MAKOs that have battle ID numbers where the first digit is the same are recognised as "Friends" and are not damaged by friendly IR at close range. This provides better team play for IR battles.
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THE MAKO IR SYSTEM CAN BE ADDED TO ALL MAKES OF TANK CONTROL UNITS
THE MAKO IR SYSTEM IS COMPATIBLE WITH THE TAMIYA PROTOCOL
THE MAKO IR SYSTEM ENHANCES THE TAMIYA PROTOCOL WHICH IS DECADES OLD
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NOTE 1: The video above shows Asp units in action. Asps have more functionality that your Heng Long or other tank controllers. These other controllers will not will not respond with audio to friendly fire hits.
NOTE 2: IMPORTANT - The IR signal for the BUtIN is purposely attenuated and will only operate at close range. This has been done for 2 primary reasons.
1. Realism - friendly fire is far less likely at close range where tank crews can actually see each other
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2. It stops unfair play, where by a team member may retreat to the edge of the battlefield and start firing indiscriminately. Anyone doing this will also hit their own team.
NOTE 3: The default BUtIN for all MAKOs shipped is 000. If 0 is the first number the is NO activation of friend or foe. So "0" should be used as the first digit for any "free for all" battles. It is still possible to identify up to 100 tanks in free for all battles buy using the numbers, 000, 001, 002, 003,...098, 099.
Below is a guide as to how unit ids are assigned at RCTA Battle Days
RCTA BATTLEDAY UNIT ID ASSIGNMENT
Each participant at a battleday receives at least 2 id numbers an individual id for free for all battles along with an id for each of their tanks participating in team play. For example my individual unit ID is "067". This is the ID that I enter into any tank I want to use in free for all battles.
For each tank I want to use in team battles the following guidelines are used to determine the ID for each tank:
First Digit
0 - Free for all
1 - USA/Allied
2 - UK
3 - Germany/Axis
4 - USSR
5 - China
6 - Other
7 - NATO
8 - Red Team
9 - Green Team
Second Digit
0 - Super light
1 - Light
2 - Medium
3 - Heavy
4 - Super Heavy
5 - Light Bergepanzer
6 - Medium Bergepanzer
7 - Heavy Bergepanzer
8 - Flakpanzer
9 - Artillery
Third Digit
Digressional on the day.
0 - 5 Units with revolving turrets
6 - 9 SPGs, Stugs,...
For example: If the Stug F in the above video was at a battleday a possible unit ID for Allied vs Axis team battles would be 326.
3 - AXIS team
2 - Medium class
6 - Stug
The next member of the team with a Stug would have the number 327. If the Stug was participating in a free for all battle it would get my individual id of "067".
Why all the fuss about Unit IDs?
Apart from the usage of IDs to provide a friend or foe function each time the MAKO IR system receives an IR hit the ID of the tank that made the hit is recorded. In a competition scenario it is then possible to determine which tanker in the team has been responsible for inflicting the most damage on the opposition. The last man standing need not be the best man