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AIRBOSS w
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@ -582,9 +582,9 @@ AIRBOSS.MarshalCall={
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--- Difficulty level.
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--- Difficulty level.
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-- @type AIRBOSS.Difficulty
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-- @type AIRBOSS.Difficulty
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-- @field #string EASY Easy difficulty: error margin 10 for high score and 20 for low score. No score for deviation >20.
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-- @field #string EASY Flight Stutdent. Shows tips and hints in important phases of the approach.
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-- @field #string NORMAL Normal difficulty: error margin 5 deviation from ideal for high score and 10 for low score. No score for deviation >10.
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-- @field #string NORMAL Naval aviator. Moderate number of hints but not really zip lip.
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-- @field #string HARD Hard difficulty: error margin 2.5 deviation from ideal value for high score and 5 for low score. No score for deviation >5.
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-- @field #string HARD TOPGUN graduate. For people who know what they are doing. Nearly ziplip.
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AIRBOSS.Difficulty={
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AIRBOSS.Difficulty={
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EASY="Flight Student",
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EASY="Flight Student",
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NORMAL="Naval Aviator",
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NORMAL="Naval Aviator",
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@ -7,8 +7,9 @@
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-- * Regular pattern update with respect to carrier positon.
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-- * Regular pattern update with respect to carrier positon.
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-- * Automatic respawning when tanker runs out of fuel for 24/7 operations.
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-- * Automatic respawning when tanker runs out of fuel for 24/7 operations.
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-- * Tanker can be spawned cold or hot on the carrier or at any other airbase or directly in air.
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-- * Tanker can be spawned cold or hot on the carrier or at any other airbase or directly in air.
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-- * Automatic AA TACAN beacon setting.
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-- * Finite State Machine (FSM) implementation, which allows the mission designer to hook into certain events.
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--
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--
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-- Please not that his class is work in progress and in an **alpha** stage.
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--
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--
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-- ===
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-- ===
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--
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--
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