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Quick Start Guide In order to get a "grasp" of the GCICAP module, based on the experience and questions I got from Rivvern yesterday, I made the following Quick Start Guide. It does not contain any lua coding, but just raises a number of questions and provides answers to those to get the "concept in the brain" on how the new GCICAP is working and how to use it... http://flightcontrol-master.github.i...ispatcher.html QUICK START GUIDE There are basically two classes available to model an A2A defense system. AI_A2A_DISPATCHER is the main A2A defense class that models the A2A defense system. AI_A2A_GCICAP derives or inherits from AI_A2A_DISPATCHER and is a more noob user friendly class, but is less flexible. Before you start using the AI_A2A_DISPATCHER or AI_A2A_GCICAP ask youself the following questions: 0. Do I need AI_A2A_DISPATCHER or do I need AI_A2A_GCICAP? AI_A2A_GCICAP, automates a lot of the below questions using the mission editor and requires minimal lua scripting. But the AI_A2A_GCICAP provides less flexibility and a lot of options are defaulted. With AI_A2A_DISPATCHER you can setup a much more fine grained A2A defense mechanism, but some more (easy) lua scripting is required. 1. Which Coalition am I modeling an A2A defense system for? blue or red? One AI_A2A_DISPATCHER object can create a defense system for one coalition, which is blue or red. If you want to create a mutual defense system, for both blue and red, then you need to create two AI_A2A_DISPATCHER objects, each governing their defense system. 2. Which type of EWR will I setup? Grouping based per AREA, per TYPE or per UNIT? (Later others will follow). The MOOSE framework leverages the Detection classes to perform the EWR detection. Several types of Detection classes exist, and the most common characteristics of these classes is that they: Perform detections from multiple FACs as one co-operating entity. Communicate with a Head Quarters, which consolidates each detection. Groups detections based on a method (per area, per type or per unit). Communicates detections. 3. Which EWR units will be used as part of the detection system? Only Ground or also Airborne? Typically EWR networks are setup using 55G6 EWR, 1L13 EWR, Hawk sr and Patriot str ground based radar units. These radars have different ranges and 55G6 EWR and 1L13 EWR radars are Eastern Bloc units (eg Russia, Ukraine, Georgia) while the Hawk and Patriot radars are Western (eg US). Additionally, ANY other radar capable unit can be part of the EWR network! Also AWACS airborne units, planes, helicopters can help to detect targets, as long as they have radar. The position of these units is very important as they need to provide enough coverage to pick up enemy aircraft as they approach so that CAP and GCI flights can be tasked to intercept them. 4. Is a border required? Is this a cold car or a hot war situation? In case of a cold war situation, a border can be set that will only trigger defenses if the border is crossed by enemy units. 5. What maximum range needs to be checked to allow defenses to engage any attacker? A good functioning defense will have a "maximum range" evaluated to the enemy when CAP will be engaged or GCI will be spawned. 6. Which Airbases, Carrier Ships, Farps will take part in the defense system for the Coalition? Carefully plan which airbases will take part in the coalition. Color each airbase in the color of the coalition. 7. Which Squadrons will I create and which name will I give each Squadron? The defense system works with Squadrons. Each Squadron must be given a unique name, that forms the key to the defense system. Several options and activities can be set per Squadron. 8. Where will the Squadrons be located? On Airbases? On Carrier Ships? On Farps? Squadrons are placed as the "home base" on an airfield, carrier or farp. Carefully plan where each Squadron will be located as part of the defense system. 9. Which plane models will I assign for each Squadron? Do I need one plane model or more plane models per squadron? Per Squadron, one or multiple plane models can be allocated as Templates. These are late activated groups with one airplane or helicopter that start with a specific name, called the template prefix. The A2A defense system will select from the given templates a random template to spawn a new plane (group). 10. Which payloads, skills and skins will these plane models have? Per Squadron, even if you have one plane model, you can still allocate multiple templates of one plane model, each having different payloads, skills and skins. The A2A defense system will select from the given templates a random template to spawn a new plane (group). 11. For each Squadron, which will perform CAP? Per Squadron, evaluate which Squadrons will perform CAP. Not all Squadrons need to perform CAP. 12. For each Squadron doing CAP, in which ZONE(s) will the CAP be performed? Per CAP, evaluate where the CAP will be performed, in other words, define the zone. Near the border or a bit further away? 13. For each Squadron doing CAP, which zone types will I create? Per CAP zone, evaluate whether you want: simple trigger zones polygon zones moving zones Depending on the type of zone selected, a different Zone object needs to be created from a ZONE_ class. 14. For each Squadron doing CAP, what are the time intervals and CAP amounts to be performed? For each CAP: How many CAP you want to have airborne at the same time? How frequent you want the defense mechanism to check whether to start a new CAP? 15. For each Squadron, which will perform GCI? For each Squadron, evaluate which Squadrons will perform GCI? Not all Squadrons need to perform GCI. 16. For each Squadron, which takeoff method will I use? For each Squadron, evaluate which takeoff method will be used: Straight from the air (default) From the runway From a parking spot with running engines From a parking spot with cold engines 17. For each Squadron, which landing method will I use? For each Squadron, evaluate which landing method will be used: Near the airbase when returning (default) After landing on the runway After engine shutdown after landing 18. For each Squadron, which overhead will I use? For each Squadron, depending on the airplane type (modern, old) and payload, which overhead is required to provide any defense? In other words, if X attacker airplanes are detected, how many Y defense airplanes need to be spawned per squadron? The Y is dependent on the type of airplane (era), payload, fuel levels, skills etc. The overhead is a factor that will calculate dynamically how many Y defenses will be required based on X attackers detected. 19. For each Squadron, which grouping will I use? When multiple targets are detected, how will defense airplanes be grouped when multiple defense airplanes are spawned for multiple attackers? Per one, two, three, four?
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Quick start guide In order to get a "grasp" of the GCICAP module, based on the experience and questions I got from Rivvern yesterday, I made the following Quick Start Guide. It does not contain any lua coding, but just raises a number of questions and provides answers to those to get the "concept in the brain" on how the new GCICAP is working and how to use it... http://flightcontrol-master.github.io/MOOSE/Documentation/AI_A2A_Dispatcher.html QUICK START GUIDE There are basically two classes available to model an A2A defense system. AI_A2A_DISPATCHER is the main A2A defense class that models the A2A defense system. AI_A2A_GCICAP derives or inherits from AI_A2A_DISPATCHER and is a more noob user friendly class, but is less flexible. Before you start using the AI_A2A_DISPATCHER or AI_A2A_GCICAP ask youself the following questions: 0. Do I need AI_A2A_DISPATCHER or do I need AI_A2A_GCICAP? AI_A2A_GCICAP, automates a lot of the below questions using the mission editor and requires minimal lua scripting. But the AI_A2A_GCICAP provides less flexibility and a lot of options are defaulted. With AI_A2A_DISPATCHER you can setup a much more fine grained A2A defense mechanism, but some more (easy) lua scripting is required. 1. Which Coalition am I modeling an A2A defense system for? blue or red? One AI_A2A_DISPATCHER object can create a defense system for one coalition, which is blue or red. If you want to create a mutual defense system, for both blue and red, then you need to create two AI_A2A_DISPATCHER objects, each governing their defense system. 2. Which type of EWR will I setup? Grouping based per AREA, per TYPE or per UNIT? (Later others will follow). The MOOSE framework leverages the Detection classes to perform the EWR detection. Several types of Detection classes exist, and the most common characteristics of these classes is that they: Perform detections from multiple FACs as one co-operating entity. Communicate with a Head Quarters, which consolidates each detection. Groups detections based on a method (per area, per type or per unit). Communicates detections. 3. Which EWR units will be used as part of the detection system? Only Ground or also Airborne? Typically EWR networks are setup using 55G6 EWR, 1L13 EWR, Hawk sr and Patriot str ground based radar units. These radars have different ranges and 55G6 EWR and 1L13 EWR radars are Eastern Bloc units (eg Russia, Ukraine, Georgia) while the Hawk and Patriot radars are Western (eg US). Additionally, ANY other radar capable unit can be part of the EWR network! Also AWACS airborne units, planes, helicopters can help to detect targets, as long as they have radar. The position of these units is very important as they need to provide enough coverage to pick up enemy aircraft as they approach so that CAP and GCI flights can be tasked to intercept them. 4. Is a border required? Is this a cold car or a hot war situation? In case of a cold war situation, a border can be set that will only trigger defenses if the border is crossed by enemy units. 5. What maximum range needs to be checked to allow defenses to engage any attacker? A good functioning defense will have a "maximum range" evaluated to the enemy when CAP will be engaged or GCI will be spawned. 6. Which Airbases, Carrier Ships, Farps will take part in the defense system for the Coalition? Carefully plan which airbases will take part in the coalition. Color each airbase in the color of the coalition. 7. Which Squadrons will I create and which name will I give each Squadron? The defense system works with Squadrons. Each Squadron must be given a unique name, that forms the key to the defense system. Several options and activities can be set per Squadron. 8. Where will the Squadrons be located? On Airbases? On Carrier Ships? On Farps? Squadrons are placed as the "home base" on an airfield, carrier or farp. Carefully plan where each Squadron will be located as part of the defense system. 9. Which plane models will I assign for each Squadron? Do I need one plane model or more plane models per squadron? Per Squadron, one or multiple plane models can be allocated as Templates. These are late activated groups with one airplane or helicopter that start with a specific name, called the template prefix. The A2A defense system will select from the given templates a random template to spawn a new plane (group). 10. Which payloads, skills and skins will these plane models have? Per Squadron, even if you have one plane model, you can still allocate multiple templates of one plane model, each having different payloads, skills and skins. The A2A defense system will select from the given templates a random template to spawn a new plane (group). 11. For each Squadron, which will perform CAP? Per Squadron, evaluate which Squadrons will perform CAP. Not all Squadrons need to perform CAP. 12. For each Squadron doing CAP, in which ZONE(s) will the CAP be performed? Per CAP, evaluate where the CAP will be performed, in other words, define the zone. Near the border or a bit further away? 13. For each Squadron doing CAP, which zone types will I create? Per CAP zone, evaluate whether you want: simple trigger zones polygon zones moving zones Depending on the type of zone selected, a different Zone object needs to be created from a ZONE_ class. 14. For each Squadron doing CAP, what are the time intervals and CAP amounts to be performed? For each CAP: How many CAP you want to have airborne at the same time? How frequent you want the defense mechanism to check whether to start a new CAP? 15. For each Squadron, which will perform GCI? For each Squadron, evaluate which Squadrons will perform GCI? Not all Squadrons need to perform GCI. 16. For each Squadron, which takeoff method will I use? For each Squadron, evaluate which takeoff method will be used: Straight from the air (default) From the runway From a parking spot with running engines From a parking spot with cold engines 17. For each Squadron, which landing method will I use? For each Squadron, evaluate which landing method will be used: Near the airbase when returning (default) After landing on the runway After engine shutdown after landing 18. For each Squadron, which overhead will I use? For each Squadron, depending on the airplane type (modern, old) and payload, which overhead is required to provide any defense? In other words, if X attacker airplanes are detected, how many Y defense airplanes need to be spawned per squadron? The Y is dependent on the type of airplane (era), payload, fuel levels, skills etc. The overhead is a factor that will calculate dynamically how many Y defenses will be required based on X attackers detected. 19. For each Squadron, which grouping will I use? When multiple targets are detected, how will defense airplanes be grouped when multiple defense airplanes are spawned for multiple attackers? Per one, two, three, four?
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You code is fine. It can be due to hidden defects (the devil is in the details) that the dispatcher doesn't cover yet 100% with a good defense system. The trick to debug is the tactical displays. --Enabling the Tactical Displays BLUE_A2A_GCICAP:SetTacticalDisplay( true ) RED_A2A_GCICAP:SetTacticalDisplay( true ) Made this system exactly to debug: - What attacking target areas are detected. - What attacking units are in each target area. - What defending groups are airborne? - What units are in each defending group? - What is each defending group doing in which area? When you see a tactical display with only the information on the attacking target area and its units, but no defenders are engaged, then that is a problem. So, by observing this panel and checking any inconsistencies, or even logical bugs, please raise them here. This is exactly why I haven't released to production yet, because I want people to use it and see if it satisfies their needs. Note that other people are also using this system today, and have come up with new requirements (like race track stuff etc), like Sierra99 and 132nd Neck.
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ATC Tower Clearance never Given
FlightControl replied to Bonz's topic in User Created Missions General
APC is full of bugs. If you have a wingman, sometimes it won't fly with you. -
Use AI_A2A_GCICAP for blue and red. Step 1. Color Batumi and Kobuleti blue. Step 2. Color Sukhumi and Gudauta red. Step 3. Place blue groups defining your blue EWR. Each group starts with "BLUE EWR". Step 4. Place red groups defining your red EWR. Each group starts with "RED EWR". Step 5. Place blue airplane templates (late activated) with a chosen name above each airbase. Each template starts with "BLUE PLANE". Step 6. Place red airplane templates (late activated) with a chosen name above each airbase. Each template starts with "RED PLANE". Step 7. Create a zone using a blue helicopter, late activated, using its route points. Place the helo near Batumi. Name the group "blue cap 1". Step 8. Create a zone using a blue helicopter, late activated, using its route points. Place the helo near Kobuleti. Name the group "blue cap 2". Step 9. Create a zone using a red helicopter, late activated, using its route points. Place the helo near Sukhumi. Name the group "red cap 1". Step 10. Create a zone using a red helicopter, late activated, using its route points. Place the helo near Gudauta. Name the group "red cap 2". Now your lua code could look like: BLUE_A2A_GCICAP = AI_A2A_GCICAP:New( "BLUE EWR", "BLUE PLANE", { "blue cap 1", "blue cap 2" , 2 ) RED_A2A_GCICAP = AI_A2A_GCICAP:New( "RED EWR", "RED PLANE", { "red cap 1", "red cap 2" , 2 )
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Ok. Cool. Next question. Are these CAP near each respective air base? What templates is each squadron flying? The reason for my squadron is: - if CAP zones are near the base, or the CAP zone starts near the base, use AI_A2A_GCICAP. No coding needed. - if CAP zones are far from the base and you cannot place the zone helicopter "near" the base, then you need to go for AI_A2A_DISPATCHER. But from where I see now, I think all can be done using AI_A2A_GCICAP.
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Write your first two lines as follows: A2A_GCICAP_Blue = AI_A2A_GCICAP:New( { "blue ewr" }, { } ) A2A_GCICAP_Red = AI_A2A_GCICAP:New( { "red ewr" }, { } ) So, These will create you an EWR network, but won't configure you templates at airbases or CAP zones. So, now you got for blue a SquadronBlue1... You can setup CAP in zone "blue cap west" as: A2A_GCICAP_Blue:SetSquadronCap( "SquadronBlue1", ZONE_POLYGON:New( "blue cap west", GROUP:FindByName( "blue cap west" ) ), 4000, 10000, 700, 900, 800, 1100 )
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AI_A2A_GCICAP The AI_A2A_GCICAP provides a lightweight configuration method using the mission editor. Within a very short time, and with very little coding, the mission designer is able to configure a complete A2A defense system for a coalition using the DCS Mission Editor available functions. In other words, it provides additional logic to configure a defense system using the mission editor while AI_A2A_DISPATCHER is more powerful, but requires some coding. And you can mix both.
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Hey, First of all, nobody is dumb here! There are only good questions! :thumbup: Second, Great you have the energy (lol) to try this out and communicate here your questions! Let me help you, because your questions are GREAT! They help me to improve the documentation. A2A_GCICAP_Blue is an object of AI_A2A_GCICAP. It has methods (=functions) that you can call just like SetTacticalDisplay()... And AI_A2A_GCICAP "derives" or "inherits" all the methods from AI_A2A_DISPATCHER... So all methods defined in AI_A2A_DISPATCHER are also available for your A2A_GCICAP_Blue object!!! These methods of AI_A2A_DISPATCHER are documented here: http://flightcontrol-master.github.io/MOOSE/Documentation/AI_A2A_Dispatcher.html#AI_A2A_DISPATCHER - Chapter 6 talks about how to setup a squadron for an airbase using lua code. - Chapter 7 talks about how to define for a squadron a CAP zone. There are 3 methods that you need to do exactly what you want! I need to document this a bit better in the documentation, so I'll write it here: The first method is SetSquadron... It has the following parameters: SquadronName is a string (text) that defines the squadron identifier. It can be any name, for example "104th Squadron" or "SQ SQUADRON1", whatever. As long as you remember that this name becomes the identifier of your squadron you have defined. You need to use this name in other methods too! AirbaseName is the airbase where you want to have the squadron located. You need to type here EXACTLY the name of the airbase as you see it in the mission editor. Examples are "Batumi" or "Tbilisi-Lochini". EXACTLY the airbase name!!! In quotes. SpawnTemplates is an array of prefix names of the templates (not going to explain what is templates here again), or, you can specify here one template. Examples are { "104th", "105th" } or "104th" or "Template 1" or "BLUE PLANES". Whatever, just remember that your template (groups late activated) need to start with the prefix you have specified in your code. If you have only one prefix name for a squadron, you don't need to use the { }, otherwise you need to use them. Resources is a number. From 1 to 40. It is still a bit buggy, this part. Just make this a large number for the moment. This will be fine tuned later. So examples how to define a squadron for you is: A2A_GCICAP_Blue:SetSquadron( "Squadron1", "Batumi", "SQ1", 40 ) This will create squadron "Squadron1" at "Batumi" airbase, and will use plane types "SQ1" and has 40 planes in stock... simple he! Okay, now how to setup CAP... Same method basically... Please read carefully chapter 6 and 7. Note that you also may need to read all about ZONES!!! Heres an example how to setup CAP for "Squadron1" local ZoneCAPBlue = ZONE_POLYGON:New( "ZoneCAP", GROUP:FindByName( "ZoneCAPBlue" ) ) This creates a local object ZoneCAPBlue of type ZONE_POLYGON. The code will search for a GROUP (that is late activated) with the name "ZoneCAPBlue" as defined within your mission editor. The route points of the group in the mission editor define the polygon. With the retrieved GROUP object, a new ZONE_POLYGON is created and stored as an object (reference) in ZoneCAPBlue. A2A_GCICAP_Blue:SetSquadronCap( "Squadron1", ZoneCAPBlue, 4000, 10000, 500, 700, 800, 1100 ) This makes your CAP for "Squadron1"... The CAP will take place in ZoneCAPBlue, with an altitude between 4000 and 10000 meters, and the patrol will take place between 500 and 700 km/h. When engaging, the speed will be between 800 and 1100 km/h. There are further parameters for CAP, namely the Intervals. That specifies how frequent new CAP will spawn or will be checked to be spawned. Check chapter 7.2... SetSquadronCapInterval will define how many CAP, the CAP frequency... example for "Squadron1": A2A_GCICAP_Blue:SetSquadronCapInterval( "Squadron1", 4, 600, 1200, 1 ) This will change the default intervals set for CAP to 4 CAP maximum in the air in the zone, and check each 600 to 1200 seconds for CAP. Forget the 1 parameter... This is for future use to switch between CAP zones and define which CAP has preference (so if you have 3 CAP zones, i want to have a probability of ( 20%, 20%, 60% ) for example where the CAP should be performed :-) Hope this helps. I also encourage you to have a careful look at the other methods too! You can change takeoff type, landing type, grouping, overhead etc. More to be added later. Our community has great ideas of stuff to add! Cheers!
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A couple of updates on release 2.2.0 pre since the last communication: https://github.com/FlightControl-Master/MOOSE/releases Added A2A LL and MGRS on top of BRAA and BULLS. Now A2G has BR, MGRS and LL and A2A has BRAA, BULLS, LL and MGRS. Fixed Zones problem with {} in AI_A2A_DISPATCHER:SetBorderZone and DETECTION_BASE:SetAcceptZones and DETECTION_BASE:SetRejectZones. Now a single zone object or multiple zone objects in a list can be given. Fixed issue where A2G cannot be selected for A2G tasks with an airplane. Fixed problem with nil value in Detection.lua Adapted task menus to know the task type for the reporting mode selected. Optimized range of template placement for AI_A2A_GCICAP to 1.5km from center of airbase. Optimized takeoff height when airplanes spawn in the air. Optimized helicopters to be included in detections. Fixed some glitches in Detection (when Detection Set is empty). Tasks now have MISSION menus under a command center on coalition level. The DESIGNATE:New() method has now an optional 4th parameter setting the MISSION object where the designate menu should be placed. Fixed double menu items in planned tasks for one task when a player joined. New targets for the same A2G task are now reported and are assigned to the task automatically.
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Hi all, See the following post for an explanation on a new GCICAP module: https://forums.eagle.ru/showpost.php?p=3202968&postcount=1 The post contains demonstration missions for Caucasus, NTTR and Normandy. kind regards, Sven
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Hi all, Would like to introduce and demonstrate a new GCICAP module which is reworked and has a more open architecture that allows future extensions. AI_A2A_GCICAP includes automatic spawning of Combat Air Patrol aircraft (CAP) and Ground Controlled Intercept aircraft (GCI) in response to enemy air movements that are detected by an airborne or ground based radar network. The AI_A2A_GCICAP module provides a lightweight configuration method using the mission editor. Within a very short time, and with very little coding, the mission designer is able to configure a complete A2A defense system for a coalition using the DCS Mission Editor available functions. Using the DCS Mission Editor, you define: borders of the coalition which are guarded by GCICAP configure airbases to belong to the coalition define squadrons flying certain types of planes or payloads per airbase define CAP zones. Very little lua needs to be applied, a one liner, to activate the defenses for one coalition. The configuration is largely done using the mission editor. In short it is a plug in very flexible and configurable air defence module for DCS World. Find demonstration missions by following this link: - In Caucasus: AID-200 - AI_A2A - GCICAP Demonstration, a mission made and governed by Silvern. - In Nevada: AID-210 - NTTR AI_A2A_GCICAP Demonstration, a mission made for Sierra99 - In Normandy: AID-220 - NORMANDY AI_A2A_GCICAP Demonstration These missions are not complete flyable missions, but are demonstration missions to show the AI_A2A_GCICAP workings. There is a complete description of the AI_A2A_GCICAP script at the documentation pages. All modules in MOOSE follow object oriented principles. The AI_A2A_GCICAP module derives (inherits) from AI_A2A_DISPATCHER, which is the main A2A defense module that defines all the methods to define new squadrons, CAP, GCI, borders, etc. So, any of these methods can also be used for AI_A2A_GCICAP objects! In order to make your missions work, you need to include the moose.lua file in your .miz file, which can be downloaded from here the MOOSE releases page. It really is not a rocket science to use the MOOSE framework. Step 1: Download moose.lua to a location on your drive. Step 2: In your mission, create a "Load MOOSE" trigger with a DO SCRIPT FILE action that loads the moose.lua. Step 3: If you wanna add a scripted mission file, create a "Load MISSION" trigger with a DO SCRIPT FILE action that loads your mission_script.lua file. See the examples explained above. At this point I am not claiming that this module is finished, but is "in progress". New ideas and features have already been posed by the community to add into this module, and will start working on these soon. Thanks for Stonehouse (for his advises and document), Sierra99 (for his patience and his advises), Silvern (for his first usage) and the larger MOOSE community. FC
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Waypoint Type: Turning Point and Lead Turns
FlightControl replied to Kyridious's topic in Mission Editor
I agree. Has this behaviour already been reported? -
You CAN run a server and a client on the same machine. There are two ways: 1. Using a virtual machine setup. 2. Setup a second user on you local machine. Option 1 is less favourable because this has an impact on the performance of the server. So, let's talk about Option 2. It is easy. . - Create a new user. . - Logon and download and install DCS but don't activate any license on this install. . - Run dcs . - Select multiplayer and run a mp mission. Switch users. . - Login with your normal user. . - Run dcs with all your licenses. . - Go multi player . - Connect through IP 127.0.0.1 On the server Dcs, disable 3D rendering. HAVE FUN!
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@Stratos.... I could not find a map for you. I thought it was an easy exercise to find a printable map on Georgia... Unfortunately I was wrong... There are hundreds of links to the state of Georgia, but not to the country of Georgia, and no quality links to maps of Georgia as a country, at least that was my experience. I am on roaming, only have mobile at the moment. After 20 minutes I gave up. My comment "google it" was not meant to be unkind at all. In fact I was trying to help.
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Cool. Learned something :-)
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Also, does the AI have a task? Like -I CAS
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How frequent you spawn?