132nd-vWing / OPAR

Operation Active Resolve
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Red Air - Support needed #17

Open 132ndNeck opened 2 years ago

132ndNeck commented 2 years ago

@132nd-Entropy

I am making a new issue here, and providing the necessary requirements for Red Air in OPAR. I know some of this might not be possible, and some might already be covered by the red air script you already have created, but just wanted to summarize and explain the functionality in one place.

  1. CAP: The CAP's in Red Air work very well. Is there any possibility to set up the pattern the CAP will fly? In the current script I think I just move the trigger zone where I want the CAP, but it would be nice to be able to setup a racetrack for the CAP aswell.

  2. Using aircrafts in the .miz for both CAP and QRA Right now, the red air script spawns aircrafts as they need them, based on the numbers defined in the script. This works reasonably well. But, in order for increased immersion as we start flying closer to the enemy airbases, and also having the oppertunity to influence the enemy aircraft also on the ground, i wonder if the following would be possible: Would it be possible to edit the script in any way, so that it only use aircraft that are placed at the airfield in the mission editor in the .miz? I could place several aircrafts, with the uncontrolled enabled (basicly the aircraft version of AI OFF), and given them specific names that can be activated by the script, and then used in either CAP or QRA as the script seem necessary? This way, it would be "natural" if someone is watching the airfield and counts the amount of aircraft, and suddenly see movement as QRA is activated, and one can engage all the aircraft while still on the ground, prevent them for use by either CAP or QRA. The script then of course would need to handle that the aircraft is destroyed on the ground, and will not crash by aircraft not beeing available. It would also be desirable that the aircraft, after having flown, and returned to the airfield, do not deactivate, but just stay on the airfield, parked. That way it could also be attack on the ground after it have flown a mission.

  3. Define time for later launches Now the script launches aircraft on a pre-determined interval. Would it be possible to set various timings for each "event"/wave/cycle (every time it launches aircraft). For QRA for example, the first alert is set to 15 minutes, but then if they need additional aircraft, it should take a longer time to get them in the air, as the enemy due not have that many aircraft on a 15 minute alert? So, either setting a difference between the first and all later launcher, or possibility to set individual times for the various launches. If possible, connected to Item #2 above , where one could define the group name and set the time from activation until launch.

132ndEvo commented 2 years ago

Hey bud I saw you message Entropy but if you don’t mind I have an idea about your questions.

  1. Yes absolutely you can set up the pattern. For example in OPCD I had my CAP set to racetrack north south with 10nm legs each direction. I’ll send you the line in my script that does it.

  2. I can take a look but I do not remember that option being available for A2A dispatcher. You can however set that function in the mission editor. When you select late activation there is an option to set visible before activation. But then you are limited to the abolitions of the mission editor. You can not combine that function with the A2A dispatcher.

  3. This is possible using the A2A dispatcher script. You can set up 2 interceptor squadrons. The first keep a quick reaction of 15 minutes with only 2 aircraft in the inventory. The second keep with 30 min reaction or greater.

Hope that helps

132ndNeck commented 2 years ago

Hey bud I saw you message Entropy but if you don’t mind I have an idea about your questions.

1. Yes absolutely you can set up the pattern. For example in OPCD I had my CAP set to racetrack north south with 10nm legs each direction. I’ll send you the line in my script that does it.

2. I can take a look but I do not remember that option being available for A2A dispatcher. You can however set that function in the mission editor. When you select late activation there is an option to set visible before activation. But then you are limited to the abolitions of the mission editor. You can not combine that function with the A2A dispatcher.

3. This is possible using the A2A dispatcher script. You can set up 2 interceptor squadrons. The first keep a quick reaction of 15 minutes with only 2 aircraft in the inventory. The second keep with 30 min reaction or greater.

Hope that helps

Thanks!

  1. That is great news. Yes, happy to get the code for your script, so it can be added so we get a better CAP.
  2. Yes, I know to use either one of these functions, but I want to see if it is at all possible to do as in my request, either trough what is already in the code, or if some new code can be added that make this possible. Entropy is the Moose scripting expert in all my missions, so he might be able to do some of his black magic to make it work!
  3. Copy, thanks
132ndNeck commented 2 years ago

Regarding 2. Maybe using auftrag and airwing is another way of looking at this:

https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.Airwing.html

and https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.Squadron.html There it have amongs other things: bilde

And: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.Commander.html