More docu

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Applevangelist 2022-06-09 12:12:45 +02:00
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--- **Ops** - AWACS
--
-- ## Main Features:
--
-- * WIP (beta)
-- * AWACS replacement for the in-game AWACS
-- * Will control a fighter engagement zone and assign tasks to AI and human CAP flights
-- * Concentrates on threat-based call outs
-- * Callouts referenced from:
-- ** References from ARN33396 ATP 3-52.4 (Sep 2021) (Combined Forces)
-- ** References from CNATRA P-877 (Rev 12-20) (NAVY)
-- * Many additional events that the mission designer can hook into
--
-- ===
--
-- **AWACS** - MOOSE AI AWACS Operations using text-to-speech.
--
-- ===
--
-- ## Example Missions:

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-- ["Mi-24P"] = {type="Mi-24P", crates=true, troops=true, cratelimit = 2, trooplimit = 8, length = 18, cargoweightlimit = 700},
-- ["Mi-24V"] = {type="Mi-24V", crates=true, troops=true, cratelimit = 2, trooplimit = 8, length = 18, cargoweightlimit = 700},
-- ["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64, length = 25, cargoweightlimit = 19000},
-- ["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500},
-- ["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500},
-- ["AH-64D_BLK_II"] = {type="AH-64D_BLK_II", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 17, cargoweightlimit = 200},
--
-- ### 2.1.2 Activate and deactivate zones
--
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--
-- ## 5. Support for Hercules mod by Anubis
--
-- Basic support for the Hercules mod By Anubis has been build into CTLD - that is you can load/drop/build the same objects as the helicopters.
-- To also cover objects and troops which can be loaded from the groud crew Rearm/Refuel menu, you need to use @{#CTLD_HERCULES.New}() and link
-- this object to your CTLD setup. In this case, do **not** use the `Hercules_Cargo.lua` or `Hercules_Cargo_CTLD.lua` which are part of the mod
-- Basic support for the Hercules mod By Anubis has been build into CTLD - that is you can load/drop/build the same way and for the same objects as
-- the helicopters (main method).
-- To cover objects and troops which can be loaded from the groud crew Rearm/Refuel menu (F8), you need to use @{#CTLD_HERCULES.New}() and link
-- this object to your CTLD setup (alternative method). In this case, do **not** use the `Hercules_Cargo.lua` or `Hercules_Cargo_CTLD.lua` which are part of the mod
-- in your mission!
--
-- ### 5.1 Create an own CTLD instance and allow the usage of the Hercules mod:
-- ### 5.1 Create an own CTLD instance and allow the usage of the Hercules mod (main method)
--
-- local my_ctld = CTLD:New(coalition.side.BLUE,{"Helicargo", "Hercules"},"Lufttransportbrigade I")
--
@ -893,26 +895,38 @@ do
--
-- my_ctld.useprefix = true -- this is true by default and MUST BE ON.
--
-- ### 5.2 Integrate Hercules ground crew loadable objects
--
-- Add ground crew loadable objects to your CTLD instance like so, where `my_ctld` is the previously created CTLD instance:
-- ### 5.2 Integrate Hercules ground crew (F8 Menu) loadable objects (alternative method)
--
-- Integrate to your CTLD instance like so, where `my_ctld` is a previously created CTLD instance:
--
-- my_ctld.enableHercules = false -- avoid dual loading via CTLD F10 and F8 ground crew
-- local herccargo = CTLD_HERCULES:New("blue", "Hercules Test", my_ctld)
--
-- You also need:
--
-- * A template called "Infantry" for 10 Paratroopers (as set via herccargo.infantrytemplate).
-- * Depending on what you are loading with the help of the ground crew, there are 42 more templates for the various vehicles that are loadable.
-- You also need:
--
-- * A template called "Infantry" for 10 Paratroopers (as set via herccargo.infantrytemplate).
-- * Depending on what you are loading with the help of the ground crew, there are 42 more templates for the various vehicles that are loadable.
--
-- There's a **quick check output in the `dcs.log`** which tells you what's there and what not.
-- E.g.:
-- ...Checking template for APC BTR-82A Air [24998lb] (BTR-82A) ... MISSING)
-- ...Checking template for ART 2S9 NONA Skid [19030lb] (SAU 2-C9) ... MISSING)
-- ...Checking template for EWR SBORKA Air [21624lb] (Dog Ear radar) ... MISSING)
-- ...Checking template for Transport Tigr Air [15900lb] (Tigr_233036) ... OK)
-- E.g.:
--
-- ...Checking template for APC BTR-82A Air [24998lb] (BTR-82A) ... MISSING)
-- ...Checking template for ART 2S9 NONA Skid [19030lb] (SAU 2-C9) ... MISSING)
-- ...Checking template for EWR SBORKA Air [21624lb] (Dog Ear radar) ... MISSING)
-- ...Checking template for Transport Tigr Air [15900lb] (Tigr_233036) ... OK)
--
-- Expected template names are the ones in the rounded brackets.
--
-- ### 5.2.1 Hints
--
-- The script works on the EVENTS.Shot trigger, which is used by the mod when you **drop cargo from the Hercules while flying**. Unloading on the ground does
-- not achieve anything here. If you just want to unload on the ground, use the normal Moose CTLD (see 5.1).
--
-- There are two ways of airdropping:
--
-- 1) Very low and very slow (>5m and <10m AGL) - here you can drop stuff which has "Skid" at the end of the cargo name (loaded via F8 Ground Crew menu)
-- 2) Higher up and slow (>100m AGL) - here you can drop paratroopers and cargo which has "Air" at the end of the cargo name (loaded via F8 Ground Crew menu)
--
-- Standard transport capabilities as per the real Hercules are:
--
-- ["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64}, -- 19t cargo, 64 paratroopers