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FlightControl

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  1. @ED and @BIGNEWY, A big big thanks for finally fixing this bug. It was the LR radars that were causing the problems. I just ran the Gori Valley mission that I initially discovered this error with (the first post in this thread), and it is working much much much better, like butter. Smooth, no stutters from the DCS engine anymore. If we could have EDs attention to also look at the following list, that would be great! https://github.com/FlightControl-Master/MOOSE/issues?q=is%3Aopen+is%3Aissue+label%3A%22DCS+bug%22 Especially the S_EVENT_PLAYER_ENTER_UNIT bug in DCS multi player is one that requires a fix for many people! https://github.com/FlightControl-Master/MOOSE/issues/692 Sven
  2. thank you First a thank you ED team for the effort to fix the stutters caused by the radars... I don't have time now to test but will do in the weekend! And will provide feedback... Great stuff! FC
  3. 00412.424 INFO EDCORE: try to write dump information 00412.471 INFO EDCORE: # -------------- 20170929-100206 -------------- 00412.497 INFO EDCORE: D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\edObjects.dll 00412.548 INFO EDCORE: # C0000005 ACCESS_VIOLATION at D09A3434 00:00000000 00412.590 INFO EDCORE: 00000000 00000000 0000:00000000 00412.605 INFO EDCORE: D09A3434 012FE8A0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\edObjects.dll ?getObjectType@SceneObject@@UEBAPEAVIModel@model@@XZ()+4 00412.622 INFO EDCORE: B5B752EC 012FE900 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\WorldGeneral.dll ?getObjectType@woLandPoint@@UEBAPEAVIModel@model@@XZ()+2C 00412.624 INFO EDCORE: B5B53B26 012FE930 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\WorldGeneral.dll ?getDetectionPoint@MovingObject@@UEAA?AVVec3d@osg@@XZ()+26 00412.625 INFO EDCORE: B5BB1DD9 012FEBB0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\WorldGeneral.dll ?buildTargetDetectionInfo@wDetector@@IEBAXPEAVMovingObject@@AEBVwTargetDetectionStatus@@AEAUwTargetDetectionInfo@@I@Z()+1F9 00412.627 INFO EDCORE: B5BB03FE 012FEDC0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\WorldGeneral.dll ?checkTarget@wDetector@@UEAAIPEAVMovingObject@@AEAVwTargetDetectionStatus@@_N@Z()+12E 00412.627 INFO EDCORE: 554D7731 012FEDF0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00412.628 INFO EDCORE: 554D7480 012FEFF0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00412.628 INFO EDCORE: 554D724B 012FF090 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00412.629 INFO EDCORE: 554CF271 012FF160 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00412.630 INFO EDCORE: 554CE500 012FF1C0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00412.630 INFO EDCORE: 554AA3E1 012FF200 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00412.632 INFO EDCORE: 554A9BAF 012FF250 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00412.633 INFO EDCORE: B5B4576C 012FF290 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\WorldGeneral.dll ?NextEvent@wWakeupTime@@UEAAXXZ()+2C 00412.633 INFO EDCORE: D08F6E63 012FF310 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\World.dll 00412.634 INFO EDCORE: D08F7346 012FF360 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\World.dll 00412.635 INFO EDCORE: 555033D6 012FF3D0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00412.636 INFO EDCORE: 5550DC9E 012FF430 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00412.636 INFO EDCORE: 551B307B 012FF460 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00412.637 INFO EDCORE: 551B48F9 012FFB10 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00412.640 INFO EDCORE: 5564CEBF 012FFB50 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00412.644 INFO EDCORE: E0AD2774 012FFB80 0000:00000000 C:\WINDOWS\System32\KERNEL32.DLL BaseThreadInitThunk()+14 00412.645 INFO EDCORE: E1130D51 012FFBD0 0000:00000000 C:\WINDOWS\SYSTEM32\ntdll.dll RtlUserThreadStart()+21 00415.920 INFO EDCORE: Minidump created. 00415.921 INFO EDCORE: try to write track file
  4. 00644.015 INFO EDCORE: try to write dump information 00644.055 INFO EDCORE: # -------------- 20170929-095311 -------------- 00644.072 INFO EDCORE: D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\edObjects.dll 00644.089 INFO EDCORE: # C0000005 ACCESS_VIOLATION at D09A3434 00:00000000 00644.105 INFO EDCORE: 00000000 00000000 0000:00000000 00644.130 INFO EDCORE: D09A3434 0034E650 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\edObjects.dll ?getObjectType@SceneObject@@UEBAPEAVIModel@model@@XZ()+4 00644.147 INFO EDCORE: B5B752EC 0034E6B0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\WorldGeneral.dll ?getObjectType@woLandPoint@@UEBAPEAVIModel@model@@XZ()+2C 00644.148 INFO EDCORE: B5B53B26 0034E6E0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\WorldGeneral.dll ?getDetectionPoint@MovingObject@@UEAA?AVVec3d@osg@@XZ()+26 00644.149 INFO EDCORE: B5BB1DD9 0034E960 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\WorldGeneral.dll ?buildTargetDetectionInfo@wDetector@@IEBAXPEAVMovingObject@@AEBVwTargetDetectionStatus@@AEAUwTargetDetectionInfo@@I@Z()+1F9 00644.151 INFO EDCORE: B5BB03FE 0034EB70 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\WorldGeneral.dll ?checkTarget@wDetector@@UEAAIPEAVMovingObject@@AEAVwTargetDetectionStatus@@_N@Z()+12E 00644.152 INFO EDCORE: 554D7731 0034EBA0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00644.153 INFO EDCORE: 554D7480 0034EDA0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00644.154 INFO EDCORE: 554D724B 0034EE40 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00644.155 INFO EDCORE: 554CF271 0034EF10 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00644.156 INFO EDCORE: 554CE500 0034EF70 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00644.157 INFO EDCORE: 554AA3E1 0034EFB0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00644.158 INFO EDCORE: 554A9BAF 0034F000 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00644.159 INFO EDCORE: B5B4576C 0034F040 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\WorldGeneral.dll ?NextEvent@wWakeupTime@@UEAAXXZ()+2C 00644.160 INFO EDCORE: D08F6E63 0034F0C0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\World.dll 00644.161 INFO EDCORE: D08F7346 0034F110 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\World.dll 00644.162 INFO EDCORE: 555033D6 0034F180 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00644.163 INFO EDCORE: 5550DC9E 0034F1E0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00644.164 INFO EDCORE: 551B307B 0034F210 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00644.166 INFO EDCORE: 551B48F9 0034F8C0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00644.171 INFO EDCORE: 5564CEBF 0034F900 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe 00644.177 INFO EDCORE: E0AD2774 0034F930 0000:00000000 C:\WINDOWS\System32\KERNEL32.DLL BaseThreadInitThunk()+14 00644.178 INFO EDCORE: E1130D51 0034F980 0000:00000000 C:\WINDOWS\SYSTEM32\ntdll.dll RtlUserThreadStart()+21 00647.379 INFO EDCORE: Minidump created. 00647.380 INFO EDCORE: try to write track file Something with detection and scenery.
  5. Some new updates have been pushed. Now the moose.lua file is reduced in size ... from 2.1 MB to 0.8 MB which results in faster mission loading, faster performance. Less overhead. Also a minor error has been fixed in AI_A2A_DISPATCHER where the GCI would fail if unlimited resources were allocated to a Squadron (Resources = nil). Please reload the new moose.lua from the releases page: https://github.com/FlightControl-Master/MOOSE/releases good luck! Sven
  6. Ok. Lots of questions, which is good. The AI will be reduced when 1 players has joined. When a player joins, an AI will return if the maximum of AI in the air has been achieved. Note that the return of the AI is conditional. If there is an enemy in the range of the AI to return, and the enemy is a player, the AI won't return but will remain engaged with the enemy. You don't need an AI balancer for this, but can use the event system to spawn AI when a player enters a slot. But in this case it is MUCH better to look into AI_A2A_DISPATCHER. This helps you to configure a complete A2A defence system.
  7. Updated versions I agree, it was my mistake. I am sorry. I should have tested ships too. So, i did some work on the logic and improve a lot of stuff. Tested ships also. Attached you can find an updated prototypes, now also with ships tested. Patrol a route: -- Find the Vehicle and create a GROUP object. Vehicle = GROUP:FindByName( "Vehicle" ) -- Patrol the route of the Vehicle. Vehicle:PatrolRoute() -- Find the Ship and create a GROUP object. Ship = GROUP:FindByName( "Ship" ) -- Patrol the route of the Ship. Ship:PatrolRoute() Patrol random points of a route: -- Find the Vehicle and create a GROUP object. Vehicle = GROUP:FindByName( "Vehicle" ) -- Patrol to random points of the route at 120 km/h in "Vee" formation. Vehicle:PatrolRouteRandom( 120, "Vee" ) -- Find the Ship and create a GROUP object. Ship = GROUP:FindByName( "Ship" ) -- Patrol to random points of the route at 120 km/h in "Vee" formation. Ship:PatrolRouteRandom( 120, "Vee" ) Patrol a zone: -- Find the Vehicle and create a GROUP object. Vehicle = GROUP:FindByName( "Vehicle" ) -- Patrol to random points in the trigger zone ZONE, at 120 km/h in Vee format. Vehicle:PatrolZones( { ZONE:New( "ZONEVEHICLE" ) }, 120, "Vee" ) -- Find the Vehicle and create a GROUP object. Ship = GROUP:FindByName( "Ship" ) -- Patrol to random points in the trigger zone ZONE, at 120 km/h in Vee format. Ship:PatrolZones( { ZONE:New( "ZONESHIP" ) }, 120, "Vee" ) Patrol between multiple zones: -- Find the Vehicle and create a GROUP object. Vehicle = GROUP:FindByName( "Vehicle" ) -- Patrol to random points in the trigger zones ZONEVEHICLE1, ZONEVEHICLE2, ZONEVEHICLE3, at 120 km/h in Vee format. Vehicle:PatrolZones( { ZONE:New( "ZONEVEHICLE1" ), ZONE:New( "ZONEVEHICLE2" ), ZONE:New( "ZONEVEHICLE3" ) }, 120, "Vee" ) -- Find the Ship and create a GROUP object. Ship = GROUP:FindByName( "Ship" ) -- Patrol to random points in the trigger zones ZONESHIP1, ZONESHIP2, ZONESHIP3, at 120 km/h in Vee format. Ship:PatrolZones( { ZONE:New( "ZONESHIP1" ), ZONE:New( "ZONESHIP2" ), ZONE:New( "ZONESHIP3" ) }, 120, "Vee" ) GRP-550 - Patrol a route.lua GRP-550 - Patrol a route.miz GRP-551 - Patrol to random points of a route.lua GRP-551 - Patrol to random points of a route.miz GRP-552 - Patrol in a zone.lua GRP-552 - Patrol in a zone.miz GRP-553 - Patrol in a list of zones.lua GRP-553 - Patrol in a list of zones.miz
  8. Cool! Great you got that working with the help of Delta99! You may also wanna have a look at the AI_A2A_DISPATCHER! What is the next thing you're going to use? FC
  9. OK. I haven't tested ships yet in the prototype. Let me have a closer look at this. Ships or Vehicles, it should not matter, should it? Let's see!
  10. Many of the server admins are rolling back to ensure stable game play.
  11. Thanks for the feedback Rivvern! On the error reported related to CAP, I will verify this thoroughly. Not seen this error yet. My answers: Q1: These statements are for filtering the output of logging in the dcs.log. I generate logging because I need to understand that is happening when developing. But when released, these statements aren't producing any output by default. So you can use the Trace, T, E, F methods of BASE class to activate and add trace... Check the BASE class documentation here: http://flightcontrol-master.github.io/MOOSE/Documentation/Base.html#BASE Q2: This is a good suggestion and I will look into this. Actually, was already planning to do such. A nice additional feature for CAP is to set the zone selection probability for each zone. Imagine you hand zone1 and zone2 for CAP, but you wanna have zone1 40% and zone2 60% probability given to let planes CAP in a zone... Another function would be to let CAP planes "switch zones" or "reselect" zones. This could be triggered over time or with a specific API. The zone probabilities could be modified during mission execution to ensure that the zones with the highest threat expected to be guarded are CAPped. Q3: Also a good one and an important one... When we think about this, it could be implemented by adding a method SquadronStop and SquadronStart... When stopped, the airplanes airborne would then need to return home immediately... The SquadronStop could be made conditional, only to be executed when the squadron is not active in combat. SquadronStop could also be used when an airbase with squadrons allocated is captured... In that case, further actions may be required to be done, but that depends on the mission designer. Methods like SquadronTransferAirbase or SquadronTransferCoalition or SquadronDestroy are possible actions. In terms of resource management, it would be nice to have squadrons resupplied, that is, planes flying into the scene and landing add the base. Once landed, the plane could be added to the squadron. There are a lot of things that can be added.that is what I mean with "flexible" and "expandable". AWACS guarding, TANKER guarding, Squadron splitting, Squadron escorting, Squadron sweeping an area are all additional functions to be done. The exciting thing will be when I start to make the AI_A2A_DISPATCHER interact with the TASK_A2A_DISPATCHER... So players (pilots) can get a view on what the AI defences are doing as part of the A2A dynamic tasking framework (which works today)... These are the reasons why I started to develop the GCICAP replacement. Sven
  12. Removed the content because of a fix, see a post later on this. https://forums.eagle.ru/showpost.php?p=3252255&postcount=786
  13. I guess, when you want these ships to "partrol", you wanna let it move in a zone, right? to random places? Or follow a predefined path? There are a couple of options to design this, maybe i'll implement all, so you have a choice: Patrol following a predefined path set with waypoint nodes. At the last node, the group will repeat from the first. Patrol using a predefined path set with waypoint nodes. The group will select a random point of the path and go there. Upon arrival, it will select another and repeat this process. Patrol in a zone. Using a polygon zone, or a normal trigger zone, the group will select a random point within the zone and go there. Upon arrival, it will select another and repeat this process. Patrol in a set of zones. Most likely normal trigger zones, but can also be any other type of zone. The group will select a random point in one of the zones, and go there. Upon arrival, it will repeat the process. Your choice. The method(s) will be implemented on CONTROLLABLE level. So that UNITS (planes) and GROUPS can be controlled executing this process. Will revert when I have examples. I also guess you may wanna start/stop this process at a certain point in time? So like start patrol and then stop patrol? Can you create a new requirement on GITHUB here please: https://github.com/FlightControl-Master/MOOSE/issues Just click new issue, and cut-paste the above text written into the issue. Then i know this is from you :-) It helps my memory. FC
  14. Yup. It depends... How to get it explained in a way to make it structured... There's are a couple Golden rules when it comes to efficient CPU utilization. * statics don't consume CPU. * late activated units dont consume CPU. * stationary units CPU utilization depends on the detection and attack instruments it has... * visible detection is performant. It kicks in when units are a short distance (like 8 to 10km away from each other)... * G2A radar detection is currently killing CPU due to a bug in beta and current release. * ir detection is ok. * A2G detection works okay. Note that a reaper or an su-34 can detect a lot of ground units... May slow down things... * .... * Radars are important. The more radar capable units on the battlefield, the more CPU usage! The more radar capable units from each coalition, you'll get cardinal cross product logic where each unit is detecting others... * moving... The more units move, the more CPU... * ground attack... Put 60 blue abram tanks in front of 60 red t-90s, and the sim falls flat. Units with less instruments are more efficient, and can handle more units in battle... * moving and battling is the most CPU consuming.... * airbases.... Some airbases are really CPU ineffective.... I have a list... * helicopters are very CPU consuming, especially the ones with lots of instruments, like the Mi-28N and the AH-64D... They have... Ground scanning radars... * some planes too, like AWACS, su-34, ... As a golden rule: * use statics when possible. * ai off when possible * be careful with radars, especially long range ones. * dont use specific airbases, like gudauta. * avoid movement of ground units * avoid massive face to face battles * shut off radars when not needed Did I forget something? Probably... Am on mobile now, but when I get home will try to write this up better... Lots of stuff to share... You can have a mission with 1300 units running smooth... .
  15. I am confused. When we have a bug, we are asked to help and show a demo mission. Well I gave 3 missions documenting the root cause. Was it useful? The missions were viewed one or two times. Was it my language, the fat or bold? Was it my video on YouTube? I just get the impression that the message didn't come over.... I spent this morning 6 hours trying to find out why the Gori Valley mission still stuttered after the patch. I have run this mission and tried different things, made multiple versions eliminating piece by piece.... Until I found the patriots... The radars are the ones killing it. I have not found the word radar documented as the root cause in the thread. So I thought sharing this as a help... Now we read that ED knows about it and that it is not an easy fix. Okay.... Is there something else that I can do to waste my time on??? Guys... There is a huge disconnect here. Seriously. Huge. Can you please check the missions and confirm or deny that this is the root cause? Thank you, Sven
  16. @mwd2 I will add a very easy function this weekend. Yes it can do patrols,with one call. Will come back to this. But you can do a lot and a lot more, as Pikey said.
  17. OK guys ... So we got a new beta version last friday. There is improvements, but still stutters. And done this morning research what the stutters were about and found it. I have been looking into this problem very much, and I can resimulate it on the beta version 1.5.7.9891. And I think now the ROOT CAUSE had been found ... The issue seems to be with Patriot Batteries... I have made an extensive post here that documents in great detail where the issue is and a method to resimulate it using test missions. click here: https://forums.eagle.ru/showpost.php?p=3250554&postcount=166
  18. Yup, I agree. Again an other mod required or tool to be made. The point of the dispatcher I suggested, which is existing and works, today, allows to design a mission and fly. It also allows to design a mission without knowing at both parties where the goals are or will be. It is dynamic. When in flight the coalition head quarters will inform you of targets. And while in flight, you can go over the radio and discuss the approach of attack using the map. The target locations can even be shown on the map. And the system is multi player, not single player. So look at this as an alternative... I've been in flight with a team doing exactly that... That being said, there are alternative ways of dealing with mission planning. Actually it is plain easy. You need to be able to merge two mission files and you've done it. Both coalitions model their part in the ME after having received a mutual indication of mission goals and locations of the opposite side... Merge the two missions and done.
  19. OK. So that means you can ignore this capability and suggest you go on and do your thing. I thought sharing something that is pretty cool and does what it does, which is related to mission planning. If the underlying is not useable for you, then okay, just let it then. If it is about team communication, people agreeing with each other and discussing with each other how certain targets need to be attacked and what waypoints to be followed etc, then okay, then indeed this is not the solution and I am sorry I misunderstood the requirement. If it is only about setting waypoints and allocating players to a "hidden" target, fine for me. Then do your thing and am sorry I have bothered you all at 3am in the morning. Only, reading your words more closely, the engine is about MP, not SP.
  20. OK guys ... I have been looking into this problem very much, and I can resimulate it on the beta version 1.5.7.9891. And I think now the ROOT CAUSE had been found ... The issue seems to be with Patriot Batteries... See attached the Gori Valley mission, but I've removed ALL scripts! No Triggers, No Scripts loaded. All scripting is disabled, there are no triggers running. The mission is a bit large due to some files in the mission (bitmaps). 3 missions added No Patriots - No Stutter.miz No patriot batteries loaded in the mission. Load mission, run it. Select RED KA-50 => Go external view. rotate... => NO STUTTER!!! More Patriots - More Stutter.miz About 10 Patriot batteries added in the mission. Load mission, run it. Select RED KA-50 => Go external view. rotate... => STUTTER!!! Lots of Patriots - Lots of Stutter.miz A lot of Patriot batteries added in the mission. Load mission, run it. Select RED KA-50 => Go external view. rotate... => UNPLAYABLE This may provide now enough material to convince, let's hope ... It may provide a big hint where to search for bottlenecks in the processing. Which looks like the issue is with long range SAMs. Patriots however seems to block a lot the smoothness. And I guess the SA-10s would have the same stuttering effect. I did a lot of tests with short range SAMs and medium range SAMs, but there i could place hundreds of SR and MR SAM units, and DCS would work smooth. kind regards, Sven Lots of Patriots - Lots of Stutter.miz More Patriots - More Stutter.miz No Patriots - No Stutter.miz
  21. There is an A2A planning like this too that does INTERCEPT, SWEEP and ENGAGE to players. Same mechanism as A2G, but then A2A.
  22. Have a look to this video: B8fnopjiybg It may help... Demo mission here: https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/Release/CLA%20-%20CleanUp%20Airbase/CLA-001%20-%20CleanUp%20Airbase Documentation http://flightcontrol-master.github.io/MOOSE/Documentation/CleanUp.html#CLEANUP_AIRBASE
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