diff --git a/Moose Development/Moose/Functional/Designate.lua b/Moose Development/Moose/Functional/Designate.lua index 13c174ebc..dfc42c136 100644 --- a/Moose Development/Moose/Functional/Designate.lua +++ b/Moose Development/Moose/Functional/Designate.lua @@ -1,6 +1,6 @@ --- **Functional** -- Management of target **Designation**. Lase, smoke and illuminate targets. -- --- --![Banner Image](..\Presentations\DESIGNATE\Dia1.JPG) +-- ![Banner Image](..\Presentations\DESIGNATE\Dia1.JPG) -- -- === -- @@ -40,12 +40,9 @@ do -- DESIGNATE --- # DESIGNATE class, extends @{Fsm#FSM} -- - -- DESIGNATE is orchestrating the designation of potential targets executed by a Recce group, - -- and communicates these to a dedicated attacking group of players, - -- so that following a dynamically generated menu system, - -- each detected set of potential targets can be lased or smoked... - -- - -- Targets can be: + -- DESIGNATE is managing the designation of detected targets. + -- Targets detected by recce will be communicated to a group of attacking players. + -- A menu system is made available that allows to: -- -- * **Lased** for a period of time. -- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.) @@ -55,8 +52,8 @@ do -- DESIGNATE -- -- * The **DesignateObject** is the object of the DESIGNATE class, which is this class explained in the document. -- * The **DetectionObject** is the object of a DETECTION_ class (DETECTION_TYPES, DETECTION_AREAS, DETECTION_UNITS), which is executing the detection and grouping of Targets into _DetectionItems_. - -- * **DetectionItems** is the list of detected target groupings by the _DetectionObject_. Each _DetectionItem_ contains a _TargetSet_. - -- * **DetectionItem** is one element of the _DetectionItems_ list, and contains a _TargetSet_. + -- * **TargetGroups** is the list of detected target groupings by the _DetectionObject_. Each _TargetGroup_ contains a _TargetSet_. + -- * **TargetGroup** is one element of the __TargetGroups__ list, and contains a _TargetSet_. -- * The **TargetSet** is a SET_UNITS collection of _Targets_, that have been detected by the _DetectionObject_. -- * A **Target** is a detected UNIT object by the _DetectionObject_. -- * A **Threat Level** is a number from 0 to 10 that is calculated based on the threat of the Target in an Air to Ground battle scenario. @@ -67,39 +64,122 @@ do -- DESIGNATE -- * A **Player** is an active CLIENT object containing a human player. -- * A **Designate Menu** is the menu that is dynamically created during the designation process for each _AttackGroup_. -- - -- The RecceSet is continuously detecting for potential Targets, executing its task as part of the DetectionObject. + -- ## 0. Player Manual + -- + -- ![Banner Image](..\Presentations\DESIGNATE\Dia3.JPG) + -- + -- A typical mission setup would require Recce (a @{Set} of Recce) to be detecting potential targets. + -- The DetectionObject will group the detected targets based on the detection method being used. + -- Possible detection methods could be by Area, by Type or by Unit. + -- Each grouping will result in a **TargetGroup**, for terminology and clarity we will use this term throughout the document. + -- + -- **Recce** require to have Line of Sight (LOS) towards the targets. + -- The **Recce** will report any detected targets to the Players (on the picture Observers). + -- When targets are detected, a menu will be made available that allows those **TargetGroups** to be designated. + -- Designation can be done by Lasing, Smoking and Illumination. + -- Smoking is useful during the day, while illumination is recommended to be used during the night. + -- Smoking can designate specific targets, but not very precise, while lasing is very accurate and allows to + -- players to attack the targets using laser guided bombs or rockets. + -- Illumination will lighten up the Target Area. + -- + -- **Recce** can be ground based or airborne. Airborne **Recce** (AFAC) can be really useful to designate a large amount of targets + -- in a wide open area, as airborne **Recce** has a large LOS. + -- However, ground based **Recce** are very useful to smoke or illuminate targets, as they can be much closer + -- to the Target Area. + -- + -- It is recommended to make the **Recce** invisible and immortal using the Mission Editor in DCS World. + -- This will ensure that the detection process won't be interrupted and that targets can be designated. + -- However, you don't have to, so to simulate a more real-word situation or simulation, **Recce can also be destroyed**! + -- + -- ### 0.1. Player View (Observer) + -- + -- ![Banner Image](..\Presentations\DESIGNATE\Dia4.JPG) + -- + -- The RecceSet is continuously detecting for potential Targets, + -- executing its task as part of the DetectionObject. -- Once Targets have been detected, the DesignateObject will trigger the **Detect Event**. -- - -- In order to prevent an overflow in the DesignateObject of detected targets, there is a maximum - -- amount of DetectionItems that can be put in **scope** of the DesignateObject. + -- In order to prevent an overflow in the DesignateObject of detected targets, + -- there is a maximum amount of TargetGroups + -- that can be put in **scope** of the DesignateObject. -- We call this the **MaximumDesignations** term. -- - -- As part of the Detect Event, the DetectionItems list is used by the DesignateObject to provide the Players with: + -- ### 0.2. Designate Menu -- + -- ![Banner Image](..\Presentations\DESIGNATE\Dia5.JPG) + -- + -- For each detected TargetGroup, there is: + -- + -- * A **Designate Menu** are created and continuously refreshed, containing the **DesignationID** and the **Designation Status**. -- * The RecceGroups are reporting to each AttackGroup, sending **Messages** containing the Threat Level and the TargetSet composition. - -- * **Menu options** are created and updated for each AttackGroup, containing the Detection ID and the Coordinates. -- - -- A Player can then select an action from the Designate Menu. + -- A Player can then select an action from the **Designate Menu**. + -- The Designation Status is shown between the ( ). -- - -- **Note that each selected action will be executed for a TargetSet, thus the Target grouping done by the DetectionObject.** + -- It indicates for each TargetGroup the current active designation action applied: -- - -- Each **Menu Option** in the Designate Menu has two modes: + -- * An "I" for Illumnation designation. + -- * An "S" for Smoking designation. + -- * An "L" for Lasing designation. + -- + -- Note that multiple designation methods can be active at the same time! + -- Note the **Auto Lase** option. When switched on, the available **Recce** will lase + -- Targets when detected. -- - -- 1. If the TargetSet **is not being designated**, then the **Designate Menu** option for the target Set will provide options to **Lase** or **Smoke** the targets. - -- 2. If the Target Set **is being designated**, then the **Designate Menu** option will provide an option to stop or cancel the designation. + -- Targets are designated per **Threat Level**. + -- The most threatening targets from an Air to Ground perspective, are designated first! + -- This is for all designation methods. -- - -- While designating, the RecceGroups will report any change in TargetSet composition or Target presence. + -- ![Banner Image](..\Presentations\DESIGNATE\Dia6.JPG) -- - -- The following logic is executed when a TargetSet is selected to be *lased* from the Designation Menu: + -- Each Designate Menu has a sub menu structure, which allows specific actions to be triggered: -- - -- * The RecceSet is searched for any Recce that is within *designation distance* from a Target in the TargetSet that is currently not being designated. + -- * Lase Targets using a specific laser code. + -- * Smoke Targets using a specific smoke color. + -- * Illuminate areas. + -- + -- ### 0.3. Lasing Targets + -- + -- ![Banner Image](..\Presentations\DESIGNATE\Dia7.JPG) + -- + -- Lasing targets is done as expected. Each available Recce can lase only ONE target through! + -- + -- ![Banner Image](..\Presentations\DESIGNATE\Dia8.JPG) + -- + -- Lasing can be done for specific laser codes. The Su-25T requires laser code 1113, while the A-10A requires laser code 1680. + -- For those, specific menu options can be made available for players to lase with these codes. + -- Auto Lase (as explained above), will ensure continuous lasing of available targets. + -- The status report shows which targets are being designated. + -- + -- The following logic is executed when a TargetGroup is selected to be *lased* from the Designation Menu: + -- + -- * The RecceSet is searched for any Recce that is within *designation distance* from a Target in the TargetGroup that is currently not being designated. -- * If there is a Recce found that is currently no designating a target, and is within designation distance from the Target, then that Target will be designated. -- * During designation, any Recce that does not have Line of Sight (LOS) and is not within disignation distance from the Target, will stop designating the Target, and a report is given. -- * When a Recce is designating a Target, and that Target is destroyed, then the Recce will stop designating the Target, and will report the event. -- * When a Recce is designating a Target, and that Recce is destroyed, then the Recce will be removed from the RecceSet and designation will stop without reporting. -- * When all RecceGroups are destroyed from the RecceSet, then the DesignationObject will stop functioning, and nothing will be reported. -- - -- In this way, the DesignationObject assists players to designate ground targets for a coordinated attack! + -- In this way, DESIGNATE assists players to designate ground targets for a coordinated attack! + -- + -- ### 0.4. Illuminating Targets + -- + -- ![Banner Image](..\Presentations\DESIGNATE\Dia8.JPG) + -- + -- Illumination bombs are fired between 500 and 700 meters altitude and will burn about 2 minutes, while slowly decending. + -- Each available recce within range will fire an illumination bomb. + -- Illumination bombs can be fired in while lasing targets. + -- When illumination bombs are fired, it will take about 2 minutes until a sequent bomb run can be requested using the menus. + -- + -- ### 0.5. Smoking Targets + -- + -- ![Banner Image](..\Presentations\DESIGNATE\Dia9.JPG) + -- + -- Smoke will fire for 5 minutes. + -- Each available recce within range will smoke a target. + -- Smoking can be requested while lasing targets. + -- Smoke will appear “around” the targets, because of accuracy limitations. + -- -- -- Have FUN! --