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Release notes
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# MOOSE Release 2.1.0
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Find here a new release of MOOSE, **release 2.1.0**!
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A lot of work has been into the preparation of this.
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You'll find new features as well as a couple of important bug fixes.
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Finally it is here, release 2.1.0 of MOOSE!
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It took some time to prepare this release, as it was a lot of work to get the building blocks of the framework developed and tested. You'll find in this release a lot of new features as well as a couple of important bug fixes.
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Release 2.1 can be downloaded from here.
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Release 2.1.0 is now published into the **master-release-2.1** branch of this repository on github.
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You can download the file moose.lua below to use MOOSE in your missions.
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The moose.lua file is also located [here](https://github.com/FlightControl-Master/MOOSE/blob/master-release-2.1/Moose%20Mission%20Setup/Moose.lua) in the **master-release-2.1** branch.
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Those who are using the **master** branch can continue to beta test, as new bleeding edge features will be added soon in preparation for release 2.2.0! There are many topics on the agenda to be added.
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**This release would not have been possible without the help and contribution of many
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members of this community. THANK YOU!**
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## Summary
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First of all, this release would not have been possible without the help and contribution of many
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members of this community. THANK YOU!
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## In summary:
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This release brings you **an improved tasking mechanism**.
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Tasking is the system in MOOSE that allows to:
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@@ -44,7 +46,7 @@ A lot of work has been done in improving the tasking framework within MOOSE.
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allocate new tasks based on the tactical or strategical situation in the mission!!!
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These tasks can then be engaged upon by the players!!!**
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The [TASK\_A2G\_DISPATCHER](http://flightcontrol-master.github.io/MOOSE/Documentation/Task_A2G_Dispatcher.html) class implements the dynamic dispatching of tasks upon groups of detected units determined a Set of FAC (groups). The FAC will detect units, will group them, and will dispatch Tasks to groups. Depending on the type of target detected, different tasks will be dispatched. Find a summary below describing for which situation a task type is created:
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The [TASK\_A2G\_DISPATCHER](http://flightcontrol-master.github.io/MOOSE/Documentation/Task_A2G_Dispatcher.html) class implements the dynamic dispatching of tasks upon groups of detected units determined a Set of FAC (groups). The FAC will detect units, will group them, and will dispatch Tasks to groups of players. Depending on the type of target detected, different tasks will be dispatched. Find a summary below describing for which situation a task type is created:
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* **CAS Task**: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.
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* **BAI Task**: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.
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@@ -71,6 +73,8 @@ TASKING is vast, and at the moment there is too much to explain.
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**The best way to explore the TASKING is to TRY it...**
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I suggest you have a look at the [GORI Valley Mission - Iteration 3](https://www.youtube.com/watch?v=v2Us8SS1-44&t=1070s).
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Many people have contributed in the testing of the mechanism, especially:
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@baluballa, @doom, @whiplash
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@@ -93,29 +97,16 @@ Targets can be:
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* **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.)
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* **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.
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This class was made with the help of @EasyEB and many others.
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[DESIGNATE is demonstrated on youtube](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0dQ9UKQMb7YL8z2sKSqemH)
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DESIGNATE Demo Missions: [DES - Designation]()
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DESIGNATE demonstration missions:
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* [DES - Designation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release-2.1/DES%20-%20Designation)
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### 2.2. Build large formations of AI.
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[AI_FORMATION](http://flightcontrol-master.github.io/MOOSE/Documentation/AI_Formation.html) makes AI @{GROUP}s fly in formation of various compositions.
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The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
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The purpose of the class is to:
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* Make formation building a process that can be managed while in flight, rather than a task.
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* Human players can guide formations, consisting of larget planes.
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* Build large formations (like a large bomber field).
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* Form formations that DCS does not support off the shelve.
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AI_FORMATION Demo Missions: [FOR - AI Group Formation]()
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### 2.3. Transport cargo of different types to various locations as a human task within a mission.
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### 2.2. Transport cargo of different types to various locations as a human task within a mission.
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The Moose framework provides various CARGO classes that allow DCS physical or logical objects to be transported or sling loaded by Carriers.
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The CARGO_ classes, as part of the moose core, are able to Board, Load, UnBoard and UnLoad cargo between Carrier units.
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@@ -131,7 +122,7 @@ and various dedicated deployment zones.
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A human player can join the battle field in a client airborne slot or a ground vehicle within the CA module (ALT-J).
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The player needs to accept the task from the task overview list within the mission, using the radio menus.
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Once the TASK_CARGO is assigned to the player and accepted by the player, the player will obtain
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Once the TASK\_CARGO\_TRANSPORT is assigned to the player and accepted by the player, the player will obtain
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an extra **Cargo Handling Radio Menu** that contains the CARGO objects that need to be transported.
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Cargo can be transported towards different **Deployment Zones**, but can also be deployed anywhere within the battle field.
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@@ -155,38 +146,93 @@ classes to the MOOSE framework quickly. Sling-loading, package, beacon and other
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Note 2: **AI_CARGO has been renamed to CARGO and now forms part of the Core or MOOSE**.
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If you were using AI_CARGO in your missions, please rename AI_CARGO with CARGO...
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TASK_TRANSPORT_CARGO is demonstrated at the [GORI Valley Mission - Iteration 4](https://www.youtube.com/watch?v=v2Us8SS1-44&t=1070s)
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TASK\_TRANSPORT\_CARGO is demonstrated at the [GORI Valley Mission - Iteration 4](https://www.youtube.com/watch?v=v2Us8SS1-44&t=1070s)
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TASK_TRANSPORT_CARGO test missions:
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TASK_TRANSPORT_CARGO demonstration missions:
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* [TSK-110 - Ground - Transport Cargo Group](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release-2.1/TSK%20-%20Task%20Modelling/TSK-110%20-%20Ground%20-%20Transport%20Cargo%20Group)
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* [TSK-210 - Helicopter - Transport Cargo Group](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release-2.1/TSK%20-%20Task%20Modelling/TSK-210%20-%20Helicopter%20-%20Transport%20Cargo%20Group)
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* [TSK-211 - Helicopter - Transport Multiple Cargo Groups](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release-2.1/TSK%20-%20Task%20Modelling/TSK-211%20-%20Helicopter%20-%20Transport%20Multiple%20Cargo%20Groups)
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* [TSK-212 - Helicopter - Cargo handle PickedUp and Deployed events](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release-2.1/TSK%20-%20Task%20Modelling/TSK-212%20-%20Helicopter%20-%20Cargo%20handle%20PickedUp%20and%20Deployed%20events)
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* [TSK-213 - Helicopter - Cargo Group Destroyed](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release-2.1/TSK%20-%20Task%20Modelling/TSK-213%20-%20Helicopter%20-%20Cargo%20Group%20Destroyed)
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### 2.4. Dynamically spawn STATIC objects into your mission.
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### 2.3. Dynamically spawn STATIC objects into your mission.
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The [SPAWNSTATIC](http://flightcontrol-master.github.io/MOOSE/Documentation/SpawnStatic.html#SPAWNSTATIC) class allows to spawn dynamically new Statics.
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By creating a copy of an existing static object template as defined in the Mission Editor (ME), SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc), and "copy" these properties to create a new static object and place it at the desired coordinate.
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New spawned Statics get the same name as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
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SPAWNSTATIC demonstration missions:
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* [SPS-100 - Simple Spawning](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release-2.1/SPS%20-%20Spawning%20Statics/SPS-100%20-%20Simple%20Spawning)
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### 2.5. Better coordinate management in MGRS or LLor LLDecimal.
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### 2.4. Better coordinate management in MGRS or LLor LLDecimal.
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The [COORDINATE](http://flightcontrol-master.github.io/MOOSE/Documentation/Point.html#COORDINATE) class
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defines a 2D coordinate in the simulator. A COORDINATE can be expressed in LL or in MGRS.
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### 2.6. Improved scoring system
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### 2.5. Improved scoring system
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Scoring is implemented throught the [SCORING](http://flightcontrol-master.github.io/MOOSE/Documentation/Scoring.html) class.
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The scoring system has been improved a lot! Now, the scoring is correctly counting scores on normal units, statics and scenary objects.
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Specific scores can be registered for specific targets. The scoring works together with the tasking system, so players can achieve
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additional scores when they achieve goals!
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SCORING demonstration missions:
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* [SCO-100 - Scoring of Statics](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCO%20-%20Scoring/SCO-100%20-%20Scoring%20of%20Statics)
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* [SCO-101 - Scoring Client to Client](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCO%20-%20Scoring/SCO-101%20-%20Scoring%20Client%20to%20Client)
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* [SCO-500 - Scoring Multi Player Demo Mission 1](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCO%20-%20Scoring/SCO-500%20-%20Scoring%20Multi%20Player%20Demo%20Mission%201)
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### 2.6. Beacons and Radio
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The Radio contains 2 classes : RADIO and BEACON
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What are radio communications in DCS ?
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* Radio transmissions consist of **sound files** that are broadcasted on a specific **frequency** (e.g. 115MHz) and **modulation** (e.g. AM),
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* They can be **subtitled** for a specific **duration**, the **power** in Watts of the transmiter's antenna can be set, and the transmission can be **looped**.
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These classes are the work of @Grey-Echo.
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RADIO and BEACON demonstration missions:
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* [RAD-000 - Transmission from Static](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/RAD%20-%20Radio/RAD-000%20-%20Transmission%20from%20Static)
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* [RAD-001 - Transmission from UNIT or GROUP](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/RAD%20-%20Radio/RAD-001%20-%20Transmission%20from%20UNIT%20or%20GROUP)
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* [RAD-002 - Transmission Tips and Tricks](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/RAD%20-%20Radio/RAD-002%20-%20Transmission%20Tips%20and%20Tricks)
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* [ RAD-010 - Beacons](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/RAD%20-%20Radio/RAD-010%20-%20Beacons)
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### 2.7. Build large formations of AI.
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[AI_FORMATION](http://flightcontrol-master.github.io/MOOSE/Documentation/AI_Formation.html) makes AI @{GROUP}s fly in formation of various compositions.
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The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
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The purpose of the class is to:
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* Make formation building a process that can be managed while in flight, rather than a task.
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* Human players can guide formations, consisting of larget planes.
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* Build large formations (like a large bomber field).
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* Form formations that DCS does not support off the shelve.
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AI_FORMATION Demo Missions: [FOR - AI Group Formation]()
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AI\_FORMATION demonstration missions:
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* [FOR-100 - Bomber Left Line Formation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20AI%20Group%20Formation/FOR-100%20-%20Bomber%20Left%20Line%20Formation)
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* [FOR-101 - Bomber Right Line Formation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20AI%20Group%20Formation/FOR-101%20-%20Bomber%20Right%20Line%20Formation)
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* [FOR-102 - Bomber Left Wing Formation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20AI%20Group%20Formation/FOR-102%20-%20Bomber%20Left%20Wing%20Formation)
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* [FOR-103 - Bomber Right Wing Formation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20AI%20Group%20Formation/FOR-103%20-%20Bomber%20Right%20Wing%20Formation)
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* [FOR-104 - Bomber Center Wing Formation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20AI%20Group%20Formation/FOR-104%20-%20Bomber%20Center%20Wing%20Formation)
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* [FOR-105 - Bomber Trail Formation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20AI%20Group%20Formation/FOR-105%20-%20Bomber%20Trail%20Formation)
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* [FOR-106 - Bomber Box Formation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20AI%20Group%20Formation/FOR-106%20-%20Bomber%20Box%20Formation)
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Note: The AI_FORMATION is currently a first version showing the potential, a "building block". From this class, further classes will be derived and the class will be fine-tuned.
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## 3. A lot of components have been reworked and bugs have been fixed.
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@@ -207,17 +253,6 @@ The framework is now more consistent internally.
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### 2.3. Beacons and Radio
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The Radio contains 2 classes : RADIO and BEACON
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What are radio communications in DCS ?
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* Radio transmissions consist of **sound files** that are broadcasted on a specific **frequency** (e.g. 115MHz) and **modulation** (e.g. AM),
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* They can be **subtitled** for a specific **duration**, the **power** in Watts of the transmiter's antenna can be set, and the transmission can be **looped**.
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## 3. A lot of new methods have been defined in several existing or new classes.
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AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefing ) --R2.1
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