Jump to content

FlightControl

Members
  • Posts

    2070
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by FlightControl

  1. Added some function requested by Invisibull (see requests on github issues list). Added method :SetDefaultFuelTreshold( FuelTreshold ) in AI_A2A_DISPATCHER and AI_A2A_GCICAP. Added method :SetDefaultDamageTreshold( DamageTreshold ) in AI_A2A_DISPATCHER and AI_A2A_GCICAP. These allow to make the AI return when a certain fuel treshold has been reached or when a plane is x% damaged. Very useful methods to fine-tune the defense system. Find in the documentation in Chapter 10. A fuel treshold demonstration mission has been added. Please download the new version of Moose.lua to incorporate these fixes. https://github.com/FlightControl-Master/MOOSE/releases FC
  2. Added some function requested by Invisibull (see requests on github issues list). Added method :SetDefaultFuelTreshold( FuelTreshold ) in AI_A2A_DISPATCHER and AI_A2A_GCICAP. Added method :SetDefaultDamageTreshold( DamageTreshold ) in AI_A2A_DISPATCHER and AI_A2A_GCICAP. These allow to make the AI return when a certain fuel treshold has been reached or when a plane is x% damaged. Very useful methods to fine-tune the defense system. Find in the documentation in Chapter 10. A fuel treshold demonstration mission has been added. Please download the new version of Moose.lua to incorporate these fixes. https://github.com/FlightControl-Master/MOOSE/releases FC
  3. Thanks for the interview guys.
  4. @All, Done some important fixes on AI_A2A_GCICAP. Fixed returning planes when landing not to despawn when using AI_A2A_GCICAP. Fixed problem with route path in dcs 2.1.1 when planes takeoff from runway or parking spot. Planes would just take off and return landing. This is fixed now. Please download the new version of Moose.lua to incorporate these fixes. https://github.com/FlightControl-Master/MOOSE/releases FC
  5. @All, Done some important fixes on AI_A2A_GCICAP. Fixed returning planes when landing not to despawn when using AI_A2A_GCICAP. Now planes will also despawn when the landing setting is LandingAtRunway or LandingAfterEngineShutdown. Fixed problem with route path in dcs 2.1.1 when planes takeoff from runway or parking spot. Planes would just take off and return landing. This is fixed now. Please download the new version of Moose.lua to incorporate these fixes. https://github.com/FlightControl-Master/MOOSE/releases FC
  6. This is a good question, and I think i have right now only half the answer. You see, as people use the module, these kind of questions come and sometimes good questions come like this one. I have an API SetGciRange() which will not start a GCI but only when the range of the target is lower from the nearest airbase than the specified range in the method. Then there is the SetEngageRange() method, which will only engage targets if they are X meters from the an airborne target. But you are right, if a target has been set, there might be some kind of "disengage" parameter, that will stop friendlies chasing planes. Also, I noticed that once a target has been set, there is no cancel done if another friendly is closer to the target and is patrolling! So my answer: optimizations are still required to be done. I will work on those, promise, but i don't think I need to tell this here explicitly because you already assumed this :-) Just hope that what we have now today already satisfies a lot of the expectations though. FC
  7. I fear it will be the land event not triggered by dcs. Will investigate this.
  8. No you're not doing something wrong. Saw it too. Dcs 2.1.1? Will fix that.
  9. YEP http://flightcontrol-master.github.io/MOOSE/Documentation/AI_A2A_Dispatcher.html##(AI_A2A_DISPATCHER).SetDefaultLanding
  10. thank you!!
  11. Use AI_A2A_GCICAP and pls test a full A2G tasking mission if that is possible using TASK_A2G_DISPATCHER. That is the core of release 2.2. If those are stable, we can then move on to release 2.3
  12. Automatic respawning has been implemented already on the CARGO objects. But only under the condition that the CARGO is destroyed! Not when it has been dropped at location correctly. The "RespawnOnDestroyed( true ) method handles the automatic respawing when the CARGO is destroyed... So that a new try can be done and cargo is refreshed automatically. There is a difference in physical errors and logical goal achievement. For the latter, I consider the MD to handle this situation. For this, one needs to "grab" the OnDeployed event of the cargo and do some logic actions (like respawn the cargo?)... local RepairZone1 = ZONE_POLYGON:New( "Repair Zone 1", GROUP:FindByName("Repair Zone 1") ) local RepairZone2 = ZONE_POLYGON:New( "Repair Zone 2", GROUP:FindByName("Repair Zone 2") ) local DeliveryZone = ZONE:New( "Delivery Zone" ) CargoTransportTask:AddDeployZone( RepairZone1 ) CargoTransportTask:AddDeployZone( RepairZone2 ) CargoTransportTask:AddDeployZone( DeliveryZone ) --- OnAfter Transition Handler for Event CargoDeployed. -- @function [parent=#TASK_CARGO_TRANSPORT] OnAfterCargoDeployed -- @param #TASK_CARGO_TRANSPORT self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc. -- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. -- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded. function CargoTransportTask:OnAfterCargoDeployed( From, Event, To, TaskUnit, Cargo, DeployZone ) self:F({From, Event, To, TaskUnit, Cargo, DeployZone}) CommandCenter:MessageToCoalition( "Cargo " .. Cargo:GetName() .. " got successfully transported." ) if DeployZone:GetName() == RepairZone1:GetName() then local Convoy = GROUP:FindByName( "Convoy" ) if Convoy and not Convoy:IsAlive() then Convoy:Activate() end end if DeployZone:GetName() == RepairZone2:GetName() then local Sam = GROUP:FindByName( "RepairSam" ) if Sam and not Sam:IsAlive() then Sam:Activate() end end if self:IsAllCargoTransported() then self:Success() end end In this example the OnCargoDeployed event of the CargoTransportTask object is handled at the OnAfter time. In this function you can do whatever you want, even respawn the cargo...
  13. What you mean with endless troop transportation?
  14. Hi! Thanks for the feedback. The A2G tasking has a lot of complexity. Like when a CAS task is assigned. And while it is assigned, the RECCE detects radar installations that form part of the group. The result is, that the tasking will now consider the task to transition from a CAS task to a SEAD task. And for SEAD you need a different payload, so the task is cancelled at this point. Same for CAS and BAI. CAS requires precision weapons, BAI not so much. Carpet bombing is possible. The AI_A2A_DISPATCHER and AI_A2A_GCICAP have some new issues I found in 2.1.1. Planes spawning from airbases on the runway or at a parking hotspot, are returning immediately back to the airbase. This is wrong. I need to find out why. It worked perfectly in 1.5.6.
  15. Our messages crossed, funny. Anyway, have a look at what I wrote. It may help you further. Good luck! And let us know how it goes.
  16. Hi! Johnny is it? Your training objective can be done, easily. Okay: For the 2 aircraft per flight, you need to use the SetSquadronGrouping method. Can be easily done. You can define multiple templates for a squadron and the system will select one randomly. OK. Can be easily setup. I think the requirement is a fit with the current AI_A2A_GCICAP module. I am not going to make the mission for you, I want you to take time and learn how to create a mission. There are step by step made how to do this. It takes you between 15 minutes and 30 minutes to flick through the explanations. But here are some additional guidelines: Step 1. Select Gelendzhik, Novorossiysk, Krasnodor-Center. Color each airbase red coalition. Step 2. Think which EWR unit and where to place the EWR. EWR units can be ground or airborne. EWR should be of the red coalition. Step 3. The airplane templates should be place above the red airbases. So you need to copy these to each airbase. But that is also handy. You can select per airbase a different skin and payload. You can place multiple plane templates are multiple airbases or different types, skins, wayload, etc. Step 4. Create your scrip. Assuming that you have: - The EWR name prefix set to EWR Red - The TEMPLATE name prefixes set to Mig-21, Mig-25, Su-27 You can now define your GCICAP object like: Note the brackets {}!!!! The New method accepts for the EWR and TEMPLATE prefixes also a list of strings! (I still need to make a video tutorial on that). That's it. We'll talk about the grouping later. Ensure you watch video tutorial 1.
  17. Agreed Rivvern. I already did this for AI_A2A_DISPATCHER in the past. Caucasus Template Nevada Template Normandy Template But at that time there were very limited results. This thing was not made in one day :-) Maybe I need to create the same templates for the AI_A2A_GCICAP module may produce better results. I'll work next week on these templates and improve. And I agree with you that if people just use the templates, they won't have a clue what is going on when the module works... I truly think people should take time and look to these tutorials if they wanna have an understanding about the mechanisms. It is not only about syntax and lua, but also how the things works and what it can do (for the moment). right? Fc.
  18. This testing the A2A GCICAP, I found an issue in 2.1.1, when aircraft are spawning at the airbase from the runway or in a hot or cold start. Sometimes the aircraft route has been set, but it seems that 2.1.1 does not keep the route in its controller somehow. It does work in 1.5.6. As a result, planes return immediately after they've taken off. So I need to find the root cause of this. It does work however when planes spawn straight in the air, which is the default setting by the way.
  19. Hi, Made some tutorials on a new GCICAP defense system module. The module you need to use is the AI_A2A_GCICAP. There is hardly any coding required to use this module. And gradually new things can be added. Don't start building a full blown mission from scratch and then expect all to work from step 1. Start small, try out, and then increment. Using this approach you'll have it working in no time. The following video series is providing guidance and proof. You can get a working A2A defense system after watching Tutorial 1. The tutorials are step by step walks how to setup the mission editor and how to link the components defined in the mission editor with the "script". I am not going to publish this as a "demo mission". I want you to go through the steps because only then you learn. Each tutorial increases a new concept or capability. The code that is explained in tutorial 1 is: Code: GCICAP_Red = AI_A2A_GCICAP:New( "EWR Red", "Squadron Red" ) This statement provides you with a full fledged working A2A defense system. Not difficult eh. It is explained in the video what each of these symbols mean. Tutorial 2 introduces borders. Tutorial 3 introduces CAP. Tutorial 4 introduces grouping of targets. Tutorial 5 introduces takeoff and landing methods by default. Further tutorials will follow this or next week. IMPORTANT: Ensure you download the Moose.lua file from this location: https://github.com/FlightControl-Master/MOOSE/releases The latest Moose.lua need to be grabbed is from the latest release (which is currently 2.2.0.pre). Let me know how this works out for you. Sven
  20. Emilio and others, Those who don't have programming experience or don't like to code, I think there is a misunderstanding. The system is more powerful, and therefore, you'll need to learn a few things, but only a few. The module you need to use is the AI_A2A_GCICAP. There is hardly any coding required to use this module. And gradually new things can be added. Don't start building a full blown mission from scratch and then expect all to work from step 1. Start small, try out, and then increment. Using this approach you'll have it working in no time. The following video series is providing guidance and proof. You can get a working A2A defense system after watching Tutorial 1. The tutorials are step by step walks how to setup the mission editor and how to link the components defined in the mission editor with the "script". I am not going to publish this as a "demo mission". I want you to go through the steps because only then you learn. Each tutorial increases a new concept or capability. The code that is explained in tutorial 1 is: GCICAP_Red = AI_A2A_GCICAP:New( "EWR Red", "Squadron Red" ) This statement provides you with a full fledged working A2A defense system. Not difficult eh. It is explained in the video what each of these symbols mean. Tutorial 2 introduces borders. Tutorial 3 introduces CAP. Tutorial 4 introduces grouping of targets. Tutorial 5 introduces takeoff and landing methods by default. Further tutorials will follow this or next week. IMPORTANT: Ensure you download the Moose.lua file from this location: https://github.com/FlightControl-Master/MOOSE/releases The latest Moose.lua need to be grabbed is from the latest release (which is currently 2.2.0.pre). Let me know how this helped.
  21. Yeah. Give it a shot. I worked hard also to get the documentation better with examples and pictures this morning. Like a step to step guide. http://flightcontrol-master.github.io/MOOSE/Documentation/AI_A2A_Dispatcher.html Any question you can drop here. There are no stupid questions. There is this "border" you need to cross, I know. Sven
  22. Wow! the 1.5.7 version is great! can't wait to see it!
  23. Update thursday Update thursday :-) Based on a request from Stonehouse, the default management of the AI_A2A_DISPATCHER has been improved. Now defaults can be set for ALL squadrons, but still for each squadron specific behaviour can be overridden from the defaults. The following functions have been added and documentation has been updated. Added default behaviour functions for AI_A2A_DISPATCHER: function AI_A2A_DISPATCHER:SetDefaultTakeoff( Takeoff ) function AI_A2A_DISPATCHER:SetDefaultTakeoffFromParkingCold() function AI_A2A_DISPATCHER:SetDefaultTakeoffFromParkingHot() function AI_A2A_DISPATCHER:SetDefaultTakeoffFromRunway() function AI_A2A_DISPATCHER:SetDefaultTakeoffInAir() function AI_A2A_DISPATCHER:SetDefaultLanding( Landing ) function AI_A2A_DISPATCHER:SetDefaultLandingAtEngineShutdown() function AI_A2A_DISPATCHER:SetDefaultLandingAtRunway() function AI_A2A_DISPATCHER:SetDefaultLandingNearAirbase() function AI_A2A_DISPATCHER:SetDefaultGrouping( Grouping ) function AI_A2A_DISPATCHER:SetDefaultOverhead( Overhead ) On top a couple of other fixes are implemented: Fixed an issue in MENU_GROUP_COMMAND where changing menu parameters weren't populated into the menu when the menu had to be refreshed. It was just skipped and that was wrong. Fixed reports to be shown in ESCORT class. SETTINGS now also are working in ESCORT reports. MGRS, LL, BR, metric, imperial are now supported.
  24. FlightControl

    Quick

    No comments ...
  25. New (important) updates on release 2.2.0 pre release https://github.com/FlightControl-Master/MOOSE/releases New targets for the same A2G task are now reported and are assigned to the task automatically. AG2 tasking is now optimized. When a task is assigned to a group, new targets detected will be added to the targets. When new targets detected results in a task type change (f.e. BAI -> SEAD), the assigned task BAI will be cancelled. And the new task SEAD is planned. Players can then engage on the new SEAD task. Designate message (cannot mark) is removed. No more message spamming. Designate menus are refreshed instead of removed and rebuilt. This results in a much more smooth menu creation. FC
×
×
  • Create New...