mirror of
https://github.com/FlightControl-Master/MOOSE_DOCS.git
synced 2025-08-15 10:37:49 +00:00
MOOSE generated documentation [skip ci]
This commit is contained in:
@@ -1506,11 +1506,11 @@ Controls a network of short range air/missile defense groups.</p>
|
||||
<li>Setup (CAS) Controlled Air Support squadrons, to attack closeby enemy ground units near friendly installations.</li>
|
||||
<li>Setup (BAI) Battleground Air Interdiction squadrons to attack remote enemy ground units and targets.</li>
|
||||
<li>Define and use a detection network controlled by recce.</li>
|
||||
<li>Define AIR defense squadrons at airbases, farps and carriers.</li>
|
||||
<li>Define AIR defense squadrons at airbases, FARPs and carriers.</li>
|
||||
<li>Enable airbases for AIR defenses.</li>
|
||||
<li>Add different planes and helicopter templates to squadrons.</li>
|
||||
<li>Assign squadrons to execute a specific engagement type depending on threat level of the detected ground enemy unit composition.</li>
|
||||
<li>Add multiple squadrons to different airbases, farps or carriers.</li>
|
||||
<li>Add multiple squadrons to different airbases, FARPs or carriers.</li>
|
||||
<li>Define different ranges to engage upon.</li>
|
||||
<li>Establish an automatic in air refuel process for planes using refuel tankers.</li>
|
||||
<li>Setup default settings for all squadrons and AIR defenses.</li>
|
||||
@@ -1537,7 +1537,7 @@ Controls a network of short range air/missile defense groups.</p>
|
||||
|
||||
<p>AI_AIR_DISPATCHER is the main AIR defense class that models the AIR defense system.</p>
|
||||
|
||||
<p>Before you start using the AI_AIR_DISPATCHER, ask youself the following questions.</p>
|
||||
<p>Before you start using the AI_AIR_DISPATCHER, ask yourself the following questions.</p>
|
||||
|
||||
|
||||
<h2>1. Which coalition am I modeling an AIR defense system for? blue or red?</h2>
|
||||
@@ -1627,7 +1627,7 @@ Battleground Air Interdiction (BAI) tasks are launched when there are no friendl
|
||||
<p>Depending on the defense type, different payloads will be needed. See further points on squadron definition.</p>
|
||||
|
||||
|
||||
<h2>7. Where will the Squadrons be located? On Airbases? On Carrier Ships? On Farps?</h2>
|
||||
<h2>7. Where will the Squadrons be located? On Airbases? On Carrier Ships? On FARPs?</h2>
|
||||
|
||||
<p>Squadrons are placed at the <strong>home base</strong> on an <strong>airfield</strong>, <strong>carrier</strong> or <strong>farp</strong>.
|
||||
Carefully plan where each Squadron will be located as part of the defense system required for mission effective defenses.
|
||||
@@ -1874,7 +1874,7 @@ alerted of new enemy ground targets.</p>
|
||||
<strong>DetectionSetGroup</strong> is then calling <code>FilterStart()</code>, which is starting the dynamic filtering or inclusion of these groups.
|
||||
Note that any destroy or new spawn of a group having a name, starting with the above prefix, will be removed or added to the set.</p>
|
||||
|
||||
<p>Then a new detection object is created from the class <code>DETECTION_AREAS</code>. A grouping radius of 1000 meters (1km) is choosen.</p>
|
||||
<p>Then a new detection object is created from the class <code>DETECTION_AREAS</code>. A grouping radius of 1000 meters (1km) is chosen.</p>
|
||||
|
||||
<p>The <code>Detection</code> object is then passed to the <a href="##(AI_AIR_DISPATCHER).New">AI_AIR_DISPATCHER.New</a>() method to indicate the reconnaissance network
|
||||
configuration and setup the AIR defense detection mechanism.</p>
|
||||
@@ -2199,7 +2199,7 @@ the way how the aircraft are starting up. Cold starts take the longest duration,
|
||||
<li><a href="##(AI_AIR_DISPATCHER).SetSquadronLandingAtEngineShutdown">AI_AIR_DISPATCHER.SetSquadronLandingAtEngineShutdown</a>() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines.</li>
|
||||
</ul>
|
||||
|
||||
<p>You can use these methods to minimize the airbase coodination overhead and to increase the airbase efficiency.
|
||||
<p>You can use these methods to minimize the airbase coordination overhead and to increase the airbase efficiency.
|
||||
When there are lots of aircraft returning for landing, at the same airbase, the takeoff process will be halted, which can cause a complete failure of the
|
||||
A2A defense system, as no new CAP or GCI planes can takeoff.
|
||||
Note that the method <a href="##(AI_AIR_DISPATCHER).SetSquadronLandingNearAirbase">AI_AIR_DISPATCHER.SetSquadronLandingNearAirbase</a>() will only work for returning aircraft, not for damaged or out of fuel aircraft.
|
||||
@@ -2281,13 +2281,13 @@ This limit will avoid an extensive amount of aircraft to engage with the enemy i
|
||||
|
||||
<p>Use the method <a href="##(AI_AIR_DISPATCHER).SetSquadronEngageLimit">AI_AIR_DISPATCHER.SetSquadronEngageLimit</a>() to limit the amount of aircraft that will engage with the enemy, per squadron.</p>
|
||||
|
||||
<h2>4. Set the <strong>fuel treshold</strong>.</h2>
|
||||
<h2>4. Set the <strong>fuel threshold</strong>.</h2>
|
||||
|
||||
<p>When aircraft get <strong>out of fuel</strong> to a certain %-tage, which is by default <strong>15% (0.15)</strong>, there are two possible actions that can be taken:
|
||||
<p>When aircraft get <strong>out of fuel</strong> to a certain %, which is by default <strong>15% (0.15)</strong>, there are two possible actions that can be taken:
|
||||
- The aircraft will go RTB, and will be replaced with a new aircraft if possible.
|
||||
- The aircraft will refuel at a tanker, if a tanker has been specified for the squadron.</p>
|
||||
|
||||
<p>Use the method <a href="##(AI_AIR_DISPATCHER).SetSquadronFuelThreshold">AI_AIR_DISPATCHER.SetSquadronFuelThreshold</a>() to set the <strong>squadron fuel treshold</strong> of the aircraft for all squadrons.</p>
|
||||
<p>Use the method <a href="##(AI_AIR_DISPATCHER).SetSquadronFuelThreshold">AI_AIR_DISPATCHER.SetSquadronFuelThreshold</a>() to set the <strong>squadron fuel threshold</strong> of the aircraft for all squadrons.</p>
|
||||
|
||||
<h2>6. Other configuration options</h2>
|
||||
|
||||
@@ -2347,17 +2347,17 @@ Unless there is a specific behaviour set for a specific squadron, the default co
|
||||
|
||||
<p>Use the method <a href="##(AI_AIR_DISPATCHER).SetDefaultGrouping">AI_AIR_DISPATCHER.SetDefaultGrouping</a>() to set the <strong>default grouping</strong> of spawned airplanes for all squadrons.</p>
|
||||
|
||||
<h2>10.5. Default RTB fuel treshold.</h2>
|
||||
<h2>10.5. Default RTB fuel threshold.</h2>
|
||||
|
||||
<p>When an airplane gets <strong>out of fuel</strong> to a certain %-tage, which is <strong>15% (0.15)</strong>, it will go RTB, and will be replaced with a new airplane when applicable.</p>
|
||||
<p>When an airplane gets <strong>out of fuel</strong> to a certain %, which is <strong>15% (0.15)</strong>, it will go RTB, and will be replaced with a new airplane when applicable.</p>
|
||||
|
||||
<p>Use the method <a href="##(AI_AIR_DISPATCHER).SetDefaultFuelThreshold">AI_AIR_DISPATCHER.SetDefaultFuelThreshold</a>() to set the <strong>default fuel treshold</strong> of spawned airplanes for all squadrons.</p>
|
||||
<p>Use the method <a href="##(AI_AIR_DISPATCHER).SetDefaultFuelThreshold">AI_AIR_DISPATCHER.SetDefaultFuelThreshold</a>() to set the <strong>default fuel threshold</strong> of spawned airplanes for all squadrons.</p>
|
||||
|
||||
<h2>10.6. Default RTB damage treshold.</h2>
|
||||
<h2>10.6. Default RTB damage threshold.</h2>
|
||||
|
||||
<p>When an airplane is <strong>damaged</strong> to a certain %-tage, which is <strong>40% (0.40)</strong>, it will go RTB, and will be replaced with a new airplane when applicable.</p>
|
||||
<p>When an airplane is <strong>damaged</strong> to a certain %, which is <strong>40% (0.40)</strong>, it will go RTB, and will be replaced with a new airplane when applicable.</p>
|
||||
|
||||
<p>Use the method <a href="##(AI_AIR_DISPATCHER).SetDefaultDamageThreshold">AI_AIR_DISPATCHER.SetDefaultDamageThreshold</a>() to set the <strong>default damage treshold</strong> of spawned airplanes for all squadrons.</p>
|
||||
<p>Use the method <a href="##(AI_AIR_DISPATCHER).SetDefaultDamageThreshold">AI_AIR_DISPATCHER.SetDefaultDamageThreshold</a>() to set the <strong>default damage threshold</strong> of spawned airplanes for all squadrons.</p>
|
||||
|
||||
<h2>10.7. Default settings for <strong>patrol</strong>.</h2>
|
||||
|
||||
@@ -2390,7 +2390,7 @@ This greatly increases the efficiency of your CAP operations.</p>
|
||||
|
||||
<p>In the mission editor, setup a group with task Refuelling. A tanker unit of the correct coalition will be automatically selected.
|
||||
Then, use the method <a href="##(AI_AIR_DISPATCHER).SetDefaultTanker">AI_AIR_DISPATCHER.SetDefaultTanker</a>() to set the tanker for the dispatcher.
|
||||
Use the method <a href="##(AI_AIR_DISPATCHER).SetDefaultFuelThreshold">AI_AIR_DISPATCHER.SetDefaultFuelThreshold</a>() to set the %-tage left in the defender airplane tanks when a refuel action is needed.</p>
|
||||
Use the method <a href="##(AI_AIR_DISPATCHER).SetDefaultFuelThreshold">AI_AIR_DISPATCHER.SetDefaultFuelThreshold</a>() to set the % left in the defender airplane tanks when a refuel action is needed.</p>
|
||||
|
||||
<p>When the tanker specified is alive and in the air, the tanker will be used for refuelling.</p>
|
||||
|
||||
@@ -2404,7 +2404,7 @@ Use the method <a href="##(AI_AIR_DISPATCHER).SetDefaultFuelThreshold">AI_AIR_DI
|
||||
A2ADispatcher:SetSquadronCapInterval("Sochi", 2, 30, 600, 1 )
|
||||
A2ADispatcher:SetSquadronGci( "Sochi", 900, 1200 )
|
||||
|
||||
-- Set the default tanker for refuelling to "Tanker", when the default fuel treshold has reached 90% fuel left.
|
||||
-- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left.
|
||||
A2ADispatcher:SetDefaultFuelThreshold( 0.9 )
|
||||
A2ADispatcher:SetDefaultTanker( "Tanker" )
|
||||
</code></pre>
|
||||
@@ -2450,9 +2450,6 @@ However, the squadron will still stay alive. Any airplane that is airborne will
|
||||
of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
@@ -2852,7 +2849,7 @@ of the squadron will be destroyed. This to keep consistency of air operations no
|
||||
<tr class="w3-border">
|
||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_AIR_DISPATCHER).SetDefaultDamageThreshold">AI_AIR_DISPATCHER:SetDefaultDamageThreshold(DamageThreshold)</a></p></td>
|
||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||
<p>Set the default damage treshold when defenders will RTB.</p>
|
||||
<p>Set the default damage threshold when defenders will RTB.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr class="w3-border">
|
||||
@@ -2864,7 +2861,7 @@ of the squadron will be destroyed. This to keep consistency of air operations no
|
||||
<tr class="w3-border">
|
||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_AIR_DISPATCHER).SetDefaultFuelThreshold">AI_AIR_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)</a></p></td>
|
||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||
<p>Set the default fuel treshold when defenders will RTB or Refuel in the air.</p>
|
||||
<p>Set the default fuel threshold when defenders will RTB or Refuel in the air.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr class="w3-border">
|
||||
@@ -3044,7 +3041,7 @@ of the squadron will be destroyed. This to keep consistency of air operations no
|
||||
<tr class="w3-border">
|
||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_AIR_DISPATCHER).SetSquadronFuelThreshold">AI_AIR_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold)</a></p></td>
|
||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||
<p>Set the fuel treshold for the squadron when defenders will RTB or Refuel in the air.</p>
|
||||
<p>Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr class="w3-border">
|
||||
@@ -5469,7 +5466,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
||||
<p>The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
||||
The default overhead is 1, so equal balance. The <a href="##(AI_AIR_DISPATCHER).SetOverhead">AI_AIR_DISPATCHER.SetOverhead</a>() method can be used to tweak the defense strength,
|
||||
taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
|
||||
So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
|
||||
@@ -5664,9 +5661,9 @@ multiplied by the Overhead and rounded up to the smallest integer. </p>
|
||||
<p>AI_AIR_DISPATCHER constructor.</p>
|
||||
|
||||
|
||||
<p>This is defining the AIR DISPATCHER for one coaliton.
|
||||
<p>This is defining the AIR DISPATCHER for one coalition.
|
||||
The Dispatcher works with a <a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a> object that is taking of the detection of targets using the EWR units.
|
||||
The Detection object is polymorphic, depending on the type of detection object choosen, the detection will work differently.</p>
|
||||
The Detection object is polymorphic, depending on the type of detection object chosen, the detection will work differently.</p>
|
||||
|
||||
<div id= "#Functions##New" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -5700,19 +5697,19 @@ The Detection object is polymorphic, depending on the type of detection object c
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
<pre class="example"><code>
|
||||
-- Setup the Detection, using DETECTION_AREAS.
|
||||
-- First define the SET of GROUPs that are defining the EWR network.
|
||||
-- Here with prefixes DF CCCP AWACS, DF CCCP EWR.
|
||||
DetectionSetGroup = SET_GROUP:New()
|
||||
DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
|
||||
DetectionSetGroup:FilterStart()
|
||||
|
||||
-- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius.
|
||||
Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
|
||||
<pre class="example"><code>
|
||||
-- Setup the Detection, using DETECTION_AREAS.
|
||||
-- First define the SET of GROUPs that are defining the EWR network.
|
||||
-- Here with prefixes DF CCCP AWACS, DF CCCP EWR.
|
||||
DetectionSetGroup = SET_GROUP:New()
|
||||
DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
|
||||
DetectionSetGroup:FilterStart()
|
||||
|
||||
-- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
||||
AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) --
|
||||
-- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius.
|
||||
Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
|
||||
|
||||
-- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
||||
AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
||||
</code></pre>
|
||||
|
||||
</div>
|
||||
@@ -6581,10 +6578,10 @@ or
|
||||
<h2><a id="#(AI_AIR_DISPATCHER).SetDefaultDamageThreshold" ><strong>AI_AIR_DISPATCHER:SetDefaultDamageThreshold(DamageThreshold)</strong></a></h2>
|
||||
</div>
|
||||
|
||||
<p>Set the default damage treshold when defenders will RTB.</p>
|
||||
<p>Set the default damage threshold when defenders will RTB.</p>
|
||||
|
||||
|
||||
<p>The default damage treshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.</p>
|
||||
<p>The default damage threshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.</p>
|
||||
|
||||
<div id= "#Functions##SetDefaultDamageThreshold" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -6602,7 +6599,7 @@ or
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>A decimal number between 0 and 1, that expresses the %-tage of the damage treshold before going RTB.</p>
|
||||
<p>A decimal number between 0 and 1, that expresses the % of the damage threshold before going RTB.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -6622,7 +6619,7 @@ or
|
||||
-- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
||||
AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
||||
|
||||
-- Now Setup the default damage treshold.
|
||||
-- Now Setup the default damage threshold.
|
||||
AIRDispatcher:SetDefaultDamageThreshold( 0.90 ) -- Go RTB when the airplane 90% damaged.
|
||||
</code></pre>
|
||||
|
||||
@@ -6693,10 +6690,10 @@ or
|
||||
<h2><a id="#(AI_AIR_DISPATCHER).SetDefaultFuelThreshold" ><strong>AI_AIR_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)</strong></a></h2>
|
||||
</div>
|
||||
|
||||
<p>Set the default fuel treshold when defenders will RTB or Refuel in the air.</p>
|
||||
<p>Set the default fuel threshold when defenders will RTB or Refuel in the air.</p>
|
||||
|
||||
|
||||
<p>The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.</p>
|
||||
<p>The fuel threshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.</p>
|
||||
|
||||
<div id= "#Functions##SetDefaultFuelThreshold" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -6714,7 +6711,7 @@ or
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.</p>
|
||||
<p>A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -6734,7 +6731,7 @@ or
|
||||
-- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
||||
AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
||||
|
||||
-- Now Setup the default fuel treshold.
|
||||
-- Now Setup the default fuel threshold.
|
||||
AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
||||
</code></pre>
|
||||
|
||||
@@ -7000,7 +6997,7 @@ or
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
||||
<p>The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
||||
The default overhead is 1, so equal balance. The <a href="##(AI_AIR_DISPATCHER).SetOverhead">AI_AIR_DISPATCHER.SetOverhead</a>() method can be used to tweak the defense strength,
|
||||
taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
|
||||
So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
|
||||
@@ -7491,7 +7488,7 @@ multiplied by the Overhead and rounded up to the smallest integer. </p>
|
||||
-- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
||||
AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
||||
|
||||
-- Now Setup the default fuel treshold.
|
||||
-- Now Setup the default fuel threshold.
|
||||
AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
||||
|
||||
-- Now Setup the default tanker.
|
||||
@@ -8322,10 +8319,10 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
||||
<h2><a id="#(AI_AIR_DISPATCHER).SetSquadronFuelThreshold" ><strong>AI_AIR_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold)</strong></a></h2>
|
||||
</div>
|
||||
|
||||
<p>Set the fuel treshold for the squadron when defenders will RTB or Refuel in the air.</p>
|
||||
<p>Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.</p>
|
||||
|
||||
|
||||
<p>The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.</p>
|
||||
<p>The fuel threshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.</p>
|
||||
|
||||
<div id= "#Functions##SetSquadronFuelThreshold" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -8356,7 +8353,7 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.</p>
|
||||
<p>A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -8376,7 +8373,7 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
||||
-- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
||||
AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
||||
|
||||
-- Now Setup the default fuel treshold.
|
||||
-- Now Setup the default fuel threshold.
|
||||
AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
||||
</code></pre>
|
||||
|
||||
@@ -8723,7 +8720,7 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
||||
<p>The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
||||
The default overhead is 1, so equal balance. The <a href="##(AI_AIR_DISPATCHER).SetOverhead">AI_AIR_DISPATCHER.SetOverhead</a>() method can be used to tweak the defense strength,
|
||||
taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
|
||||
So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
|
||||
@@ -9458,7 +9455,7 @@ multiplied by the Overhead and rounded up to the smallest integer. </p>
|
||||
-- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
||||
AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
||||
|
||||
-- Now Setup the squadron fuel treshold.
|
||||
-- Now Setup the squadron fuel threshold.
|
||||
AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
||||
|
||||
-- Now Setup the squadron tanker.
|
||||
|
||||
Reference in New Issue
Block a user