From 34265720cc94d0ad3a3f27ef5c9c435ecadd2088 Mon Sep 17 00:00:00 2001 From: FlightControl_Master Date: Thu, 15 Mar 2018 21:36:52 +0100 Subject: [PATCH 1/2] Updated documentation A2G Dispatcher --- .../Moose/Tasking/Task_A2G_Dispatcher.lua | 74 +++++++++---------- 1 file changed, 36 insertions(+), 38 deletions(-) diff --git a/Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua b/Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua index 9016721eb..ea676d453 100644 --- a/Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua +++ b/Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua @@ -1,6 +1,4 @@ ---- **Tasking** - The TASK_A2G_DISPATCHER creates and manages player TASK_A2G tasks based on detected targets. --- --- +--- **Tasking** - The TASK\_A2G\_DISPATCHER dispatches A2G Tasks to Players based on enemy location detection. -- -- ==== -- @@ -30,8 +28,8 @@ do -- TASK_A2G_DISPATCHER -- It provides a truly dynamic battle environment for pilots and ground commanders to engage upon, -- in a true co-operation environment wherein **Multiple Teams** will collaborate in Missions to **achieve a common Mission Goal**. -- - -- The A2G dispatcher will dispatch the A2G Tasks to a defined @{Set} of @{Group}s that will be manned by **Players**. - -- We call this the **AttackSet** of the A2G dispatcher. So, Players are seated in @{Unit}s of @{Group}s that contain @{Client}s. + -- The A2G dispatcher will dispatch the A2G Tasks to a defined @{Set} of @{Group}s that will be manned by **Players**. + -- We call this the **AttackSet** of the A2G dispatcher. So, the Players are seated in the @{Client}s of the @{Group} @{Set}. -- -- Depending on the actions of the enemy, preventive tasks are dispatched to the players to orchestrate the engagement in a true co-operation. -- The detection object will group the detected targets by its grouping method, and integrates a @{Set} of @{Group}s that are Recce vehicles or air units. @@ -40,9 +38,9 @@ do -- TASK_A2G_DISPATCHER -- Depending on the current detected tactical situation, different task types will be dispatched to the Players seated in the AttackSet.. -- There are currently 3 **Task Types** implemented in the TASK\_A2G\_DISPATCHER: -- - -- - **SEAD Task**: Is dispatched when there are enemy ground units wihtin range of the FAC, which have **air 2 air search radars**. - -- - **CAS Task**: Is dispatched when there are friendly ground units within range of the enemy targets. - -- - **BAI Task**: Is dispatched when there are no friendly ground units within range of the enemy targets. + -- - **SEAD Task**: Dispatched when there are ground based Radar Emitters detected within an area. + -- - **CAS Task**: Dispatched when there are no ground based Radar Emitters within the area, but there are friendly ground Units within 6 km from the enemy. + -- - **BAI Task**: Dispatched when there are no ground based Radar Emitters within the area, and there aren't friendly ground Units within 6 km from the enemy. -- -- # 0. Tactical Situations -- @@ -51,7 +49,7 @@ do -- TASK_A2G_DISPATCHER -- -- # 0.1. SEAD Task -- - -- A SEAD Task is created when there are Ground based Radar Emitters detected within an area. + -- A SEAD Task is dispatched when there are ground based Radar Emitters detected within an area. -- -- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia11.JPG) -- @@ -60,7 +58,7 @@ do -- TASK_A2G_DISPATCHER -- -- # 0.2. CAS Task -- - -- A CAS Task is created when there are no Radar Emitters within the area, but there are friendly ground Units within 6 km of the area. + -- A CAS Task is dispatched when there are no ground based Radar Emitters within the area, but there are friendly ground Units within 6 km from the enemy. -- -- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia12.JPG) -- @@ -69,7 +67,7 @@ do -- TASK_A2G_DISPATCHER -- -- # 0.3. BAI Task -- - -- A BAI Task is created when there are no Radar Emitters within the area, and there aren't any friendly ground Units within 6 km of the area. + -- A BAI Task is dispatched when there are no ground based Radar Emitters within the area, and there aren't friendly ground Units within 6 km from the enemy. -- -- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia13.JPG) -- @@ -358,39 +356,39 @@ do -- TASK_A2G_DISPATCHER -- -- Below an example mission declaration that is defines a Task A2G Dispatcher object. -- - -- -- Declare the Command Center - -- local HQ = GROUP - -- :FindByName( "HQ", "Bravo HQ" ) + -- -- Declare the Command Center + -- local HQ = GROUP + -- :FindByName( "HQ", "Bravo HQ" ) -- - -- local CommandCenter = COMMANDCENTER - -- :New( HQ, "Lima" ) + -- local CommandCenter = COMMANDCENTER + -- :New( HQ, "Lima" ) -- - -- -- Declare the Mission for the Command Center. - -- local Mission = MISSION - -- :New( CommandCenter, "Overlord", "High", "Attack Detect Mission Briefing", coalition.side.RED ) + -- -- Declare the Mission for the Command Center. + -- local Mission = MISSION + -- :New( CommandCenter, "Overlord", "High", "Attack Detect Mission Briefing", coalition.side.RED ) -- - -- -- Define the RecceSet that will detect the enemy. - -- local RecceSet = SET_GROUP - -- :New() - -- :FilterPrefixes( "FAC" ) - -- :FilterCoalitions("red") - -- :FilterStart() + -- -- Define the RecceSet that will detect the enemy. + -- local RecceSet = SET_GROUP + -- :New() + -- :FilterPrefixes( "FAC" ) + -- :FilterCoalitions("red") + -- :FilterStart() -- - -- -- Setup the detection. We use DETECTION_AREAS to detect and group the enemies within areas of 3 km radius. - -- local DetectionAreas = DETECTION_AREAS - -- :New( RecceSet, 3000 ) -- The RecceSet will detect the enemies. + -- -- Setup the detection. We use DETECTION_AREAS to detect and group the enemies within areas of 3 km radius. + -- local DetectionAreas = DETECTION_AREAS + -- :New( RecceSet, 3000 ) -- The RecceSet will detect the enemies. -- - -- -- Setup the AttackSet, which is a SET_GROUP. - -- -- The SET_GROUP is a dynamic collection of GROUP objects. - -- local AttackSet = SET_GROUP - -- :New() -- Create the SET_GROUP object. - -- :FilterCoalitions( "red" ) -- Only incorporate the RED coalitions. - -- :FilterPrefixes( "Attack" ) -- Only incorporate groups that start with the name Attack. - -- :FilterStart() -- Enable the dynamic filtering. From this moment the AttackSet will contain all groups that are red and start with the name Attack. + -- -- Setup the AttackSet, which is a SET_GROUP. + -- -- The SET_GROUP is a dynamic collection of GROUP objects. + -- local AttackSet = SET_GROUP + -- :New() -- Create the SET_GROUP object. + -- :FilterCoalitions( "red" ) -- Only incorporate the RED coalitions. + -- :FilterPrefixes( "Attack" ) -- Only incorporate groups that start with the name Attack. + -- :FilterStart() -- Enable the dynamic filtering. From this moment the AttackSet will contain all groups that are red and start with the name Attack. -- - -- -- Now we have everything to setup the main A2G TaskDispatcher. - -- TaskDispatcher = TASK_A2G_DISPATCHER - -- :New( Mission, AttackSet, DetectionAreas ) -- We assign the TaskDispatcher under Mission. The AttackSet will engage the enemy and will recieve the dispatched Tasks. The DetectionAreas will report any detected enemies to the TaskDispatcher. + -- -- Now we have everything to setup the main A2G TaskDispatcher. + -- TaskDispatcher = TASK_A2G_DISPATCHER + -- :New( Mission, AttackSet, DetectionAreas ) -- We assign the TaskDispatcher under Mission. The AttackSet will engage the enemy and will recieve the dispatched Tasks. The DetectionAreas will report any detected enemies to the TaskDispatcher. -- -- -- From 62eb36c45601fc52ca67e7773f8dfd58e0cdd05c Mon Sep 17 00:00:00 2001 From: FlightControl_Master Date: Thu, 15 Mar 2018 21:41:59 +0100 Subject: [PATCH 2/2] Default designation range limit 8000 km. --- Moose Development/Moose/Functional/Designate.lua | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Moose Development/Moose/Functional/Designate.lua b/Moose Development/Moose/Functional/Designate.lua index 31e7d0686..46aebc274 100644 --- a/Moose Development/Moose/Functional/Designate.lua +++ b/Moose Development/Moose/Functional/Designate.lua @@ -477,7 +477,7 @@ do -- DESIGNATE self:SetThreatLevelPrioritization( false ) -- self.ThreatLevelPrioritization, default is threat level priorization off self:SetMaximumDesignations( 5 ) -- Sets the maximum designations. The default is 5 designations. - self:SetMaximumDistanceDesignations( 12000 ) -- Sets the maximum distance on which designations can be accepted. The default is 8000 meters. + self:SetMaximumDistanceDesignations( 8000 ) -- Sets the maximum distance on which designations can be accepted. The default is 8000 meters. self:SetMaximumMarkings( 2 ) -- Per target group, a maximum of 2 markings will be made by default. self:SetDesignateMenu()