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Documentation fixes. (#1816)
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@@ -7,7 +7,7 @@
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-- * Setup quickly an AIR defense system for a coalition.
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-- * Setup multiple defense zones to defend specific coordinates in your battlefield.
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-- * Setup (SEAD) Suppression of Air Defense squadrons, to gain control in the air of enemy grounds.
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-- * Setup (CAS) Controlled Air Support squadrons, to attack closeby enemy ground units near friendly installations.
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-- * Setup (CAS) Controlled Air Support squadrons, to attack close by enemy ground units near friendly installations.
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-- * Setup (BAI) Battleground Air Interdiction squadrons to attack remote enemy ground units and targets.
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-- * Define and use a detection network controlled by recce.
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-- * Define AIR defense squadrons at airbases, FARPs and carriers.
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@@ -24,7 +24,7 @@
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--
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-- ## Missions:
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--
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-- [AID-AIR - AI AIR Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-AIR%20-%20AI%20AIR%20Dispatching)
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-- [AID-AIR - AI AIR Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching)
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--
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-- ===
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--
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@@ -88,7 +88,7 @@
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--
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-- ## 4. How do the defenses decide **when and where to engage** on approaching enemy units?
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--
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-- The AIR dispacher needs you to setup (various) defense coordinates, which are strategic positions in the battle field to be defended.
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-- The AIR dispatcher needs you to setup (various) defense coordinates, which are strategic positions in the battle field to be defended.
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-- Any ground based enemy approaching within the proximity of such a defense point, may trigger for a defensive action by friendly air units.
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--
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-- There are 2 important parameters that play a role in the defensive decision making: defensiveness and reactivity.
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@@ -108,7 +108,7 @@
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-- ## 5. Are defense coordinates and defense reactivity the only parameters?
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--
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-- No, depending on the target type, and the threat level of the target, the probability of defense will be higher.
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-- In other words, when a SAM-10 radar emitter is detected, its probabilty for defense will be much higher than when a BMP-1 vehicle is
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-- In other words, when a SAM-10 radar emitter is detected, its probability for defense will be much higher than when a BMP-1 vehicle is
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-- detected, even when both enemies are at the same distance from a defense coordinate.
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-- This will ensure optimal defenses, SEAD tasks will be launched much more quicker against engaging radar emitters, to ensure air superiority.
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-- Approaching main battle tanks will be engaged much faster, than a group of approaching trucks.
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@@ -117,12 +117,12 @@
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-- ## 6. Which Squadrons will I create and which name will I give each Squadron?
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--
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-- The AIR defense system works with **Squadrons**. Each Squadron must be given a unique name, that forms the **key** to the squadron.
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-- Several options and activities can be set per Squadron. A free format name can be given, but always ensure that the name is meaningfull
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-- Several options and activities can be set per Squadron. A free format name can be given, but always ensure that the name is meaningful
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-- for your mission, and remember that squadron names are used for communication to the players of your mission.
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--
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-- There are mainly 3 types of defenses: **SEAD**, **CAS** and **BAI**.
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--
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-- Suppression of Air Defenses (SEAD) are effective agains radar emitters. Close Air Support (CAS) is launched when the enemy is close near friendly units.
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-- Suppression of Air Defenses (SEAD) are effective against radar emitters. Close Air Support (CAS) is launched when the enemy is close near friendly units.
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-- Battleground Air Interdiction (BAI) tasks are launched when there are no friendlies around.
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--
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-- Depending on the defense type, different payloads will be needed. See further points on squadron definition.
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@@ -180,7 +180,7 @@
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-- ## 12. Are moving defense coordinates possible?
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--
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-- Yes, different COORDINATE types are possible to be used.
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-- The COORDINATE_UNIT will help you to specify a defense coodinate that is attached to a moving unit.
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-- The COORDINATE_UNIT will help you to specify a defense coordinate that is attached to a moving unit.
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--
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--
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-- ## 13. How much defense coordinates do I need to create?
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@@ -214,7 +214,7 @@
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-- * From a parking spot with running engines
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-- * From a parking spot with cold engines
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--
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-- **The default takeoff method is staight in the air.**
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-- **The default takeoff method is straight in the air.**
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-- This takeoff method is the most useful if you want to avoid airplane clutter at airbases!
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-- But it is the least realistic one!
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--
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@@ -236,10 +236,10 @@
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--
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-- For each Squadron, depending on the helicopter or airplane type (modern, old) and payload, which overhead is required to provide any defense?
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--
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-- In other words, if **X** enemy ground units are detected, how many **Y** defense helicpters or airplanes need to engage (per squadron)?
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-- In other words, if **X** enemy ground units are detected, how many **Y** defense helicopters or airplanes need to engage (per squadron)?
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-- The **Y** is dependent on the type of airplane (era), payload, fuel levels, skills etc.
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-- But the most important factor is the payload, which is the amount of AIR weapons the defense can carry to attack the enemy ground units.
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-- For example, a Ka-50 can carry 16 vikrs, that means, that it potentially can destroy at least 8 ground units without a reload of ammunication.
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-- For example, a Ka-50 can carry 16 vikrs, that means, that it potentially can destroy at least 8 ground units without a reload of ammunition.
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-- That means, that one defender can destroy more enemy ground units.
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-- Thus, the overhead is a **factor** that will calculate dynamically how many **Y** defenses will be required based on **X** attackers detected.
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--
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@@ -279,7 +279,7 @@ do -- AI_AIR_DISPATCHER
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-- Multiple defense coordinates can be setup. Defense coordinates can be strategic or tactical positions or references to strategic units or scenery.
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-- The AIR dispatcher will evaluate every x seconds the tactical situation around each defense coordinate. When a defense coordinate
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-- is under threat, it will communicate through the command center that defensive actions need to be taken and will launch groups of air units for defense.
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-- The level of threat to the defense coordinate varyies upon the strength and types of the enemy units, the distance to the defense point, and the defensiveness parameters.
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-- The level of threat to the defense coordinate varies upon the strength and types of the enemy units, the distance to the defense point, and the defensiveness parameters.
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-- Defensive actions are taken through probability, but the closer and the more threat the enemy poses to the defense coordinate, the faster it will be attacked by friendly AIR units.
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--
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-- Please study carefully the underlying explanations how to setup and use this module, as it has many features.
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@@ -328,7 +328,7 @@ do -- AI_AIR_DISPATCHER
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-- By spawning in dynamically additional recce, you can ensure that there is sufficient reconnaissance coverage so the defense mechanism is continuously
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-- alerted of new enemy ground targets.
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--
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-- The following example defens a new reconnaissance network using a @{Functional.Detection#DETECTION_AREAS} object.
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-- The following example defense a new reconnaissance network using a @{Functional.Detection#DETECTION_AREAS} object.
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--
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-- -- Define a SET_GROUP object that builds a collection of groups that define the recce network.
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-- -- Here we build the network with all the groups that have a name starting with CCCP Recce.
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@@ -473,7 +473,7 @@ do -- AI_AIR_DISPATCHER
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-- the mission designer can choose to increase or reduce the amount of planes spawned.
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--
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-- The method @{#AI_AIR_DISPATCHER.SetSquadron}() defines for you a new squadron.
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-- The provided parameters are the squadron name, airbase name and a list of template prefixe, and a number that indicates the amount of resources.
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-- The provided parameters are the squadron name, airbase name and a list of template prefixes, and a number that indicates the amount of resources.
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--
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-- For example, this defines 3 new squadrons:
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--
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@@ -619,7 +619,7 @@ do -- AI_AIR_DISPATCHER
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-- Depending on the demand of requested takeoffs by the AIR dispatcher, an airfield can become overloaded. Too many aircraft need to be taken
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-- off at the same time, which will result in clutter as described above. In order to better control this behaviour, a takeoff scheduler is implemented,
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-- which can be used to control how many aircraft are ordered for takeoff between specific time intervals.
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-- The takeff intervals can be specified per squadron, which make sense, as each squadron have a "home" airfield.
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-- The takeoff intervals can be specified per squadron, which make sense, as each squadron have a "home" airfield.
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--
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-- For this purpose, the method @{#AI_AIR_DISPATCHER.SetSquadronTakeOffInterval}() can be used to specify the takeoff intervals of
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-- aircraft groups per squadron to avoid cluttering of aircraft at airbases.
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@@ -1021,7 +1021,7 @@ do -- AI_AIR_DISPATCHER
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @param Tasking.Task_AIR#AI_AIR Task
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-- @param AI.AI_Air#AI_AIR Task
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param #string PlayerName
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