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https://github.com/FlightControl-Master/MOOSE.git
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Clean up UTF-8 mess
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@@ -153,12 +153,12 @@ do -- DETECTION_BASE
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-- Upon a **visual** detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.
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-- A detection at a 90% alpha angle is the most optimal, a detection at 10% is less and a detection at 0% is less likely to be correct.
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--
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-- A probability factor between 0 and 1 can be given, that will model a progressive extrapolated probability if the target would be detected at a 0° angle.
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-- A probability factor between 0 and 1 can be given, that will model a progressive extrapolated probability if the target would be detected at a 0° angle.
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--
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-- For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like:
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-- 0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100%
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-- 0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100%
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--
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-- Use the method @{Functional.Detection#DETECTION_BASE.SetAlphaAngleProbability}() to set the probability factor if 0°.
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-- Use the method @{Functional.Detection#DETECTION_BASE.SetAlphaAngleProbability}() to set the probability factor if 0°.
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--
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-- ### Cloudy Zones detection probability
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--
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@@ -1155,10 +1155,10 @@ do -- DETECTION_BASE
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--- Upon a **visual** detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.
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-- A detection at a 90% alpha angle is the most optimal, a detection at 10% is less and a detection at 0% is less likely to be correct.
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--
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-- A probability factor between 0 and 1 can be given, that will model a progressive extrapolated probability if the target would be detected at a 0° angle.
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-- A probability factor between 0 and 1 can be given, that will model a progressive extrapolated probability if the target would be detected at a 0° angle.
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--
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-- For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like:
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-- 0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100%
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-- 0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100%
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-- @param #DETECTION_BASE self
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-- @param AlphaAngleProbability The probability factor.
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-- @return #DETECTION_BASE self
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@@ -791,7 +791,7 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
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if (missile.targetPlayer and player.unitname==missile.targetPlayer.unitname) or (distance<missile.missileRange) then
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-- Inform player.
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local text=string.format("Missile launch detected! Distance %.1f NM, bearing %03d°.", UTILS.MetersToNM(distance), bearing)
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local text=string.format("Missile launch detected! Distance %.1f NM, bearing %03d°.", UTILS.MetersToNM(distance), bearing)
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-- Say notching headings.
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BASE:ScheduleOnce(5, FOX._SayNotchingHeadings, self, player, missile.weapon)
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@@ -988,7 +988,7 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
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local eta=distance/missileVelocity
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-- Debug distance check.
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self:I(self.lid..string.format("Missile %s Target %s: Distance = %.1f m, v=%.1f m/s, bearing=%03d°, ETA=%.1f sec", missile.missileType, target:GetName(), distance, missileVelocity, bearing, eta))
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self:I(self.lid..string.format("Missile %s Target %s: Distance = %.1f m, v=%.1f m/s, bearing=%03d°, ETA=%.1f sec", missile.missileType, target:GetName(), distance, missileVelocity, bearing, eta))
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end
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-- Distroy missile if it's getting too close.
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@@ -1696,7 +1696,7 @@ function FOX:_SayNotchingHeadings(playerData, weapon)
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local nr, nl=self:_GetNotchingHeadings(weapon)
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if nr and nl then
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local text=string.format("Notching heading %03d° or %03d°", nr, nl)
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local text=string.format("Notching heading %03d° or %03d°", nr, nl)
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MESSAGE:New(text, 5, "FOX"):ToClient(playerData.client)
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end
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@@ -1707,8 +1707,8 @@ end
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--- Returns the unit of a player and the player name. If the unit does not belong to a player, nil is returned.
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-- @param #FOX self
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-- @param DCS#Weapon weapon The weapon.
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-- @return #number Notching heading right, i.e. missile heading +90°.
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-- @return #number Notching heading left, i.e. missile heading -90°.
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-- @return #number Notching heading right, i.e. missile heading +90°.
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-- @return #number Notching heading left, i.e. missile heading -90°.
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function FOX:_GetNotchingHeadings(weapon)
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if weapon then
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@@ -5,7 +5,7 @@
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-- ## Features:
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--
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-- * Track the missiles fired at you and other players, providing bearing and range information of the missiles towards the airplanes.
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-- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range <EFBFBD>
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-- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range °
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-- * Provide alerts when a missile would have killed your aircraft.
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-- * Provide alerts when the missile self destructs.
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-- * Enable / Disable and Configure the Missile Trainer using the various menu options.
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@@ -742,9 +742,9 @@ function PSEUDOATC:ReportWeather(GID, UID, position, location)
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local T=position:GetTemperature()
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-- Correct unit system.
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local _T=string.format('%d°F', UTILS.CelciusToFarenheit(T))
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local _T=string.format('%d°F', UTILS.CelciusToFarenheit(T))
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if settings:IsMetric() then
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_T=string.format('%d°C', T)
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_T=string.format('%d°C', T)
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end
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-- Message text.
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@@ -757,7 +757,7 @@ function PSEUDOATC:ReportWeather(GID, UID, position, location)
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local Bn,Bd=UTILS.BeaufortScale(Vel)
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-- Formatted wind direction.
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local Ds = string.format('%03d°', Dir)
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local Ds = string.format('%03d°', Dir)
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-- Velocity in player units.
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local Vs=string.format("%.1f knots", UTILS.MpsToKnots(Vel))
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@@ -793,7 +793,7 @@ function PSEUDOATC:ReportBR(GID, UID, position, location)
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local range=coord:Get2DDistance(position)
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-- Bearing string.
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local Bs=string.format('%03d°', angle)
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local Bs=string.format('%03d°', angle)
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-- Settings.
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local settings=_DATABASE:GetPlayerSettings(self.group[GID].player[UID].playername) or _SETTINGS --Core.Settings#SETTINGS
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@@ -5371,7 +5371,7 @@ function RAT:_ModifySpawnTemplate(waypoints, livery, spawnplace, departure, take
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if spawnonground then
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-- Sh<EFBFBD>ps and FARPS seem to have a build in queue.
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-- Sh°ps and FARPS seem to have a build in queue.
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if spawnonship or spawnonfarp or spawnonrunway or automatic then
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self:T(RAT.id..string.format("RAT group %s spawning at farp, ship or runway %s.", self.alias, departure:GetName()))
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@@ -2009,7 +2009,7 @@ function RANGE:onafterImpact(From, Event, To, result, player)
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end
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-- Send message to player.
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local text=string.format("%s, impact %03d° for %d ft", player.playername, result.radial, UTILS.MetersToFeet(result.distance))
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local text=string.format("%s, impact %03d° for %d ft", player.playername, result.radial, UTILS.MetersToFeet(result.distance))
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if targetname then
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text=text..string.format(" from bulls of target %s.")
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else
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@@ -2364,11 +2364,11 @@ function RANGE:_DisplayMyBombingResults(_unitName)
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local result=_result --#RANGE.BombResult
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-- Message with name, weapon and distance.
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_message = _message.."\n"..string.format("[%d] %d m %03d° - %s - %s - %s hit", i, result.distance, result.radial, result.name, result.weapon, result.quality)
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_message = _message.."\n"..string.format("[%d] %d m %03d° - %s - %s - %s hit", i, result.distance, result.radial, result.name, result.weapon, result.quality)
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-- Store best/first result.
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if _bestMsg == "" then
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_bestMsg = string.format("%d m %03d° - %s - %s - %s hit", result.distance, result.radial, result.name, result.weapon, result.quality)
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_bestMsg = string.format("%d m %03d° - %s - %s - %s hit", result.distance, result.radial, result.name, result.weapon, result.quality)
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end
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-- Best 10 runs only.
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@@ -2476,7 +2476,7 @@ function RANGE:_DisplayRangeInfo(_unitname)
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local range=coord:Get2DDistance(position)
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-- Bearing string.
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local Bs=string.format('%03d°', angle)
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local Bs=string.format('%03d°', angle)
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local texthit
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if self.PlayerSettings[playername].flaredirecthits then
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@@ -2607,7 +2607,7 @@ function RANGE:_DisplayStrafePits(_unitname)
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end
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local mycoord=coord:ToStringA2G(_unit, _settings)
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_text=_text..string.format("\n- %s: heading %03d°\n%s",_strafepit.name, heading, mycoord)
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_text=_text..string.format("\n- %s: heading %03d°\n%s",_strafepit.name, heading, mycoord)
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end
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self:_DisplayMessageToGroup(_unit,_text, nil, true, true)
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@@ -2644,18 +2644,18 @@ function RANGE:_DisplayRangeWeather(_unitname)
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-- Get Beaufort wind scale.
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local Bn,Bd=UTILS.BeaufortScale(Ws)
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local WD=string.format('%03d°', Wd)
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local Ts=string.format("%d°C",T)
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local WD=string.format('%03d°', Wd)
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local Ts=string.format("%d°C",T)
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local hPa2inHg=0.0295299830714
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local hPa2mmHg=0.7500615613030
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local settings=_DATABASE:GetPlayerSettings(playername) or _SETTINGS --Core.Settings#SETTINGS
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local tT=string.format("%d°C",T)
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local tT=string.format("%d°C",T)
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local tW=string.format("%.1f m/s", Ws)
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local tP=string.format("%.1f mmHg", P*hPa2mmHg)
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if settings:IsImperial() then
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--tT=string.format("%d°F", UTILS.CelciusToFarenheit(T))
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--tT=string.format("%d°F", UTILS.CelciusToFarenheit(T))
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tW=string.format("%.1f knots", UTILS.MpsToKnots(Ws))
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tP=string.format("%.2f inHg", P*hPa2inHg)
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end
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