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@ -46,13 +46,14 @@
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-- ## 1. Which coalition am I modeling an A2G defense system for? blue or red?
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--
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-- One AI_A2G_DISPATCHER object can create a defense system for **one coalition**, which is blue or red.
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-- If you want to create a **mutual defense system**, for both blue and red, then you need to create **two** AI_A2G_DISPATCHER **objects**,
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-- If you want to create a **mutual defense system**, for both blue and red, then you need to instantiate **two** AI_A2G_DISPATCHER **objects**,
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-- each governing their defense system for one coalition.
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--
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--
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-- ## 2. Which type of detection will I setup? Grouping based per AREA, per TYPE or per UNIT? (Later others will follow).
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--
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-- The MOOSE framework leverages the @{Functional.Detection} classes to perform the reconnaissance, detecting enemy units and reporting them to the head quarters.
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-- The MOOSE framework leverages the @{Functional.Detection} classes to perform the reconnaissance, detecting enemy units
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-- and reporting them to the head quarters.
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-- Several types of @{Functional.Detection} classes exist, and the most common characteristics of these classes is that they:
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--
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-- * Perform detections from multiple recce as one co-operating entity.
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@ -61,62 +62,82 @@
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-- * Communicates detections.
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--
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--
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-- ## 3. Which recce units can be used as part of the detection system? Only Ground or also Airborne?
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-- ## 3. Which recce units can be used as part of the detection system? Only ground based, or also airborne?
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--
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-- Depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets.
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-- Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range.
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-- Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions.
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-- Ground units also have varying detectors, and especially the ground units which have laser guiding missiles can be extremely effective at
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-- Depending on the type of mission you want to achieve, different types of units can be engaged to perform ground enemy targets reconnaissance.
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-- Ground recce (FAC) are very useful units to determine the position of enemy ground targets when they spread out over the battlefield at strategic positions.
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-- Using their varying detection technology, and especially those ground units which have spotting technology, can be extremely effective at
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-- detecting targets at great range. The terrain elevation characteristics are a big tool in making ground recce to be more effective.
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-- Unfortunately, they lack sometimes the visibility to detect targets at greater range, or when scenery is preventing line of sight.
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-- If you succeed to position recce at higher level terrain providing a broad and far overview of the lower terrain in the distance, then
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-- the recce will be very effective at detecting approaching enemy targets. Therefore, always use the terrain very carefully!
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--
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-- Beside ground level units to use for reconnaissance, air units are also very effective. The are capable of patrolling at great speed
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-- covering a large terrain. However, airborne recce can be vulnerable to air to ground attacks, and you need air superiority to make then
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-- effective. Also the instruments available at the air units play a big role in the effectiveness of the reconnaissance.
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-- Air units which have ground detection capabilities will be much more effective than air units with only visual detection capabilities.
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-- For the red coalition, the Mi-28N and for the blue side, the reaper are such effective reconnaissance airborne units.
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-- Airborne recce (AFAC) are also very effective. The are capable of patrolling at a functional detection altitude,
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-- having an overview of the whole battlefield. However, airborne recce can be vulnerable to air to ground attacks,
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-- so you need air superiority to make them effective.
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-- Airborne recce will also have varying ground detection technology, which plays a big role in the effectiveness of the reconnaissance.
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-- Certain helicopter or plane types have ground searching radars or advanced ground scanning technology, and are very effective
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-- compared to air units having only visual detection capabilities.
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-- For example, for the red coalition, the Mi-28N and the Su-34; and for the blue side, the reaper, are such effective airborne recce units.
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--
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-- Typically, don't want these recce units to engage with the enemy, you want to keep them at position. Therefore, it is a good practice
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-- to set the ROE for these recce to hold weapons, and make them invisible from the enemy.
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--
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-- It is not possible to perform a recce function as a player (unit).
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--
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--
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-- ## 4. How do defenses decide to engage on approaching enemy units?
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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 A2G dispacher needs you to setup defense coordinates, which are specific coordinates that are strategic positions in the battle field
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-- to be defended. Any ground based enemy approaching to such a defense point, will be engaged for defense by A2G defense units.
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-- The A2G dispatcher provides parameters to setup the defensiveness, meaning, when actually A2G units will engage with the approaching enemy.
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-- For this, a probability distribution model has been created, which models an increased probability that a defense will engage an attacker,
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-- depending on the distance of the attacker to the defense coordinate. There are 3 levels of defense reactivity setup, which are Low, Medium and High.
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-- Defenses will start to consider defensive action when an enemy ground unit is within 60km from a defense point, by default.
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-- But you can change this maximum distance using on of the available methods. The close the attacker is to the defense point, the
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-- higher the probability will be that a defense action will be launched!
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-- The A2G dispacher 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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--
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-- The A2G dispatcher provides various parameters to setup the **defensiveness**,
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-- which models the decision **when** a defender will engage with the approaching enemy.
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-- Defensiveness is calculated by a probability distribution model when to trigger a defense action,
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-- depending on the distance of the enemy unit from the defense coordinates, and a **defensiveness factor**.
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--
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-- The other parameter considered for defensive action is **where the enemy is located**, thus the distance from a defense coordinate,
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-- which we call the **reactive distance**. By default, the reactive distance is set to 60km, but can be changed by the mission designer
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-- using the available method explained further below.
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-- The combination of the defensiveness and reactivity results in a model that, the closer the attacker is to the defense point,
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-- the higher the probability will be that a defense action will be launched!
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--
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--
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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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-- detected, even when both are at the same distance from a defense coordinate.
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-- This will ensure optimal defenses, SEAD tasks will be much more quicker launched agains radar emitters, to ensure air superiority.
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-- Approaching main battle tanks will be much faster defended upon, than a group of approaching trucks.
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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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--
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--
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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 A2G 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.
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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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-- 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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-- 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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-- 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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--
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--
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-- ## 7. Where will the Squadrons be located? On Airbases? On Carrier Ships? On Farps?
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--
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-- Squadrons are placed as the "home base" on an airfield, carrier or farp.
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-- Carefully plan where each Squadron will be located as part of the defense system.
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-- Squadrons are placed at the **home base** on an **airfield**, **carrier** or **farp**.
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-- Carefully plan where each Squadron will be located as part of the defense system required for mission effective defenses.
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-- If the home base of the squadron is too far from assumed enemy positions, then the defenses will be too late.
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-- The home bases must be **behind** enemy lines, you want to prevent your home bases to be engaged by enemies!
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-- Depending on the units applied for defenses, the home base can be further or closer to the enemies.
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-- Any airbase, farp or carrier can act as the launching platform for A2G defenses.
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-- Carefully plan which airbases will take part in the coalition. Color each airbase in the color of the coalition.
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-- Carefully plan which airbases will take part in the coalition. Color each airbase **in the color of the coalition**, using the mission editor,
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-- or your air units will not return for landing at the airbase!
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--
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--
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-- ## 8. Which helicopter or plane models will I assign for each Squadron? Do I need one plane model or more plane models per squadron?
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@ -3261,8 +3282,6 @@ do -- AI_A2G_DISPATCHER
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local IsFriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedItem, Unit.Category.GROUND_UNIT )
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local IsCas = ( AttackerRadarCount == 0 ) and ( IsFriendliesNearBy == true ) -- Is the AttackerSet a CAS group?
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self:F( { Friendlies = self.Detection:GetFriendliesNearBy( DetectedItem, Unit.Category.GROUND_UNIT ) } )
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if IsCas == true then
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-- First, count the active defenders, engaging the DetectedItem.
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@ -3331,9 +3350,9 @@ do -- AI_A2G_DISPATCHER
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for DefenderGroup, DefenderTask in pairs( self:GetDefenderTasks() ) do
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local DefenderGroup = DefenderGroup -- Wrapper.Group#GROUP
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local DefenderTaskFsm = self:GetDefenderTaskFsm( DefenderGroup )
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if DefenderTaskFsm:Is( "LostControl" ) then
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self:ClearDefenderTask( DefenderGroup )
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end
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--if DefenderTaskFsm:Is( "LostControl" ) then
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-- self:ClearDefenderTask( DefenderGroup )
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--end
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if not DefenderGroup:IsAlive() then
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self:F( { Defender = DefenderGroup:GetName(), DefenderState = DefenderTaskFsm:GetState() } )
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if not DefenderTaskFsm:Is( "Started" ) then
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@ -1233,7 +1233,7 @@ do -- DETECTION_BASE
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-- @param DCS#Unit.Category Category The category of the unit.
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-- @return #boolean true if there are friendlies nearby
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function DETECTION_BASE:IsFriendliesNearBy( DetectedItem, Category )
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--self:F( { "FriendliesNearBy Test", DetectedItem.FriendliesNearBy } )
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self:F( { "FriendliesNearBy Test", DetectedItem.FriendliesNearBy } )
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return ( DetectedItem.FriendliesNearBy and DetectedItem.FriendliesNearBy[Category] ~= nil ) or false
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end
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