diff --git a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua index da8a4b6ff..05a641400 100644 --- a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua +++ b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua @@ -663,7 +663,7 @@ do -- AI_A2A_DISPATCHER -- -- ## 10.8. Default settings for GCI. -- - -- ## 10.8.1. Optimal intercept point. + -- ## 10.8.1. Optimal intercept point calculation. -- -- When intruders are detected, the intrusion path of the attackers can be monitored by the EWR. -- Although defender planes might be on standby at the airbase, it can still take some time to get the defenses up in the air if there aren't any defenses airborne. @@ -673,14 +673,21 @@ do -- AI_A2A_DISPATCHER -- -- * The average bearing of the intruders for an amount of seconds. -- * The average speed of the intruders for an amount of seconds. - -- * The altitude of the intruders. -- * An assumed time it takes to get planes operational at the airbase. - -- * The intercept speed, which is given as a parameter for each squadron or set by default for all squadrons. -- -- The **intercept point** will determine: -- -- * If there are any friendlies close to engage the target. These can be defenders performing CAP or defenders in RTB. - -- * The optimal airbase from where defenders will takeoff for gci. + -- * The optimal airbase from where defenders will takeoff for GCI. + -- + -- Use the method @{#AI_A2A_DISPATCHER.SetIntercept}() to modify the assumed intercept delay time to calculate a valid interception. + -- + -- ## 10.8.2. Default disengage radius. + -- + -- The radius to **disengage any target** when the **distance** of the defender to the **home base** is larger than the specified meters. + -- The default disengage radius is **100km** (100000 meters). Note that the disengage radius is applicable to ALL squadrons! + -- + -- Use the method @{#AI_A2A_DISPATCHER.SetDisengageRadius}() to modify the default disengage radius to another distance setting. -- -- ## 11. Q & A: -- diff --git a/Moose Development/Moose/Functional/Detection.lua b/Moose Development/Moose/Functional/Detection.lua index de0c64258..2886f10bb 100644 --- a/Moose Development/Moose/Functional/Detection.lua +++ b/Moose Development/Moose/Functional/Detection.lua @@ -1180,12 +1180,12 @@ do -- DETECTION_BASE local DetectedItem = ReportGroupData.DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem local DetectedSet = ReportGroupData.DetectedItem.Set local DetectedUnit = DetectedSet:GetFirst() -- Wrapper.Unit#UNIT - local InterceptCoord = ReportGroupData.InterceptCoord or DetectedUnit:GetCoordinate() DetectedItem.FriendliesNearBy = nil if DetectedUnit then + local InterceptCoord = ReportGroupData.InterceptCoord or DetectedUnit:GetCoordinate() local SphereSearch = { id = world.VolumeType.SPHERE, @@ -1204,8 +1204,8 @@ do -- DETECTION_BASE local DetectedItem = ReportGroupData.DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem local DetectedSet = ReportGroupData.DetectedItem.Set local DetectedUnit = DetectedSet:GetFirst() -- Wrapper.Unit#UNIT - local InterceptCoord = ReportGroupData.InterceptCoord or DetectedUnit:GetCoordinate() local DetectedUnitCoord = DetectedUnit:GetCoordinate() + local InterceptCoord = ReportGroupData.InterceptCoord or DetectedUnitCoord local ReportSetGroup = ReportGroupData.ReportSetGroup local EnemyCoalition = DetectedUnit:GetCoalition() diff --git a/docs/Documentation/AI_A2A_Dispatcher.html b/docs/Documentation/AI_A2A_Dispatcher.html index d8ce97b2a..96c4b44c2 100644 --- a/docs/Documentation/AI_A2A_Dispatcher.html +++ b/docs/Documentation/AI_A2A_Dispatcher.html @@ -1459,7 +1459,7 @@ Note that you can still change the CAP limit and CAP time intervals for each CAP
When intruders are detected, the intrusion path of the attackers can be monitored by the EWR.
Although defender planes might be on standby at the airbase, it can still take some time to get the defenses up in the air if there aren't any defenses airborne.
@@ -1470,18 +1470,25 @@ This time can easily take 2 to 3 minutes, and even then the defenders still need
The intercept point will determine:
Use the method AIA2ADISPATCHER.SetIntercept() to modify the assumed intercept delay time to calculate a valid interception.
+ +The radius to disengage any target when the distance of the defender to the home base is larger than the specified meters. +The default disengage radius is 100km (100000 meters). Note that the disengage radius is applicable to ALL squadrons!
+ +Use the method AIA2ADISPATCHER.SetDisengageRadius() to modify the default disengage radius to another distance setting.
+Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
+By default, no InitLimit
+When the first Spawn executes, all the Groups need to be made visible before start.
+Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.