Documentation

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FlightControl_Master 2018-06-03 09:14:27 +02:00
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--- **AI** - (R2.2) - Manages the process of an automatic A2A defense system based on an EWR network targets and coordinating CAP and GCI.
--
--
-- Features:
--
-- * Setup quickly an A2A defense system for a coalition.
-- * Setup (CAP) Control Air Patrols at defined zones to enhance your A2A defenses.
-- * Setup (GCI) Ground Control Intercept at defined airbases to enhance your A2A defenses.
-- * Define and use an EWR (Early Warning Radar) network.
-- * Define squadrons at airbases.
-- * Enable airbases for A2A defenses.
-- * Add different plane types to different squadrons.
-- * Add multiple squadrons to different airbases.
-- * Define different ranges to engage upon intruders.
-- * Establish an automatic in air refuel process for CAP using refuel tankers.
-- * Setup default settings for all squadrons and A2A defenses.
-- * Setup specific settings for specific squadrons.
-- * Quickly setup an A2A defense system using @{#AI_A2A_GCICAP}.
-- * Setup a more advanced defense system using @{#AI_A2A_DISPATCHER}.
--
--
-- # QUICK START GUIDE
--
-- There are basically two classes available to model an A2A defense system.

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--- **AI** -- (2.1) - Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.
--- **AI** -- Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.
--
-- ** Features:**
--
-- * Automatically spawn AI as a replacement of free player slots for a coalition.
-- * Make the AI to perform tasks.
-- * Define a maximum amount of AI to be active at the same time.
-- * Configure the behaviour of AI when a human joins a slot for which an AI is active.
--
-- ===
--

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--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo using APCs.
--- **AI** -- Models the intelligent transportation of infantry and other cargo using APCs.
--
-- **Features:**
--
-- * Quickly transport cargo to various deploy zones using ground vehicles (APCs, trucks ...).
-- * Various @{Cargo.Cargo#CARGO} types can be transported. These are infantry groups and crates.
-- * Define a list of deploy zones of various types to transport the cargo to.
-- * The vehicles follow the roads to ensure the fastest possible cargo transportation over the ground.
-- * Multiple vehicles can transport multiple cargo as one vehicle group.
-- * Multiple vehicle groups can be enabled as one collaborating transportation process.
-- * Infantry loaded as cargo, will unboard in case enemies are nearby and will help defending the vehicles.
-- * Different ranges can be setup for enemy defenses.
-- * Different options can be setup to tweak the cargo transporation behaviour.
--
-- ===
--
-- ### Author: **FlightControl**

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--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo using Helicopters.
--- **AI** -- Models the intelligent transportation of infantry and other cargo using Helicopters.
--
-- The @{#AI_CARGO_DISPATCHER_HELICOPTER} classes implements the dynamic dispatching of cargo transportation tasks for helicopters.
--

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--- **AI** -- (R2.2) - Build large airborne formations of aircraft.
--- **AI** -- Build large airborne formations of aircraft.
--
-- ===
-- **Features:**
--
-- * Build in-air formations consisting of more than 40 aircraft as one group.
-- * Build different formation types.
-- * Assign a group leader that will guide the large formation path.
--
-- AI_FORMATION makes AI @{Wrapper.Group}s fly in formation of various compositions.
-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
-- The purpose of the class is to:
--
-- * Make formation building a process that can be managed while in flight, rather than a task.
-- * Human players can guide formations, consisting of larget planes.
-- * Build large formations (like a large bomber field).
-- * Form formations that DCS does not support off the shelve.
--
-- A few remarks:
--
-- * Depending on the type of plane, the change in direction by the leader may result in the formation getting disentangled while in flight and needs to be rebuild.
-- * Formations are vulnerable to collissions, but is depending on the type of plane, the distance between the planes and the speed and angle executed by the leader.
-- * Formations may take a while to build up.
--
-- As a result, the AI_FORMATION is not perfect, but is very useful to:
--
-- * Model large formations when flying straight line.
-- * Make humans guide a large formation, when the planes are wide from each other.
--
-- There are the following types of classes defined:
--
-- * @{#AI_FORMATION}: Create a formation from several @{GROUP}s.
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20Formation)