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Optimizations
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@ -663,7 +663,7 @@ do -- AI_A2A_DISPATCHER
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--
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-- ## 10.8. Default settings for GCI.
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--
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-- ## 10.8.1. Optimal intercept point.
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-- ## 10.8.1. Optimal intercept point calculation.
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--
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-- When intruders are detected, the intrusion path of the attackers can be monitored by the EWR.
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-- 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.
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@ -673,14 +673,21 @@ do -- AI_A2A_DISPATCHER
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--
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-- * The average bearing of the intruders for an amount of seconds.
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-- * The average speed of the intruders for an amount of seconds.
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-- * The altitude of the intruders.
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-- * An assumed time it takes to get planes operational at the airbase.
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-- * The intercept speed, which is given as a parameter for each squadron or set by default for all squadrons.
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--
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-- The **intercept point** will determine:
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--
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-- * If there are any friendlies close to engage the target. These can be defenders performing CAP or defenders in RTB.
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-- * The optimal airbase from where defenders will takeoff for gci.
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-- * The optimal airbase from where defenders will takeoff for GCI.
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--
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-- Use the method @{#AI_A2A_DISPATCHER.SetIntercept}() to modify the assumed intercept delay time to calculate a valid interception.
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--
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-- ## 10.8.2. Default disengage radius.
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--
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-- The radius to **disengage any target** when the **distance** of the defender to the **home base** is larger than the specified meters.
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-- The default disengage radius is **100km** (100000 meters). Note that the disengage radius is applicable to ALL squadrons!
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--
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-- Use the method @{#AI_A2A_DISPATCHER.SetDisengageRadius}() to modify the default disengage radius to another distance setting.
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--
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-- ## 11. Q & A:
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--
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@ -1180,12 +1180,12 @@ do -- DETECTION_BASE
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local DetectedItem = ReportGroupData.DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
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local DetectedSet = ReportGroupData.DetectedItem.Set
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local DetectedUnit = DetectedSet:GetFirst() -- Wrapper.Unit#UNIT
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local InterceptCoord = ReportGroupData.InterceptCoord or DetectedUnit:GetCoordinate()
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DetectedItem.FriendliesNearBy = nil
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if DetectedUnit then
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local InterceptCoord = ReportGroupData.InterceptCoord or DetectedUnit:GetCoordinate()
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local SphereSearch = {
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id = world.VolumeType.SPHERE,
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@ -1204,8 +1204,8 @@ do -- DETECTION_BASE
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local DetectedItem = ReportGroupData.DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
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local DetectedSet = ReportGroupData.DetectedItem.Set
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local DetectedUnit = DetectedSet:GetFirst() -- Wrapper.Unit#UNIT
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local InterceptCoord = ReportGroupData.InterceptCoord or DetectedUnit:GetCoordinate()
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local DetectedUnitCoord = DetectedUnit:GetCoordinate()
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local InterceptCoord = ReportGroupData.InterceptCoord or DetectedUnitCoord
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local ReportSetGroup = ReportGroupData.ReportSetGroup
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local EnemyCoalition = DetectedUnit:GetCoalition()
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@ -1459,7 +1459,7 @@ Note that you can still change the CAP limit and CAP time intervals for each CAP
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<h2>10.8. Default settings for GCI.</h2>
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<h2>10.8.1. Optimal intercept point.</h2>
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<h2>10.8.1. Optimal intercept point calculation.</h2>
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<p>When intruders are detected, the intrusion path of the attackers can be monitored by the EWR. <br/>
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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.
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@ -1470,18 +1470,25 @@ This time can easily take 2 to 3 minutes, and even then the defenders still need
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<ul>
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<li>The average bearing of the intruders for an amount of seconds.</li>
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<li>The average speed of the intruders for an amount of seconds.</li>
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<li>The altitude of the intruders.</li>
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<li>An assumed time it takes to get planes operational at the airbase.</li>
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<li>The intercept speed, which is given as a parameter for each squadron or set by default for all squadrons.</li>
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</ul>
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<p>The <strong>intercept point</strong> will determine:</p>
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<ul>
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<li>If there are any friendlies close to engage the target. These can be defenders performing CAP or defenders in RTB.</li>
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<li>The optimal airbase from where defenders will takeoff for gci.</li>
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<li>The optimal airbase from where defenders will takeoff for GCI.</li>
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</ul>
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetIntercept">AI<em>A2A</em>DISPATCHER.SetIntercept</a>() to modify the assumed intercept delay time to calculate a valid interception.</p>
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<h2>10.8.2. Default disengage radius.</h2>
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<p>The radius to <strong>disengage any target</strong> when the <strong>distance</strong> of the defender to the <strong>home base</strong> is larger than the specified meters.
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The default disengage radius is <strong>100km</strong> (100000 meters). Note that the disengage radius is applicable to ALL squadrons!</p>
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDisengageRadius">AI<em>A2A</em>DISPATCHER.SetDisengageRadius</a>() to modify the default disengage radius to another distance setting.</p>
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<h2>11. Q & A:</h2>
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<h3>11.1. Which countries will be selected for each coalition?</h3>
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@ -2465,7 +2465,6 @@ The index of the DetectedItem.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<a id="#(DETECTION_BASE).DetectedItemMax" >
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<strong>DETECTION_BASE.DetectedItemMax</strong>
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</a>
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@ -2631,7 +2630,7 @@ The group to generate the report for.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<em></em>
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<a id="#(DETECTION_BASE).DetectionInterval" >
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<strong>DETECTION_BASE.DetectionInterval</strong>
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</a>
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@ -1598,7 +1598,7 @@ A string defining the start state.</p>
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<dl class="function">
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<dt>
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<em></em>
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<em>#string</em>
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<a id="#(FSM)._StartState" >
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<strong>FSM._StartState</strong>
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</a>
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@ -1897,7 +1897,6 @@ A string defining the start state.</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(FSM).current" >
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<strong>FSM.current</strong>
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</a>
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@ -2829,7 +2829,6 @@ The y coordinate.</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(POINT_VEC2).z" >
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<strong>POINT_VEC2.z</strong>
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</a>
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@ -1142,7 +1142,7 @@ true if metric.</p>
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<dl class="function">
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<dt>
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<em>#boolean</em>
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<em></em>
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<a id="#(SETTINGS).Metric" >
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<strong>SETTINGS.Metric</strong>
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</a>
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@ -822,12 +822,6 @@ and any spaces before and after the resulting name are removed.</p>
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<td class="name" nowrap="nowrap"><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(SPAWN).uncontrolled">SPAWN.uncontrolled</a></td>
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<td class="summary">
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</td>
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</tr>
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</table>
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@ -2200,6 +2194,9 @@ The group that was spawned. You can use this group for further actions.</p>
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<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
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</dd>
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</dl>
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<dl class="function">
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@ -2749,6 +2746,9 @@ when nothing was spawned.</p>
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<p> By default, no InitLimit</p>
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</dd>
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</dl>
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<dl class="function">
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@ -2784,7 +2784,7 @@ when nothing was spawned.</p>
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<dl class="function">
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<dt>
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<em></em>
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<em>#number</em>
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<a id="#(SPAWN).SpawnMaxGroups" >
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<strong>SPAWN.SpawnMaxGroups</strong>
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</a>
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@ -2801,7 +2801,7 @@ when nothing was spawned.</p>
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<dl class="function">
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<dt>
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<em></em>
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<em>#number</em>
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<a id="#(SPAWN).SpawnMaxUnitsAlive" >
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<strong>SPAWN.SpawnMaxUnitsAlive</strong>
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</a>
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@ -3129,7 +3129,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
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<dl class="function">
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<dt>
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<em></em>
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<em>#boolean</em>
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<a id="#(SPAWN).SpawnUnControlled" >
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<strong>SPAWN.SpawnUnControlled</strong>
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</a>
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@ -3153,7 +3153,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
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<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
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<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
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</dd>
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</dl>
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@ -3733,20 +3733,6 @@ True = Continue Scheduler</p>
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</li>
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</ul>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(SPAWN).uncontrolled" >
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<strong>SPAWN.uncontrolled</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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@ -436,7 +436,6 @@ ptional) The name of the new static.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<a id="#(SPAWNSTATIC).SpawnIndex" >
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<strong>SPAWNSTATIC.SpawnIndex</strong>
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</a>
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@ -552,7 +552,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
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<dl class="function">
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<dt>
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<em></em>
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<em><a href="Core.Cargo.html##(CARGO_GROUP)">Core.Cargo#CARGO_GROUP</a></em>
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<a id="#(FSM_PROCESS).Cargo" >
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<strong>FSM_PROCESS.Cargo</strong>
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</a>
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