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MOOSE generated documentation [skip ci]
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@@ -5433,7 +5433,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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local A2GDispatcher = AI_A2G_DISPATCHER:New( ... )
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-- Let new flights by default despawn near the airbase when returning.
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local LandingMethod = A2GDispatcher:GetDefaultLanding( AI_A2G_Dispatcher.Landing.NearAirbase )
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local LandingMethod = A2GDispatcher:GetDefaultLanding()
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if LandingMethod == AI_A2G_Dispatcher.Landing.NearAirbase then
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...
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end
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@@ -5958,7 +5958,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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</div>
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<div class="w3-half">
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<p>The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
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<p>The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
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The default overhead is 1, so equal balance. The <a href="##(AI_A2G_DISPATCHER).SetOverhead">AI_A2G_DISPATCHER.SetOverhead</a>() method can be used to tweak the defense strength,
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taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance A2G missiles payload, may still be less effective than a F-15C with short missiles...
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So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
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@@ -7411,7 +7411,6 @@ or
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local BorderZone1 = ZONE_POLYGON( "CCCP Border1", GROUP:FindByName( "CCCP Border1" ) ) -- The GROUP object is a late activate helicopter unit.
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local BorderZone2 = ZONE_POLYGON( "CCCP Border2", GROUP:FindByName( "CCCP Border2" ) ) -- The GROUP object is a late activate helicopter unit.
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A2GDispatcher:SetBorderZone( { BorderZone1, BorderZone2 } )
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</code></pre>
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</div>
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@@ -7844,7 +7843,7 @@ or
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</div>
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<div class="w3-half">
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<p>The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
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<p>The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
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The default overhead is 1, so equal balance. The <a href="##(AI_A2G_DISPATCHER).SetOverhead">AI_A2G_DISPATCHER.SetOverhead</a>() method can be used to tweak the defense strength,
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taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance A2G missiles payload, may still be less effective than a F-15C with short missiles...
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So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
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@@ -10974,7 +10973,7 @@ If you have only one prefix name for a squadron, you don't need to use the <code
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</div>
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<div class="w3-half">
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<p>The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
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<p>The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
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The default overhead is 1, so equal balance. The <a href="##(AI_A2G_DISPATCHER).SetOverhead">AI_A2G_DISPATCHER.SetOverhead</a>() method can be used to tweak the defense strength,
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taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance A2G missiles payload, may still be less effective than a F-15C with short missiles...
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So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
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