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@@ -1617,7 +1617,7 @@ Controls a network of short range air/missile defense groups.</p>
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<li>Setup quickly an AIR defense system for a coalition.</li>
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<li>Setup multiple defense zones to defend specific coordinates in your battlefield.</li>
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<li>Setup (SEAD) Suppression of Air Defense squadrons, to gain control in the air of enemy grounds.</li>
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<li>Setup (CAS) Controlled Air Support squadrons, to attack closeby enemy ground units near friendly installations.</li>
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<li>Setup (CAS) Controlled Air Support squadrons, to attack close by enemy ground units near friendly installations.</li>
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<li>Setup (BAI) Battleground Air Interdiction squadrons to attack remote enemy ground units and targets.</li>
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<li>Define and use a detection network controlled by recce.</li>
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<li>Define AIR defense squadrons at airbases, FARPs and carriers.</li>
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@@ -1635,7 +1635,7 @@ Controls a network of short range air/missile defense groups.</p>
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<h2>Missions:</h2>
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<p><a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-AIR%20-%20AI%20AIR%20Dispatching">AID-AIR - AI AIR Dispatching</a></p>
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<p><a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching">AID-AIR - AI AIR Dispatching</a></p>
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<hr/>
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@@ -1701,7 +1701,7 @@ to set the ROE for these recce to hold weapons, and make them invisible from the
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<h2>4. How do the defenses decide <strong>when and where to engage</strong> on approaching enemy units?</h2>
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<p>The AIR dispacher needs you to setup (various) defense coordinates, which are strategic positions in the battle field to be defended.
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<p>The AIR dispatcher needs you to setup (various) defense coordinates, which are strategic positions in the battle field to be defended.
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Any ground based enemy approaching within the proximity of such a defense point, may trigger for a defensive action by friendly air units.</p>
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<p>There are 2 important parameters that play a role in the defensive decision making: defensiveness and reactivity.</p>
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@@ -1721,7 +1721,7 @@ the higher the probability will be that a defense action will be launched!</p>
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<h2>5. Are defense coordinates and defense reactivity the only parameters?</h2>
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<p>No, depending on the target type, and the threat level of the target, the probability of defense will be higher.
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In other words, when a SAM-10 radar emitter is detected, its probabilty for defense will be much higher than when a BMP-1 vehicle is
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In other words, when a SAM-10 radar emitter is detected, its probability for defense will be much higher than when a BMP-1 vehicle is
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detected, even when both enemies are at the same distance from a defense coordinate.
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This will ensure optimal defenses, SEAD tasks will be launched much more quicker against engaging radar emitters, to ensure air superiority.
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Approaching main battle tanks will be engaged much faster, than a group of approaching trucks.</p>
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@@ -1730,12 +1730,12 @@ Approaching main battle tanks will be engaged much faster, than a group of appro
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<h2>6. Which Squadrons will I create and which name will I give each Squadron?</h2>
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<p>The AIR defense system works with <strong>Squadrons</strong>. Each Squadron must be given a unique name, that forms the <strong>key</strong> to the squadron.
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Several options and activities can be set per Squadron. A free format name can be given, but always ensure that the name is meaningfull
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Several options and activities can be set per Squadron. A free format name can be given, but always ensure that the name is meaningful
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for your mission, and remember that squadron names are used for communication to the players of your mission.</p>
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<p>There are mainly 3 types of defenses: <strong>SEAD</strong>, <strong>CAS</strong> and <strong>BAI</strong>.</p>
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<p>Suppression of Air Defenses (SEAD) are effective agains radar emitters. Close Air Support (CAS) is launched when the enemy is close near friendly units.
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<p>Suppression of Air Defenses (SEAD) are effective against radar emitters. Close Air Support (CAS) is launched when the enemy is close near friendly units.
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Battleground Air Interdiction (BAI) tasks are launched when there are no friendlies around.</p>
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<p>Depending on the defense type, different payloads will be needed. See further points on squadron definition.</p>
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@@ -1795,7 +1795,7 @@ AIR defenses can come immediately into action.</p>
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<h2>12. Are moving defense coordinates possible?</h2>
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<p>Yes, different COORDINATE types are possible to be used.
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The COORDINATE_UNIT will help you to specify a defense coodinate that is attached to a moving unit.</p>
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The COORDINATE_UNIT will help you to specify a defense coordinate that is attached to a moving unit.</p>
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<h2>13. How much defense coordinates do I need to create?</h2>
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@@ -1835,7 +1835,7 @@ close or greater distance from the defense coordinate.</p>
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<li>From a parking spot with cold engines</li>
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</ul>
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<p><strong>The default takeoff method is staight in the air.</strong>
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<p><strong>The default takeoff method is straight in the air.</strong>
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This takeoff method is the most useful if you want to avoid airplane clutter at airbases!
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But it is the least realistic one!</p>
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@@ -1859,10 +1859,10 @@ But it is the least realistic one!</p>
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<p>For each Squadron, depending on the helicopter or airplane type (modern, old) and payload, which overhead is required to provide any defense?</p>
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<p>In other words, if <strong>X</strong> enemy ground units are detected, how many <strong>Y</strong> defense helicpters or airplanes need to engage (per squadron)?
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<p>In other words, if <strong>X</strong> enemy ground units are detected, how many <strong>Y</strong> defense helicopters or airplanes need to engage (per squadron)?
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The <strong>Y</strong> is dependent on the type of airplane (era), payload, fuel levels, skills etc.
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But the most important factor is the payload, which is the amount of AIR weapons the defense can carry to attack the enemy ground units.
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For example, a Ka-50 can carry 16 vikrs, that means, that it potentially can destroy at least 8 ground units without a reload of ammunication.
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For example, a Ka-50 can carry 16 vikrs, that means, that it potentially can destroy at least 8 ground units without a reload of ammunition.
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That means, that one defender can destroy more enemy ground units.
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Thus, the overhead is a <strong>factor</strong> that will calculate dynamically how many <strong>Y</strong> defenses will be required based on <strong>X</strong> attackers detected.</p>
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@@ -1912,7 +1912,7 @@ The defense system work through the definition of defense coordinates, which are
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Multiple defense coordinates can be setup. Defense coordinates can be strategic or tactical positions or references to strategic units or scenery.
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The AIR dispatcher will evaluate every x seconds the tactical situation around each defense coordinate. When a defense coordinate
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is under threat, it will communicate through the command center that defensive actions need to be taken and will launch groups of air units for defense.
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The level of threat to the defense coordinate varyies upon the strength and types of the enemy units, the distance to the defense point, and the defensiveness parameters.
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The level of threat to the defense coordinate varies upon the strength and types of the enemy units, the distance to the defense point, and the defensiveness parameters.
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Defensive actions are taken through probability, but the closer and the more threat the enemy poses to the defense coordinate, the faster it will be attacked by friendly AIR units.</p>
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<p>Please study carefully the underlying explanations how to setup and use this module, as it has many features.
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@@ -1961,7 +1961,7 @@ when these groups are spawned in or destroyed during the ongoing battle.
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By spawning in dynamically additional recce, you can ensure that there is sufficient reconnaissance coverage so the defense mechanism is continuously
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alerted of new enemy ground targets.</p>
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<p>The following example defens a new reconnaissance network using a <a href="Functional.Detection.html##(DETECTION_AREAS)">Functional.Detection#DETECTION_AREAS</a> object.</p>
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<p>The following example defense a new reconnaissance network using a <a href="Functional.Detection.html##(DETECTION_AREAS)">Functional.Detection#DETECTION_AREAS</a> object.</p>
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<pre><code> -- Define a SET_GROUP object that builds a collection of groups that define the recce network.
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-- Here we build the network with all the groups that have a name starting with CCCP Recce.
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@@ -2118,7 +2118,7 @@ while defining which helicopter or plane <strong>templates</strong> are being us
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</ul>
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<p>The method <a href="##(AI_AIR_DISPATCHER).SetSquadron">AI_AIR_DISPATCHER.SetSquadron</a>() defines for you a new squadron.
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The provided parameters are the squadron name, airbase name and a list of template prefixe, and a number that indicates the amount of resources.</p>
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The provided parameters are the squadron name, airbase name and a list of template prefixes, and a number that indicates the amount of resources.</p>
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<p>For example, this defines 3 new squadrons:</p>
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@@ -2282,7 +2282,7 @@ If this parameter is not specified, then the default altitude will be used for t
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<p>Depending on the demand of requested takeoffs by the AIR dispatcher, an airfield can become overloaded. Too many aircraft need to be taken
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off at the same time, which will result in clutter as described above. In order to better control this behaviour, a takeoff scheduler is implemented,
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which can be used to control how many aircraft are ordered for takeoff between specific time intervals.
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The takeff intervals can be specified per squadron, which make sense, as each squadron have a "home" airfield.</p>
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The takeoff intervals can be specified per squadron, which make sense, as each squadron have a "home" airfield.</p>
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<p>For this purpose, the method <a href="##(AI_AIR_DISPATCHER).SetSquadronTakeOffInterval">AI_AIR_DISPATCHER.SetSquadronTakeOffInterval</a>() can be used to specify the takeoff intervals of
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aircraft groups per squadron to avoid cluttering of aircraft at airbases.
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@@ -3519,7 +3519,7 @@ of the squadron will be destroyed. This to keep consistency of air operations no
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<tr class="w3-border">
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_AIR_DISPATCHER).AddProcess">AI_AIR_DISPATCHER:AddProcess(From, Event, Process, ReturnEvents)</a></p></td>
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<td class="summary w3-half w3-container" style="word-wrap: break-word">
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<p>Set the default <a href="Process.html">Process</a> template with key ProcessName providing the ProcessClass and the process object when it is assigned to a <a href="Wrapper.Controllable.html">Wrapper.Controllable</a> by the task.</p>
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<p>Set the default <a href="##(FSM_PROCESS)">#FSM_PROCESS</a> template with key ProcessName providing the ProcessClass and the process object when it is assigned to a <a href="Wrapper.Controllable.html">Wrapper.Controllable</a> by the task.</p>
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</td>
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</tr>
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<tr class="w3-border">
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@@ -5885,7 +5885,7 @@ The Detection object is polymorphic, depending on the type of detection object c
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<div class="w3-row w3-margin-left w3-border-bottom w3-border-l2">
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<div class="w3-half">
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<p>
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<a href="Tasking.Task_AIR.html##(AI_AIR)">Tasking.Task_AIR#AI_AIR</a>
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<a href="AI.AI_Air.html##(AI_AIR)">AI.AI_Air#AI_AIR</a>
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<strong><strong>Task</strong></strong>
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</p>
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</div>
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@@ -11378,7 +11378,7 @@ multiplied by the Overhead and rounded up to the smallest integer. </p>
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<h2><a id="#(AI_AIR_DISPATCHER).AddProcess" ><strong>AI_AIR_DISPATCHER:AddProcess(From, Event, Process, ReturnEvents)</strong></a></h2>
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</div>
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<p>Set the default <a href="Process.html">Process</a> template with key ProcessName providing the ProcessClass and the process object when it is assigned to a <a href="Wrapper.Controllable.html">Wrapper.Controllable</a> by the task.</p>
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<p>Set the default <a href="##(FSM_PROCESS)">#FSM_PROCESS</a> template with key ProcessName providing the ProcessClass and the process object when it is assigned to a <a href="Wrapper.Controllable.html">Wrapper.Controllable</a> by the task.</p>
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<div id= "#Functions##AddProcess" class="w3-show w3-white">
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<div class="w3-container w3-white" id="functiontype">
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