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https://github.com/FlightControl-Master/MOOSE.git
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First working version
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@@ -386,6 +386,12 @@ Per one, two, three, four?</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).Detection">AI_A2A_DISPATCHER.Detection</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="##(AI_A2A_DISPATCHER).DisengageRadius">AI_A2A_DISPATCHER.DisengageRadius</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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@@ -401,7 +407,7 @@ 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_DISPATCHER).EvaluateGCI">AI_A2A_DISPATCHER:EvaluateGCI(DetectedItem, Target)</a></td>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).EvaluateGCI">AI_A2A_DISPATCHER:EvaluateGCI(DetectedItem)</a></td>
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<td class="summary">
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<p>Creates an GCI task when there are targets for it.</p>
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</td>
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@@ -704,6 +710,12 @@ Per one, two, three, four?</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDefenderTaskTarget">AI_A2A_DISPATCHER:SetDefenderTaskTarget(AIGroup, Defender, Target)</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="##(AI_A2A_DISPATCHER).SetDisengageRadius">AI_A2A_DISPATCHER:SetDisengageRadius(DisengageRadius)</a></td>
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<td class="summary">
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<p>Define the radius to disengage any target when the distance to the home base is larger than the specified meters.</p>
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</td>
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</tr>
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<tr>
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@@ -716,6 +728,12 @@ Per one, two, three, four?</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetGciRadius">AI_A2A_DISPATCHER:SetGciRadius(GciRadius)</a></td>
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<td class="summary">
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<p>Define the radius to check if a target can be engaged by an ground controlled intercept.</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).SetIntercept">AI_A2A_DISPATCHER:SetIntercept(InterceptDelay)</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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@@ -863,7 +881,7 @@ 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_DISPATCHER).onafterGCI">AI_A2A_DISPATCHER:onafterGCI(From, Event, To, Target, DefendersMissing, AIGroups)</a></td>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).onafterGCI">AI_A2A_DISPATCHER:onafterGCI(From, Event, To, DetectedItem, DefendersMissing, Friendlies)</a></td>
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<td class="summary">
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</td>
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@@ -1419,7 +1437,9 @@ For some default settings, a method is available that allows you to tweak the de
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultDamageThreshold">AI<em>A2A</em>DISPATCHER.SetDefaultDamageThreshold</a>() to set the <strong>default damage treshold</strong> of spawned airplanes for all squadrons.</p>
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<h2>10.7. Default CAP Time Interval.</h2>
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<h2>10.7. Default settings for CAP.</h2>
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<h3>10.7.1. Default CAP Time Interval.</h3>
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<p>CAP is time driven, and will evaluate in random time intervals if a new CAP needs to be spawned.
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The <strong>default CAP time interval</strong> is between <strong>180</strong> and <strong>600</strong> seconds.</p>
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@@ -1427,7 +1447,7 @@ The <strong>default CAP time interval</strong> is between <strong>180</strong> a
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultCapTimeInterval">AI<em>A2A</em>DISPATCHER.SetDefaultCapTimeInterval</a>() to set the <strong>default CAP time interval</strong> of spawned airplanes for all squadrons. <br/>
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Note that you can still change the CAP limit and CAP time intervals for each CAP individually using the <a href="##(AI_A2A_DISPATCHER).SetSquadronCapTimeInterval">AI<em>A2A</em>DISPATCHER.SetSquadronCapTimeInterval</a>() method.</p>
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<h2>10.8. Default CAP limit.</h2>
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<h3>10.7.2. Default CAP limit.</h3>
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<p>Multiple CAP can be airborne at the same time for one squadron, which is controlled by the <strong>CAP limit</strong>.
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The <strong>default CAP limit</strong> is 1 CAP per squadron to be airborne at the same time.
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@@ -1437,6 +1457,31 @@ So, ensure that you set the default CAP limit <strong>before</strong> you spawn
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultCapTimeInterval">AI<em>A2A</em>DISPATCHER.SetDefaultCapTimeInterval</a>() to set the <strong>default CAP time interval</strong> of spawned airplanes for all squadrons. <br/>
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Note that you can still change the CAP limit and CAP time intervals for each CAP individually using the <a href="##(AI_A2A_DISPATCHER).SetSquadronCapTimeInterval">AI<em>A2A</em>DISPATCHER.SetSquadronCapTimeInterval</a>() method.</p>
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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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<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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This time can easily take 2 to 3 minutes, and even then the defenders still need to fly towards the target, which takes also time.</p>
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<p>Therefore, an optimal <strong>intercept point</strong> is calculated which takes a couple of parameters:</p>
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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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</ul>
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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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@@ -2050,6 +2095,20 @@ DefenderSquadron</p>
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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="#(AI_A2A_DISPATCHER).DisengageRadius" >
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<strong>AI_A2A_DISPATCHER.DisengageRadius</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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<dl class="function">
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@@ -2105,24 +2164,19 @@ If there are no targets to be set.</p>
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<dt>
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<a id="#(AI_A2A_DISPATCHER).EvaluateGCI" >
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<strong>AI_A2A_DISPATCHER:EvaluateGCI(DetectedItem, Target)</strong>
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<strong>AI_A2A_DISPATCHER:EvaluateGCI(DetectedItem)</strong>
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</a>
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</dt>
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<dd>
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<p>Creates an GCI task when there are targets for it.</p>
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<h3>Parameters</h3>
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<h3>Parameter</h3>
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<ul>
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<li>
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<p><code><em><a href="Functional.Detection.html##(DETECTION_BASE.DetectedItem)">Functional.Detection#DETECTION_BASE.DetectedItem</a> DetectedItem </em></code>: </p>
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</li>
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<li>
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<p><code><em> Target </em></code>: </p>
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</li>
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</ul>
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<h3>Return values</h3>
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@@ -3692,6 +3746,42 @@ From the airbase hot, from the airbase cold, in the air, from the runway.</p>
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<dl class="function">
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<dt>
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<a id="#(AI_A2A_DISPATCHER).SetDisengageRadius" >
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<strong>AI_A2A_DISPATCHER:SetDisengageRadius(DisengageRadius)</strong>
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</a>
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</dt>
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<dd>
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<p>Define the radius to disengage any target when the distance to the home base is larger than the specified meters.</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 DisengageRadius </em></code>:
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(Optional, Default = 100000) The radius to disengage a target when too far from the home base.</p>
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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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-- Set 50km as the disengage radius.
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Dispatcher:SetDisengageRadius( 50000 )
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-- Set 100km as the disengage radius.
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Dispatcher:SetDisngageRadius() -- 100000 is the default value.
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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).SetEngageRadius" >
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<strong>AI_A2A_DISPATCHER:SetEngageRadius(EngageRadius)</strong>
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</a>
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@@ -3787,6 +3877,27 @@ If too large, intercept missions may be triggered when the detected target is to
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<dl class="function">
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<dt>
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<a id="#(AI_A2A_DISPATCHER).SetIntercept" >
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<strong>AI_A2A_DISPATCHER:SetIntercept(InterceptDelay)</strong>
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</a>
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</dt>
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<dd>
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<h3>Parameter</h3>
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<ul>
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<li>
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<p><code><em> InterceptDelay </em></code>: </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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<a id="#(AI_A2A_DISPATCHER).SetSquadron" >
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<strong>AI_A2A_DISPATCHER:SetSquadron(SquadronName, AirbaseName, SpawnTemplates, Resources)</strong>
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</a>
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@@ -4766,7 +4877,7 @@ Provide a value of <strong>true</strong> to display every 30 seconds a tactical
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<dt>
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<a id="#(AI_A2A_DISPATCHER).onafterGCI" >
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<strong>AI_A2A_DISPATCHER:onafterGCI(From, Event, To, Target, DefendersMissing, AIGroups)</strong>
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<strong>AI_A2A_DISPATCHER:onafterGCI(From, Event, To, DetectedItem, DefendersMissing, Friendlies)</strong>
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</a>
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</dt>
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<dd>
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@@ -4792,7 +4903,7 @@ Provide a value of <strong>true</strong> to display every 30 seconds a tactical
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</li>
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<li>
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<p><code><em> Target </em></code>: </p>
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<p><code><em> DetectedItem </em></code>: </p>
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</li>
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<li>
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@@ -4802,7 +4913,7 @@ Provide a value of <strong>true</strong> to display every 30 seconds a tactical
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</li>
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<li>
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<p><code><em> AIGroups </em></code>: </p>
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<p><code><em> Friendlies </em></code>: </p>
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</li>
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</ul>
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