at-home orders

introducing 

The Hunt for Red Mithuna

It's the year 2180. The renowned Martian Smart Product Design Lab (MSPDL) is known for designing the greatest mechatronics systems in the galaxy, and MSPDL Team Pabros has produced the fearsome Pabro submarine. The Pabro is designed for sub-to-sub combat in the rusty, lawless seas of Mars. There are three stations aboard the Pabro: the Console of Naval Navigation (CONN), the Sound Navigation And Ranging station (SONAR), and the Tactical Ordained Range Potatoes with Extremely Disastrous Output station (TORPEDO).

CONN handles all communication between stations and between the Pabro and other submarines.

SONAR uses pings to locate enemy submarines. SONAR also passively listens for enemy launches and pings. 

TORPEDO launches torpedos at enemy submarines.
Read the project specification

the playing field

Mare Utopia

The MSPDL created a detailed virtual simulation of the Mare Utopia sea using a hexagonal grid, as depicted in Figure 1.  Coordinates are defined such that for any hex cell, x + y + z = 21. Each submarine is randomly assigned an (x, y, z) starting position and heading (up, left-up, right-up, down, left-down, right-down) at the beginning of the game. Since each hexagon is roughly 100 square miles, multiple submarines can occupy a single square.
Picture
Fig 1. The Ocean. Three axes are defined at the bottom left. Example coordinates are given for three specific grid cells.

combat

Gameplay

MSPDL regularly runs combat simulations (aka "games") amongst the submarines in its fleet. During a typical game, each submarine is remotely operated by three people, one per station.

The game is battle-royale style, which means that each submarine tries to be the last live submarine in the sea. The games are turn based. Each submarine is allowed one action per station per turn. It's up to each submarine to accurately respond to enemy pings and torpedos.

Visit the Communications Protocol section for the details on how turns and actions are communicated. 
Picture
Captain Marko strategizes which submarine to target based on SONAR operator Anatoly's analysis of enemy positions.
Serial Output view of a full game 
Watch the entire class play with the GUI
Powered by Create your own unique website with customizable templates.