From caa3bcb02b1dfe461eaef2567b437dc9c03a36c3 Mon Sep 17 00:00:00 2001 From: FlightControl Date: Sat, 10 Nov 2018 16:30:00 +0100 Subject: [PATCH] Introduction documentation of A2G dispatching. --- .../Moose/AI/AI_A2G_Dispatcher.lua | 200 +++++++++++------- 1 file changed, 126 insertions(+), 74 deletions(-) diff --git a/Moose Development/Moose/AI/AI_A2G_Dispatcher.lua b/Moose Development/Moose/AI/AI_A2G_Dispatcher.lua index 209a89965..185cf4fd1 100644 --- a/Moose Development/Moose/AI/AI_A2G_Dispatcher.lua +++ b/Moose Development/Moose/AI/AI_A2G_Dispatcher.lua @@ -1,26 +1,24 @@ ---- **AI** - Manages the process of an automatic A2G defense system based on a detection network, coordinating SEAD, BAI and CAP operations. +--- **AI** - Manages the process of an automatic A2G defense system based on a detection network of reconnaissance vehicles and air units, coordinating SEAD, BAI and CAP operations. -- -- === -- -- Features: -- -- * Setup quickly an A2G defense system for a coalition. --- * Setup (SEAD) Suppression at defined zones to enhance your A2G defenses. --- * Setup (CAS) Controlled Air Support for nearby enemy ground units. --- * Setup (BAI) Battleground Air Interdiction for remote enemy ground units and targets. --- * Define and use an detection network setup by recce. +-- * Setup multiple defense zones to defend specif points in your battlefield. +-- * Setup (SEAD) suppression of air defenses to enhance the control of enemy airspace. +-- * Setup (CAS) Controlled Air Support to attack approach enemy ground units. +-- * Setup (BAI) Battleground Air Interdiction to attack detected remote enemy ground units and targets. +-- * Define and use a detection network setup by recce. -- * Define defense squadrons at airbases, farps and carriers. -- * Enable airbases for A2G defenses. --- * Add different planes and helicopter types to different squadrons. +-- * Add different planes and helicopter templates to different squadrons. -- * Assign squadrons to execute a specific engagement type depending on threat level of the detected ground enemy unit composition. --- * Add multiple squadrons to different airbases. +-- * Add multiple squadrons to different airbases, farps or carriers. -- * Define different ranges to engage upon. --- * Define zones of defense. Detected targets nearby these zones are more critical than other detected targets. -- * Establish an automatic in air refuel process for planes using refuel tankers. -- * Setup default settings for all squadrons and A2G defenses. -- * Setup specific settings for specific squadrons. --- * Quickly setup an A2G defense system using @{#AI_A2G_SEADCAPBAI}. --- * Setup a more advanced defense system using @{#AI_A2G_DISPATCHER}. -- -- === -- @@ -38,92 +36,117 @@ -- -- # QUICK START GUIDE -- --- There are basically two classes available to model an A2G defense system. +-- The following class is available to model an A2G defense system. -- --- AI\_A2G\_DISPATCHER is the main A2G defense class that models the A2G defense system. --- AI\_A2G\_GCICAP derives or inherits from AI\_A2G\_DISPATCHER and is a more **noob** user friendly class, but is less flexible. +-- AI_A2G_DISPATCHER is the main A2G defense class that models the A2G defense system. -- --- Before you start using the AI\_A2G\_DISPATCHER or AI\_A2G\_GCICAP ask youself the following questions. +-- Before you start using the AI_A2G_DISPATCHER, ask youself the following questions. +-- -- +-- ## 1. Which coalition am I modeling an A2G defense system for? blue or red? -- --- ## 0. Do I need AI\_A2G\_DISPATCHER or do I need AI\_A2G\_GCICAP? --- --- AI\_A2G\_GCICAP, automates a lot of the below questions using the mission editor and requires minimal lua scripting. --- But the AI\_A2G\_GCICAP provides less flexibility and a lot of options are defaulted. --- With AI\_A2G\_DISPATCHER you can setup a much more **fine grained** A2G defense mechanism, but some more (easy) lua scripting is required. --- --- ## 1. Which Coalition am I modeling an A2G defense system for? blue or red? --- --- One AI\_A2G\_DISPATCHER object can create a defense system for **one coalition**, which is blue or red. --- If you want to create a **mutual defense system**, for both blue and red, then you need to create **two** AI\_A2G\_DISPATCHER **objects**, --- each governing their defense system. +-- One AI_A2G_DISPATCHER object can create a defense system for **one coalition**, which is blue or red. +-- If you want to create a **mutual defense system**, for both blue and red, then you need to create **two** AI_A2G_DISPATCHER **objects**, +-- each governing their defense system for one coalition. -- -- --- ## 2. Which type of EWR will I setup? Grouping based per AREA, per TYPE or per UNIT? (Later others will follow). +-- ## 2. Which type of detection will I setup? Grouping based per AREA, per TYPE or per UNIT? (Later others will follow). -- --- The MOOSE framework leverages the @{Detection} classes to perform the EWR detection. --- Several types of @{Detection} classes exist, and the most common characteristics of these classes is that they: +-- The MOOSE framework leverages the @{Functional.Detection} classes to perform the reconnaissance, detecting enemy units and reporting them to the head quarters. +-- Several types of @{Functional.Detection} classes exist, and the most common characteristics of these classes is that they: -- --- * Perform detections from multiple FACs as one co-operating entity. --- * Communicate with a Head Quarters, which consolidates each detection. +-- * Perform detections from multiple recce as one co-operating entity. +-- * Communicate with a @{Tasking.CommandCenter}, which consolidates each detection. -- * Groups detections based on a method (per area, per type or per unit). -- * Communicates detections. -- --- ## 3. Which EWR units will be used as part of the detection system? Only Ground or also Airborne? -- --- Typically EWR networks are setup using 55G6 EWR, 1L13 EWR, Hawk sr and Patriot str ground based radar units. --- These radars have different ranges and 55G6 EWR and 1L13 EWR radars are Eastern Bloc units (eg Russia, Ukraine, Georgia) while the Hawk and Patriot radars are Western (eg US). --- Additionally, ANY other radar capable unit can be part of the EWR network! Also AWACS airborne units, planes, helicopters can help to detect targets, as long as they have radar. --- The position of these units is very important as they need to provide enough coverage --- to pick up enemy aircraft as they approach so that CAP and GCI flights can be tasked to intercept them. +-- ## 3. Which recce units can be used as part of the detection system? Only Ground or also Airborne? -- --- ## 4. Is a border required? +-- Depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets. +-- Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range. +-- Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions. +-- Ground units also have varying detectors, and especially the ground units which have laser guiding missiles can be extremely effective at +-- detecting targets at great range. The terrain elevation characteristics are a big tool in making ground recce to be more effective. +-- If you succeed to position recce at higher level terrain providing a broad and far overview of the lower terrain in the distance, then +-- the recce will be very effective at detecting approaching enemy targets. Therefore, always use the terrain very carefully! -- --- Is this a cold car or a hot war situation? In case of a cold war situation, a border can be set that will only trigger defenses --- if the border is crossed by enemy units. +-- Beside ground level units to use for reconnaissance, air units are also very effective. The are capable of patrolling at great speed +-- covering a large terrain. However, airborne recce can be vulnerable to air to ground attacks, and you need air superiority to make then +-- effective. Also the instruments available at the air units play a big role in the effectiveness of the reconnaissance. +-- Air units which have ground detection capabilities will be much more effective than air units with only visual detection capabilities. +-- For the red coalition, the Mi-28N and for the blue side, the reaper are such effective reconnaissance airborne units. -- --- ## 5. What maximum range needs to be checked to allow defenses to engage any attacker? -- --- A good functioning defense will have a "maximum range" evaluated to the enemy when CAP will be engaged or GCI will be spawned. +-- ## 4. How do defenses decide to engage on approaching enemy units? -- --- ## 6. Which Airbases, Carrier Ships, Farps will take part in the defense system for the Coalition? +-- The A2G dispacher needs you to setup defense coordinates, which are specific coordinates that are strategic positions in the battle field +-- to be defended. Any ground based enemy approaching to such a defense point, will be engaged for defense by A2G defense units. +-- The A2G dispatcher provides parameters to setup the defensiveness, meaning, when actually A2G units will engage with the approaching enemy. +-- For this, a probability distribution model has been created, which models an increased probability that a defense will engage an attacker, +-- depending on the distance of the attacker to the defense coordinate. There are 3 levels of defense reactivity setup, which are Low, Medium and High. +-- Defenses will start to consider defensive action when an enemy ground unit is within 60km from a defense point, by default. +-- But you can change this maximum distance using on of the available methods. The close the attacker is to the defense point, the +-- higher the probability will be that a defense action will be launched! -- --- Carefully plan which airbases will take part in the coalition. Color each airbase in the color of the coalition. -- --- ## 7. Which Squadrons will I create and which name will I give each Squadron? +-- ## 5. Are defense coordinates and defense reactivity the only parameters? -- --- The defense system works with Squadrons. Each Squadron must be given a unique name, that forms the **key** to the defense system. +-- No, depending on the target type, and the threat level of the target, the probability of defense will be higher. +-- In other words, when a SAM-10 radar emitter is detected, its probabilty for defense will be much higher than when a BMP-1 vehicle is +-- detected, even when both are at the same distance from a defense coordinate. +-- This will ensure optimal defenses, SEAD tasks will be much more quicker launched agains radar emitters, to ensure air superiority. +-- Approaching main battle tanks will be much faster defended upon, than a group of approaching trucks. +-- +-- +-- ## 6. Which Squadrons will I create and which name will I give each Squadron? +-- +-- The A2G defense system works with **Squadrons**. Each Squadron must be given a unique name, that forms the **key** to the squadron. -- Several options and activities can be set per Squadron. -- --- ## 8. Where will the Squadrons be located? On Airbases? On Carrier Ships? On Farps? +-- There are mainly 3 types of defenses: SEAD, CAS and BAI. +-- +-- Suppression of Air Defenses (SEAD) are effective agains radar emitters. Close Air Support (CAS) is launched when the enemy is close near friendly units. +-- Battleground Air Interdiction (BAI) tasks are launched when there are no friendlies around. +-- +-- Depending on the defense type, different payloads will be needed. See further points on squadron definition. +-- +-- ## 7. Where will the Squadrons be located? On Airbases? On Carrier Ships? On Farps? -- -- Squadrons are placed as the "home base" on an airfield, carrier or farp. -- Carefully plan where each Squadron will be located as part of the defense system. +-- Any airbase, farp or carrier can act as the launching platform for A2G defenses. +-- Carefully plan which airbases will take part in the coalition. Color each airbase in the color of the coalition. -- --- ## 9. Which plane models will I assign for each Squadron? Do I need one plane model or more plane models per squadron? -- --- Per Squadron, one or multiple plane models can be allocated as **Templates**. +-- ## 8. Which helicopter or plane models will I assign for each Squadron? Do I need one plane model or more plane models per squadron? +-- +-- Per Squadron, one or multiple helicopter or plane models can be allocated as **Templates**. -- These are late activated groups with one airplane or helicopter that start with a specific name, called the **template prefix**. -- The A2G defense system will select from the given templates a random template to spawn a new plane (group). +-- +-- A squadron will perform specific task types (SEAD, CAS or BAI). So, squadrons will require specific templates for the +-- task types it will perform. A squadron executing SEAD defenses, will require a payload with long range anti-radar seeking missiles. -- --- ## 10. Which payloads, skills and skins will these plane models have? +-- +-- ## 9. Which payloads, skills and skins will these plane models have? -- -- Per Squadron, even if you have one plane model, you can still allocate multiple templates of one plane model, -- each having different payloads, skills and skins. -- The A2G defense system will select from the given templates a random template to spawn a new plane (group). -- --- ## 11. For each Squadron, which will perform CAP? -- --- Per Squadron, evaluate which Squadrons will perform CAP. --- Not all Squadrons need to perform CAP. +-- ## 10. How to squadrons engage in a defensive action? -- --- ## 12. For each Squadron doing CAP, in which ZONE(s) will the CAP be performed? +-- There are two ways how squadrons engage and execute your A2G defenses. +-- Squadrons can start the defense directly from the airbase, farp or carrier. When a squadron launches a defensive group, that group +-- will start directly from the airbase. The other way is to launch early on in the mission a patrolling mechanism. +-- Squadrons will launch air units to patrol in specific zone(s), so that when ground enemy targets are detected, that the airborne +-- A2G defenses can come immediately into action. -- --- Per CAP, evaluate **where** the CAP will be performed, in other words, define the **zone**. --- Near the border or a bit further away? -- --- ## 13. For each Squadron doing CAP, which zone types will I create? +-- ## 11. For each Squadron doing a patrol, which zone types will I create? -- --- Per CAP zone, evaluate whether you want: +-- Per zone, evaluate whether you want: -- -- * simple trigger zones -- * polygon zones @@ -131,19 +154,36 @@ -- -- Depending on the type of zone selected, a different @{Zone} object needs to be created from a ZONE_ class. -- --- ## 14. For each Squadron doing CAP, what are the time intervals and CAP amounts to be performed? -- --- For each CAP: +-- ## 12. Are moving defense coordinates possible? -- --- * **How many** CAP you want to have airborne at the same time? --- * **How frequent** you want the defense mechanism to check whether to start a new CAP? +-- Yes, different COORDINATE types are possible to be used. +-- The COORDINATE_UNIT will help you to specify a defense coodinate that is attached to a moving unit. -- --- ## 15. For each Squadron, which will perform GCI? -- --- For each Squadron, evaluate which Squadrons will perform GCI? --- Not all Squadrons need to perform GCI. +-- ## 13. How much defense coordinates do I need to create? -- --- ## 16. For each Squadron, which takeoff method will I use? +-- It depends, but the idea is to define only the necessary defense points that drive your mission. +-- If you define too much defense points, the performance of your mission may decrease. Per defense point defined, +-- all the possible enemies are evaluated. Note that each defense coordinate has a reach depending on the size of the defense radius. +-- The default defense radius is about 60km, and depending on the defense reactivity, defenses will be launched when the enemy is at +-- close or greater distance from the defense coordinate. +-- +-- +-- ## 14. For each Squadron doing patrols, what are the time intervals and patrol amounts to be performed? +-- +-- For each patrol: +-- +-- * **How many** patrol you want to have airborne at the same time? +-- * **How frequent** you want the defense mechanism to check whether to start a new patrol? +-- +-- other considerations: +-- +-- * **How far** is the patrol area from the engagement "hot zone". You want to ensure that the enemy is reached on time! +-- * **How safe** is the patrol area taking into account air superiority. Is it well defended, are there nearby A2A bases? +-- +-- +-- ## 15. For each Squadron, which takeoff method will I use? -- -- For each Squadron, evaluate which takeoff method will be used: -- @@ -153,8 +193,11 @@ -- * From a parking spot with cold engines -- -- **The default takeoff method is staight in the air.** +-- This takeoff method is the most useful if you want to avoid airplane clutter at airbases! +-- But it is the least realistic one! -- --- ## 17. For each Squadron, which landing method will I use? +-- +-- ## 16. For each Squadron, which landing method will I use? -- -- For each Squadron, evaluate which landing method will be used: -- @@ -163,27 +206,36 @@ -- * Despawn after engine shutdown after landing -- -- **The default landing method is despawn when near the airbase when returning.** +-- This landing method is the most useful if you want to avoid airplane clutter at airbases! +-- But it is the least realistic one! -- --- ## 18. For each Squadron, which overhead will I use? -- --- For each Squadron, depending on the airplane type (modern, old) and payload, which overhead is required to provide any defense? --- In other words, if **X** attacker airplanes are detected, how many **Y** defense airplanes need to be spawned per squadron? +-- ## 19. For each Squadron, which **defense overhead** will I use? +-- +-- For each Squadron, depending on the helicopter or airplane type (modern, old) and payload, which overhead is required to provide any defense? +-- +-- In other words, if **X** enemy ground units are detected, how many **Y** defense helicpters or airplanes need to engage (per squadron)? -- The **Y** is dependent on the type of airplane (era), payload, fuel levels, skills etc. --- The overhead is a **factor** that will calculate dynamically how many **Y** defenses will be required based on **X** attackers detected. +-- But the most important factor is the payload, which is the amount of A2G weapons the defense can carry to attack the enemy ground units. +-- For example, a Ka-50 can carry 16 vikrs, that means, that it potentially can destroy at least 8 ground units without a reload of ammunication. +-- That means, that one defender can destroy more enemy ground units. +-- Thus, the overhead is a **factor** that will calculate dynamically how many **Y** defenses will be required based on **X** attackers detected. +-- +-- **The default overhead is 1. A smaller value than 1, like 0.25 will decrease the overhead to a 1 / 4 ratio, meaning, +-- one defender for each 4 detected ground enemy units. ** -- --- **The default overhead is 1. A value greater than 1, like 1.5 will increase the overhead with 50%, a value smaller than 1, like 0.5 will decrease the overhead with 50%.** -- -- ## 19. For each Squadron, which grouping will I use? -- --- When multiple targets are detected, how will defense airplanes be grouped when multiple defense airplanes are spawned for multiple attackers? +-- When multiple targets are detected, how will defenses be grouped when multiple defense air units are spawned for multiple enemy ground units? -- Per one, two, three, four? -- -- **The default grouping is 1. That means, that each spawned defender will act individually.** +-- But you can specify a number between 1 and 4, so that the defenders will act as a group. -- -- === -- --- ### Authors: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons). --- ### Authors: **Stonehouse**, **SNAFU** in terms of the advice, documentation, and the original GCICAP script. +-- ### Author: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons). -- -- @module AI.AI_A2G_Dispatcher -- @image AI_Air_To_Air_Dispatching.JPG