mirror of
https://github.com/FlightControl-Master/MOOSE.git
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Added fuel treshold and damage treshold as default parameter setting methods
* Added method :SetDefaultFuelTreshold( FuelTreshold ) * Added method :SetDefaultDamageTreshold( DamageTreshold )
This commit is contained in:
@@ -288,7 +288,7 @@ Per one, two, three, four?</p>
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<tr>
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<td class="name" nowrap="nowrap"><a href="#AI_A2A_GCICAP">AI_A2A_GCICAP</a></td>
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<td class="summary">
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<h1>AI_A2A_GCICAP class, extends <a href="AI.html##(AI_A2A_DISPATCHER)">AI#AI<em>A2A</em>DISPATCHER</a></h1>
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<h1>AI_A2A_GCICAP class, extends <a href="AI_A2A_Dispatcher.html##(AI_A2A_DISPATCHER)">AI<em>A2A</em>Dispatcher#AI<em>A2A</em>DISPATCHER</a></h1>
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<p><img src="..\Presentations\AI_A2A_DISPATCHER\Dia1.JPG" alt="Banner Image"/></p>
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@@ -602,6 +602,18 @@ Per one, two, three, four?</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetBorderZone">AI_A2A_DISPATCHER:SetBorderZone(BorderZone)</a></td>
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<td class="summary">
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<p>Define a border area to simulate a <strong>cold war</strong> scenario.</p>
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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="##(AI_A2A_DISPATCHER).SetDefaultDamageTreshold">AI_A2A_DISPATCHER:SetDefaultDamageTreshold(DamageTreshold)</a></td>
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<td class="summary">
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<p>Set the default damage treshold when defenders will RTB.</p>
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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="##(AI_A2A_DISPATCHER).SetDefaultFuelTreshold">AI_A2A_DISPATCHER:SetDefaultFuelTreshold(FuelTreshold)</a></td>
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<td class="summary">
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<p>Set the default fuel treshold when defenders will RTB or Refuel in the air.</p>
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</td>
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</tr>
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<tr>
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@@ -855,9 +867,15 @@ Per one, two, three, four?</p>
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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="##(AI_A2A_GCICAP).New">AI_A2A_GCICAP:New(<, GroupingRadius, EWRPrefixes, TemplatePrefixes, CAPPrefixes, CapLimit, EngageRadius)</a></td>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_GCICAP).New">AI_A2A_GCICAP:New(EWRPrefixes, TemplatePrefixes, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius)</a></td>
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<td class="summary">
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<p>AI<em>A2A</em>GCICAP constructor.</p>
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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="##(AI_A2A_GCICAP).NewWithBorder">AI_A2A_GCICAP:NewWithBorder(EWRPrefixes, TemplatePrefixes, BorderPrefix, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius)</a></td>
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<td class="summary">
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<p>AI<em>A2A</em>GCICAP constructor with border.</p>
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</td>
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</tr>
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<tr>
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@@ -1119,16 +1137,7 @@ while defining which plane types are being used by the squadron and how many res
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<li><a href="##(AI_A2A_DISPATCHER).SetSquadronTakeoffFromRunway">AI<em>A2A</em>DISPATCHER.SetSquadronTakeoffFromRunway</a>() will spawn new aircraft at the runway at the airfield.</li>
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</ul>
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<p><strong>The default landing method is to spawn new aircraft directly in the air.</strong>
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<strong>The default takeoff method can be set for ALL squadrons that don't have an individual takeoff method configured.</strong></p>
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<ul>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultTakeoff">AI<em>A2A</em>DISPATCHER.SetDefaultTakeoff</a>() is the generic configuration method to control takeoff by default from the air, hot, cold or from the runway. See the method for further details.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultTakeoffInAir">AI<em>A2A</em>DISPATCHER.SetDefaultTakeoffInAir</a>() will spawn by default new aircraft from the squadron directly in the air.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultTakeoffFromParkingCold">AI<em>A2A</em>DISPATCHER.SetDefaultTakeoffFromParkingCold</a>() will spawn by default new aircraft in without running engines at a parking spot at the airfield.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultTakeoffFromParkingHot">AI<em>A2A</em>DISPATCHER.SetDefaultTakeoffFromParkingHot</a>() will spawn by default new aircraft in with running engines at a parking spot at the airfield.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultTakeoffFromRunway">AI<em>A2A</em>DISPATCHER.SetDefaultTakeoffFromRunway</a>() will spawn by default new aircraft at the runway at the airfield.</li>
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</ul>
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<p><strong>The default landing method is to spawn new aircraft directly in the air.</strong></p>
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<p>Use these methods to fine-tune for specific airfields that are known to create bottlenecks, or have reduced airbase efficiency.
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The more and the longer aircraft need to taxi at an airfield, the more risk there is that:</p>
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@@ -1171,15 +1180,6 @@ And for a couple of squadrons overrides this default method.</p>
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<li><a href="##(AI_A2A_DISPATCHER).SetSquadronLandingAtEngineShutdown">AI<em>A2A</em>DISPATCHER.SetSquadronLandingAtEngineShutdown</a>() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines.</li>
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</ul>
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<p><strong>The default landing method can be set for ALL squadrons that don't have an individual landing method configured.</strong></p>
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<ul>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultLanding">AI<em>A2A</em>DISPATCHER.SetDefaultLanding</a>() is the generic configuration method to control by default landing, namely despawn the aircraft near the airfield in the air, right after landing, or at engine shutdown.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultLandingNearAirbase">AI<em>A2A</em>DISPATCHER.SetDefaultLandingNearAirbase</a>() will despawn by default the returning aircraft in the air when near the airfield.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultLandingAtRunway">AI<em>A2A</em>DISPATCHER.SetDefaultLandingAtRunway</a>() will despawn by default the returning aircraft directly after landing at the runway.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultLandingAtEngineShutdown">AI<em>A2A</em>DISPATCHER.SetDefaultLandingAtEngineShutdown</a>() will despawn by default the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines.</li>
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</ul>
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<p>You can use these methods to minimize the airbase coodination overhead and to increase the airbase efficiency.
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When there are lots of aircraft returning for landing, at the same airbase, the takeoff process will be halted, which can cause a complete failure of the
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A2A defense system, as no new CAP or GCI planes can takeoff.
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@@ -1216,11 +1216,7 @@ a GCI needs to be started, the GCI flights will be grouped as follows: Group 1 o
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<p>The <strong>grouping value is set for a Squadron</strong>, and can be <strong>dynamically adjusted</strong> during mission execution, so to adjust the defense flights grouping when the tactical situation changes.</p>
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<p><strong>The default grouping value can be set for ALL squadrons that don't have an individual grouping value configured.</strong></p>
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultGrouping">AI<em>A2A</em>DISPATCHER.SetDefaultGrouping</a>() to set the <strong>default grouping</strong> of spawned airplanes for all squadrons.</p>
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<h3>6.4. Balance or setup effectiveness of the air defenses in case of GCI</h3>
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<h3>6.4. Overhead and Balance the effectiveness of the air defenses in case of GCI</h3>
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<p>The effectiveness can be set with the <strong>overhead parameter</strong>. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units.
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The <strong>default value</strong> of the overhead parameter is 1.0, which means <strong>equal balance</strong>. </p>
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@@ -1246,10 +1242,6 @@ multiplied by the Overhead and rounded up to the smallest integer. </p>
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<p>The <strong>overhead value is set for a Squadron</strong>, and can be <strong>dynamically adjusted</strong> during mission execution, so to adjust the defense overhead when the tactical situation changes.</p>
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<p><strong>The default overhead value can be set for ALL squadrons that don't have an individual overhead value configured.</strong></p>
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<p>Use the <a href="##(AI_A2A_DISPATCHER).SetDefaultOverhead">AI<em>A2A</em>DISPATCHER.SetDefaultOverhead</a>() method can be used to set the default the defense strength for ALL squadrons.</p>
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<h2>7. Setup a squadron for CAP</h2>
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<h3>7.1. Set the CAP zones</h3>
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@@ -1355,9 +1347,70 @@ too short will mean that the intruders may have alraedy passed the ideal interce
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Use the method <a href="##(AI_A2A_DISPATCHER).SetTacticalDisplay">AI<em>A2A</em>DISPATCHER.SetTacticalDisplay</a>() to switch on the tactical display panel. The default will not show this panel.
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Note that there may be some performance impact if this panel is shown.</p>
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<h2>10. Q & A:</h2>
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<h2>10. Defaults settings.</h2>
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<h3>10.1. Which countries will be selected for each coalition?</h3>
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<p>This provides a good overview of the different parameters that are setup or hardcoded by default.
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For some default settings, a method is available that allows you to tweak the defaults.</p>
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<h2>10.1. Default takeoff method.</h2>
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<p>The default <strong>takeoff method</strong> is set to <strong>in the air</strong>, which means that new spawned airplanes will be spawned directly in the air above the airbase by default.</p>
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<p><strong>The default takeoff method can be set for ALL squadrons that don't have an individual takeoff method configured.</strong></p>
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<ul>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultTakeoff">AI<em>A2A</em>DISPATCHER.SetDefaultTakeoff</a>() is the generic configuration method to control takeoff by default from the air, hot, cold or from the runway. See the method for further details.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultTakeoffInAir">AI<em>A2A</em>DISPATCHER.SetDefaultTakeoffInAir</a>() will spawn by default new aircraft from the squadron directly in the air.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultTakeoffFromParkingCold">AI<em>A2A</em>DISPATCHER.SetDefaultTakeoffFromParkingCold</a>() will spawn by default new aircraft in without running engines at a parking spot at the airfield.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultTakeoffFromParkingHot">AI<em>A2A</em>DISPATCHER.SetDefaultTakeoffFromParkingHot</a>() will spawn by default new aircraft in with running engines at a parking spot at the airfield.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultTakeoffFromRunway">AI<em>A2A</em>DISPATCHER.SetDefaultTakeoffFromRunway</a>() will spawn by default new aircraft at the runway at the airfield.</li>
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</ul>
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<h2>10.2. Default landing method.</h2>
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<p>The default <strong>landing method</strong> is set to <strong>near the airbase</strong>, which means that returning airplanes will be despawned directly in the air by default.</p>
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<p>The default landing method can be set for ALL squadrons that don't have an individual landing method configured.</p>
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<ul>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultLanding">AI<em>A2A</em>DISPATCHER.SetDefaultLanding</a>() is the generic configuration method to control by default landing, namely despawn the aircraft near the airfield in the air, right after landing, or at engine shutdown.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultLandingNearAirbase">AI<em>A2A</em>DISPATCHER.SetDefaultLandingNearAirbase</a>() will despawn by default the returning aircraft in the air when near the airfield.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultLandingAtRunway">AI<em>A2A</em>DISPATCHER.SetDefaultLandingAtRunway</a>() will despawn by default the returning aircraft directly after landing at the runway.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultLandingAtEngineShutdown">AI<em>A2A</em>DISPATCHER.SetDefaultLandingAtEngineShutdown</a>() will despawn by default the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines.</li>
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</ul>
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<h2>10.3. Default overhead.</h2>
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<p>The default <strong>overhead</strong> is set to <strong>1</strong>. That essentially means that there isn't any overhead set by default.</p>
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<p>The default overhead value can be set for ALL squadrons that don't have an individual overhead value configured.</p>
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<p>Use the <a href="##(AI_A2A_DISPATCHER).SetDefaultOverhead">AI<em>A2A</em>DISPATCHER.SetDefaultOverhead</a>() method can be used to set the default overhead or defense strength for ALL squadrons.</p>
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<h2>10.4. Default grouping.</h2>
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<p>The default <strong>grouping</strong> is set to <strong>one airplane</strong>. That essentially means that there won't be any grouping applied by default.</p>
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<p>The default grouping value can be set for ALL squadrons that don't have an individual grouping value configured.</p>
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultGrouping">AI<em>A2A</em>DISPATCHER.SetDefaultGrouping</a>() to set the <strong>default grouping</strong> of spawned airplanes for all squadrons.</p>
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<h2>10.5. RTB fuel treshold.</h2>
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<p>When an airplane gets <strong>out of fuel</strong> to a certain %-tage, which is <strong>15% (0.15)</strong>, it will go RTB, and will be replaced with a new airplane when applicable.</p>
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultFuelTreshold">AI<em>A2A</em>DISPATCHER.SetDefaultFuelTreshold</a>() to set the <strong>default fuel treshold</strong> of spawned airplanes for all squadrons.</p>
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<h2>10.6. RTB damage treshold.</h2>
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<p>When an airplane is <strong>damaged</strong> to a certain %-tage, which is <strong>40% (0.40)</strong>, it will go RTB, and will be replaced with a new airplane when applicable.</p>
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultDamageTreshold">AI<em>A2A</em>DISPATCHER.SetDefaultDamageTreshold</a>() to set the <strong>default damage treshold</strong> of spawned airplanes for all squadrons.</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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<p>Which countries are assigned to a coalition influences which units are available to the coalition.
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For example because the mission calls for a EWR radar on the blue side the Ukraine might be chosen as a blue country
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@@ -1365,7 +1418,7 @@ so that the 55G6 EWR radar unit is available to blue. <br/>
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Some countries assign different tasking to aircraft, for example Germany assigns the CAP task to F-4E Phantoms but the USA does not. <br/>
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Therefore if F4s are wanted as a coalition’s CAP or GCI aircraft Germany will need to be assigned to that coalition. </p>
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<h3>10.2. Country, type, load out, skill and skins for CAP and GCI aircraft?</h3>
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<h3>11.2. Country, type, load out, skill and skins for CAP and GCI aircraft?</h3>
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<ul>
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<li>Note these can be from any countries within the coalition but must be an aircraft with one of the main tasks being “CAP”.</li>
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@@ -1389,7 +1442,7 @@ Therefore if F4s are wanted as a coalition’s CAP or GCI aircraft Germany will
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</dt>
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<dd>
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<h1>AI_A2A_GCICAP class, extends <a href="AI.html##(AI_A2A_DISPATCHER)">AI#AI<em>A2A</em>DISPATCHER</a></h1>
|
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<h1>AI_A2A_GCICAP class, extends <a href="AI_A2A_Dispatcher.html##(AI_A2A_DISPATCHER)">AI<em>A2A</em>Dispatcher#AI<em>A2A</em>DISPATCHER</a></h1>
|
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<p><img src="..\Presentations\AI_A2A_DISPATCHER\Dia1.JPG" alt="Banner Image"/></p>
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@@ -3007,6 +3060,84 @@ or
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<dl class="function">
|
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<dt>
|
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<a id="#(AI_A2A_DISPATCHER).SetDefaultDamageTreshold" >
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<strong>AI_A2A_DISPATCHER:SetDefaultDamageTreshold(DamageTreshold)</strong>
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</a>
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</dt>
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<dd>
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<p>Set the default damage treshold when defenders will RTB.</p>
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|
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<p>The default damage treshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.</p>
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<h3>Parameter</h3>
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<ul>
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<li>
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<p><code><em>#number DamageTreshold </em></code>:
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A decimal number between 0 and 1, that expresses the %-tage of the damage treshold before going RTB.</p>
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|
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</li>
|
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</ul>
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<h3>Return value</h3>
|
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<p><em><a href="##(AI_A2A_DISPATCHER)">#AI<em>A2A</em>DISPATCHER</a>:</em></p>
|
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<h3>Usage:</h3>
|
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<pre class="example"><code>
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-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
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A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
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-- Now Setup the default damage treshold.
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A2ADispatcher:SetDefaultDamageTreshold( 0.90 ) -- Go RTB when the airplane 90% damaged.
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</code></pre>
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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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<a id="#(AI_A2A_DISPATCHER).SetDefaultFuelTreshold" >
|
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<strong>AI_A2A_DISPATCHER:SetDefaultFuelTreshold(FuelTreshold)</strong>
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</a>
|
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</dt>
|
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<dd>
|
||||
|
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<p>Set the default fuel treshold when defenders will RTB or Refuel in the air.</p>
|
||||
|
||||
|
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<p>The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.</p>
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<h3>Parameter</h3>
|
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<ul>
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<li>
|
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|
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<p><code><em>#number FuelTreshold </em></code>:
|
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A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.</p>
|
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|
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</li>
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</ul>
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<h3>Return value</h3>
|
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<p><em><a href="##(AI_A2A_DISPATCHER)">#AI<em>A2A</em>DISPATCHER</a>:</em></p>
|
||||
|
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<h3>Usage:</h3>
|
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<pre class="example"><code>
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-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
|
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A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
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-- Now Setup the default fuel treshold.
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A2ADispatcher:SetDefaultRefuelTreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
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</code></pre>
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</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_A2A_DISPATCHER).SetDefaultGrouping" >
|
||||
<strong>AI_A2A_DISPATCHER:SetDefaultGrouping(Grouping)</strong>
|
||||
</a>
|
||||
@@ -4590,7 +4721,7 @@ Provide a value of <strong>true</strong> to display every 30 seconds a tactical
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_A2A_GCICAP).New" >
|
||||
<strong>AI_A2A_GCICAP:New(<, GroupingRadius, EWRPrefixes, TemplatePrefixes, CAPPrefixes, CapLimit, EngageRadius)</strong>
|
||||
<strong>AI_A2A_GCICAP:New(EWRPrefixes, TemplatePrefixes, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@@ -4601,8 +4732,26 @@ Provide a value of <strong>true</strong> to display every 30 seconds a tactical
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="##(list)">#list</a> < </em></code>:
|
||||
string> EWRPrefixes A list of prefixes that of groups that setup the Early Warning Radar network.</p>
|
||||
<p><code><em>#string EWRPrefixes </em></code>:
|
||||
A list of prefixes that of groups that setup the Early Warning Radar network.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string TemplatePrefixes </em></code>:
|
||||
A list of template prefixes.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string CapPrefixes </em></code>:
|
||||
A list of CAP zone prefixes (polygon zones).</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number CapLimit </em></code>:
|
||||
A number of how many CAP maximum will be spawned.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
@@ -4614,27 +4763,92 @@ For airplanes, 6000 (6km) is recommended, and is also the default value of this
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> EWRPrefixes </em></code>: </p>
|
||||
<p><code><em>#number EngageRadius </em></code>:
|
||||
The radius in meters wherein detected airplanes will be engaged by airborne defenders without a task.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> TemplatePrefixes </em></code>: </p>
|
||||
<p><code><em>#number GciRadius </em></code>:
|
||||
The radius in meters wherein detected airplanes will GCI.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(AI_A2A_GCICAP)">#AI<em>A2A</em>GCICAP</a>:</em></p>
|
||||
|
||||
|
||||
<h3>Usage:</h3>
|
||||
<pre class="example"><code>
|
||||
-- Set a new AI A2A GCICAP object, based on an EWR network with a 30 km grouping radius
|
||||
-- This for ground and awacs installations.
|
||||
|
||||
A2ADispatcher = AI_A2A_GCICAP:New( { "BlueEWRGroundRadars", "BlueEWRAwacs" }, 30000 )
|
||||
</code></pre>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_A2A_GCICAP).NewWithBorder" >
|
||||
<strong>AI_A2A_GCICAP:NewWithBorder(EWRPrefixes, TemplatePrefixes, BorderPrefix, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>AI<em>A2A</em>GCICAP constructor with border.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string EWRPrefixes </em></code>:
|
||||
A list of prefixes that of groups that setup the Early Warning Radar network.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> CAPPrefixes </em></code>: </p>
|
||||
<p><code><em>#string TemplatePrefixes </em></code>:
|
||||
A list of template prefixes.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> CapLimit </em></code>: </p>
|
||||
<p><code><em>#string BorderPrefix </em></code>:
|
||||
A Border Zone Prefix.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> EngageRadius </em></code>: </p>
|
||||
<p><code><em>#string CapPrefixes </em></code>:
|
||||
A list of CAP zone prefixes (polygon zones).</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number CapLimit </em></code>:
|
||||
A number of how many CAP maximum will be spawned.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number GroupingRadius </em></code>:
|
||||
The radius in meters wherein detected planes are being grouped as one target area.
|
||||
For airplanes, 6000 (6km) is recommended, and is also the default value of this parameter.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number EngageRadius </em></code>:
|
||||
The radius in meters wherein detected airplanes will be engaged by airborne defenders without a task.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number GciRadius </em></code>:
|
||||
The radius in meters wherein detected airplanes will GCI.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
Reference in New Issue
Block a user