Describe iads configuration

RndName 2022-04-05 13:06:48 +02:00
parent b623b13794
commit 855abb535e

@ -74,10 +74,12 @@ When choosing preferred aircraft, although the property is optional, it is best
A best practice to follow is to set up one base per side as a transit hub. This is preferably a large airfield near the rear of the conflict (not easily captured or destroyed), that has the ability to produce ground units (has a factory), has a cargo aircraft squadron, and optionally has a port. Depending on the location of this base it may also be a good home for AEW&C and refueling squadrons (and a BARCAP squadron to defend those other squadrons).
### IADS configuration
Description about the advanced IADS Configuration coming soon...
_Will be available in DCS Liberation 6.0_\
Liberation can automatically generate the IADS network for you but if you want to have more control about the network and which assets are connected with each other it is possible to define the whole IADS network in the campaign.yaml. The iads configuration will only be used when the campaign supports the advanced iads (set `advanced_iads` to true) and the checkbox to use the Advanced mode is checked during campaign generation.
_Will be available in DCS Liberation 6.0_
To define the iads network in the campaign.yaml one has to add all connections to the `iads_config` property. Every primary node (SAM, EWR, Command Center, Naval Unit) which should participate to the network has to be added to the list with the exact Group Name used in the campaign.miz. AWACs should not be added to this list!. Every primary node can have 0..N connections (Comms, Power Source, Point Defense) which have to be added as a list to the primary node with the exact group name used in the campaign.miz. If no connections are added to a primary node it will participate to the IADS Network without requiring Comms or Power (equal to the functionality of the Basic mode).
Example of the IADS Configuration used in the Golan Heights campaign:
```yaml
version: "10.1" # Campaign Version 10.1 allows the advanced iads network config
advanced_iads: true # Campaign has connection_nodes / power_sources / command_centers
@ -97,7 +99,7 @@ iads_config:
...
```
How the IADS Network works is described over here: [IADS Network](#iads)
How the IADS Network works is described over here: [IADS Network](#iads---integrated-air-defence-system)
### Common issues with a custom campaign yaml file and their solutions
@ -432,7 +434,7 @@ Armor groups are ground units that defend the assigned location. These groups wi
DCS Liberation will create Air Defence Assets like SAM Systems, Point Defense, EWRs, Power Sources, Connection Nodes and Command Centers during campaign generation and connects them with each other to build an IADS Network of participating assets. This IADS Network will be used in the generated mission by the [Skynet Plugin](https://github.com/walder/Skynet-IADS) created by Walder which improves the overall handling of the AI with the Anti Air units as well as bringing in more realistic options like Connection Nodes, Power Sources and Command Centers.
#### IADS Network
The IADS Network can be implemented and used in two different ways since Liberation 6.0:
The IADS Network can be implemented and used in two different ways:
- Basic Mode
- Advanced Mode
@ -446,7 +448,7 @@ If the campaign supports the advanced mode there are two possible ways to use it
If no iads_config is defined in the campaign.yaml the "by range" option will be used. In this mode the system will automatically connect assets like SAM Systems or EWRs to Connection Nodes or Power Sources base on the distance between these objects. Comms will be connected within a distance of 15nm and power sources will be connected within 35nm of distance.
The advanced assets like Comms, Power and C2 can be placed like any other ground object using the placeholder unit defined in this table [Unit Type Quick Reference](#unit-type-quick-reference-1) or via a [Map Object](#map-objects).
The advanced assets like Comms, Power and C2 can be placed like any other ground object using the placeholder unit defined in this table [Unit Type Quick Reference](#unit-type-quick-reference-1) or via a [Map Object](#map-objects). When Map objects are used the system will generate a static dummy M4 Soldier next to the object. This is required so that skynet has a unit to control and track the alive/death state of it. This unit does not serve any purpose beside this. The kill of a map object is strill tracked by destroying the object and not the soldier.
#### Anti Air GroundObjects
SAM locations are split into four types: long range, medium range, short range, and AAA. Each type of position will prefer to be filled by its exact type, but if the faction has no air defenses of that type available the generator will continue to downgrade the site until it finds a match. For example, a medium range SAM may be used in place of a long range SAM. _Upgrades_ are not allowed.