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@@ -49,7 +49,65 @@
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--
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-- # Recovery Tanker
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--
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-- bla bla
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-- A recovery tanker acts as refueling unit flying overhead an aircraft carrier in order to supply incoming flights with gas if necessary.
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--
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-- # Simple Script
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--
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-- In the mission editor you have to set up a carrier unit, which will act as "mother". In the following, this unit will be named "USS Stennis".
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--
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-- Secondly, you need to define a recovery tanker group in the mission editor and set it to "LATE ACTIVATED". The name of the group we'll use is "Texaco".
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--
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-- The basic script is very simple and consists of only two lines.
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--
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-- TexacoStennis=RECOVERYTANKER:New(UNIT:FindByName("USS Stennis"), "Texaco")
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-- TexacoStennis:Start()
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--
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-- The first line will create a new RECOVERYTANKER object and the second line starts the process.
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--
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-- With this setup, the tanker will be spawned on the USS Stennis with running engines. After it takes off, it will fly a position astern of the boat and from there start its
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-- pattern. This is a counter clockwise racetrack pattern at angels 6.
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--
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-- 
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--
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-- The "downwind" leg of the pattern is normally used for refueling.
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--
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-- Once the tanker runs out of fuel itself, it will return to the carrier and be respawned.
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--
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-- # Fine Tuning
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--
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-- Several parameters can be customized by the mission designer.
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--
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-- ## Adjusting the Takeoff Type
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--
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-- By default, the tanker is spawned with running engies on the carrier. The mission designer has set option to set the take off type via the @{#RECOVERYTANKER.SetTakeoff} function.
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-- Or via shortcuts
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--
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-- * @{#RECOVERYTANKER.SetTakeoffHot}(): Will set the takeoff to hot, which is also the default.
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-- * @{#RECOVERYTANKER.SetTakeoffCold}(): Will set the takeoff type to cold, i.e. with engines off.
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-- * @{#RECOVERYTANKER.SetTakeoffAir}(): Will set the takeoff type to air, i.e. the tanker will be spawned in air relatively far behind the carrier.
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--
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-- For example,
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-- TexacoStennis=RECOVERYTANKER:New(UNIT:FindByName("USS Stennis"), "Texaco")
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-- TexacoStennis:SetTakeoffAir()
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-- TexacoStennis:Start()
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-- will spawn the tanker several nautical miles astern the carrier. From there it will start its pattern.
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--
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-- Spawning in air is not as realsitic but can be useful do avoid DCS bugs and shortcomings like aircraft crashing into each other on the flight deck.
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--
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-- **Note** that when spawning in air is set, the tanker will also not return to the boat, once it is out of fuel. Instead it will be respawned directly in air.
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--
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-- If only the first spawning should happen on the carrier, one use the @{#RECOVERYTANKER.SetRespawnInAir}() function to command that all subsequent spawning
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-- will happen in air.
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--
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-- If the helo should no be respawned at all, one can set @{#RECOVERYTANKER.SetRespawnOff}().
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--
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-- ## Adjusting the Pattern
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--
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-- The racetrack pattern parameters can be fine tuned via the following functions:
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--
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-- * @{#RECOVERYTANKER.SetAltitude}(*altitude*), where *altitude* is the pattern altitude in feet. Default 6000 ft.
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-- * @{#RECOVERYTANKER.SetSpeed}(*speed*), where *speed* is the pattern speed in knots. Default is 272 knots.
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-- * @{#RECOVERYTANKER.SetRacetrackDistances}(*distbow*, *diststern*), where *distbow* and *diststern* are the distances ahead and astern the boat, respectively.
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--
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-- @field #RECOVERYTANKER
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RECOVERYTANKER = {
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@@ -734,8 +792,8 @@ function RECOVERYTANKER:_PatternUpdate()
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local wp={}
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-- New waypoint with orbit pattern task.
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wp[1]=self.tanker:GetCoordinate():WaypointAirTurningPoint(nil , self.speed, {}, "Current Position")
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wp[2]=p0:WaypointAirTurningPoint(nil, self.speed, {taskorbit}, "Tanker Orbit")
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--wp[1]=self.tanker:GetCoordinate():WaypointAirTurningPoint(nil , self.speed, {}, "Current Position")
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wp[1]=p0:WaypointAirTurningPoint(nil, self.speed, {taskorbit}, "Tanker Orbit")
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-- Initialize WP and route tanker.
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self.tanker:WayPointInitialize(wp)
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