223 lines
11 KiB
HTML
223 lines
11 KiB
HTML
<!DOCTYPE html>
|
|
<html lang="en" data-theme="dark">
|
|
|
|
<head>
|
|
<meta charset="UTF-8">
|
|
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
|
<title>Spearhead: Advanced CAP</title>
|
|
|
|
<link rel="stylesheet" href="/style/prism.css">
|
|
<link rel="stylesheet" href="/style/style.css">
|
|
|
|
<script src="/js/prism.js"></script>
|
|
<script src="/js/site.js"></script>
|
|
<style>
|
|
.side-nav a.active {
|
|
font-weight: bold;
|
|
color: #4fc3f7;
|
|
}
|
|
</style>
|
|
<script type="module" src="/js/components.js"></script>
|
|
</head>
|
|
|
|
<body>
|
|
<header>
|
|
<app-header></app-header>
|
|
</header>
|
|
<main>
|
|
<div class="reference-container">
|
|
<app-sidebar></app-sidebar>
|
|
|
|
<div class="content-wrapper">
|
|
|
|
<note-box type="warning" title="Work in Progress">
|
|
This page is not complete and documentation will be changed as updates are made.
|
|
</note-box>
|
|
|
|
<h1>Advanced Tutorial: CAP</h1>
|
|
<p>
|
|
Setting up CAP can be a challenge. Creating a dynamic environment for your players where enemy
|
|
aircraft prove a challenge, but is still fun is something that requires some thought. <br>
|
|
With Spearhead, we tried to make it as easy as possible, but to give you as much control as well.
|
|
<br>
|
|
Air combat is so much more than just aircraft flying around. There's intercepts, combat air patrol
|
|
or maybe fighter sweeps. <br>
|
|
Sometimes one of these is enough, sometimes creating a network of all three can make it feel like a
|
|
very dynamic environment. <br>
|
|
In this tutorial we'll explain how to set up each different type of CAP and we'll finish with some
|
|
considerations on how to combine them and create an environment we think is fun to play in. <br>
|
|
</p>
|
|
|
|
<h2 id="quick-reference">Quick Reference</h2>
|
|
<p>
|
|
Quickly noting down all the names, trigger zone conventions and other things worth mentioning before
|
|
we get into the details. <br>
|
|
|
|
<h3 id="cap-groups-ref">Cap Group Prefix</h3>
|
|
<table class="table-no-style">
|
|
<tbody>
|
|
<tr>
|
|
<td><code-inline>CAP_A</code-inline></td>
|
|
<td>=></td>
|
|
<td>Primary CAP group. First to go out and also important in defining how many active units
|
|
can in a zone.</td>
|
|
</tr>
|
|
<tr>
|
|
<td><code-inline>CAP_B</code-inline></td>
|
|
<td>=></td>
|
|
<td>Secondary CAP group. Will be reinforcing the primary CAP group.</td>
|
|
</tr>
|
|
<tr>
|
|
<td><code-inline>CAP_S</code-inline></td>
|
|
<td>=></td>
|
|
<td>Sweep groups. These group will be used for fighter sweeps.</td>
|
|
</tr>
|
|
<tr>
|
|
<td><code-inline>CAP_I</code-inline></td>
|
|
<td>=></td>
|
|
<td>Intercept groups. These groups will be used for intercepts.</td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
|
|
<note-box type="info" title="Combining Tasks">
|
|
Currently a group can do 1 thing. Either be Primary, Seconday, Sweep or Intercept. <br>
|
|
If you want to have different types during different stages, it's best to copy paste groups and
|
|
rename them accordingly. <br>
|
|
</note-box>
|
|
|
|
<note-box type="info" title="Airfield Defenses">
|
|
|
|
</note-box>
|
|
|
|
<h3 id="cap-zones-ref">Zones</h3>
|
|
<table class="table-no-style">
|
|
<tbody>
|
|
<tr>
|
|
<td><code-inline>CAPROUTE_[ZoneID]_[NAME]</code-inline></td>
|
|
<td>=></td>
|
|
<td>A Cap ROUTE. The two most outer points are used to define the fly-over points.</td>
|
|
</tr>
|
|
<tr>
|
|
<td><code-inline>INTERCEPTZONE_[ZoneID]_[NAME]</code-inline></td>
|
|
<td>=></td>
|
|
<td>An Intercept zone. This is where, when detected, Intercept flights will try and
|
|
intercept an enemy units.</td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
|
|
</p>
|
|
<h2 id="setup">Setting up groups</h2>
|
|
|
|
<h3 id="types-explained">Types explained</h3>
|
|
<p>
|
|
Before we go into depth on each type it's best to first look at the types briefly and what we
|
|
mean.<br>
|
|
All groups that fly CAP, intercept or sweep missions are prefixed with
|
|
<code-inline>CAP_</code-inline> and then a letter to indicate the type of group. <br>
|
|
<br>
|
|
<code-inline>CAP_A</code-inline> and <code-inline>CAP_B</code-inline> are CAP groups as most often
|
|
seen in missions. <br>
|
|
They will fly out, patrol a certain route and engage any enemy fighter that gets too close. <br>
|
|
<br>
|
|
<code-inline>CAP_S</code-inline> groups are Sweep groups. <br>
|
|
These will fly out, fly a pre-designated route and engage enemy fighters they come across. <br>
|
|
They, however, will not stick around and orbit, but will fly back home once their sweep is complete.
|
|
<br>
|
|
These are very nice for older scenarios or where Air Superiority is not maintained by either side.
|
|
<br>
|
|
<br>
|
|
<code-inline>CAP_I</code-inline> groups are Intercept groups. <br>
|
|
These groups will remain on high alert and will be triggered when enemy aircraft are detected in a
|
|
certain zone. <br>
|
|
<br>
|
|
NOT IMPLMENTED YET: <br>
|
|
<code-inline>CAP_E</code-inline> are escort groups. <br>
|
|
These units will be dedicated to escorting CAS, SEAD and Strike flights. <br>
|
|
The ground attack units mentioned are not in yet and thus escort groups are not either. <br>
|
|
|
|
<note-box type="warning" title="Overriding Taskings">
|
|
Each tasking has very specific waypoints, both for departure, arrical and ofcourse all point in between. <br>
|
|
Overriding the "tasking" will break part of the cap flow as "RTBInTen" and RTB events are triggered by waypoints. <br>
|
|
Overriding these waypoints and taskings will break the management by Spearhead.
|
|
</note-box>
|
|
|
|
<h3 id="combat-air-patrol">Combat Air Patrol</h3>
|
|
|
|
<h4 id="zone-setup-cap">Zone Setup</h4>
|
|
<p>
|
|
Combat Air Patrol groups use <code-inline>CAPROUTE_</code-inline> zones to know where to go.<br>
|
|
These are trigger zones that need to be <code-inline>quad zones</code-inline>.
|
|
The way the trigger zone is mapped to a route is as follows: <br>
|
|
<br>
|
|
The 2 points that are furthest apart from each other are chosen as the "leg" of the route. <br>
|
|
The other 2 points are discarded. <br>
|
|
<br>
|
|
The Orbit route is then created with an "Anchored" task. With the closest point being the starting
|
|
point with an outbound leg to the furthest point. <br>
|
|
</p>
|
|
<h4 id="group-setup-cap">Group Setup</h4>
|
|
<p>
|
|
Now you've defined where the CAP group will fly, it's time to set up the group itself. <br>
|
|
The groups are used directly and will not be renamed, duplicated or anything else. <br>
|
|
However, please note, again, that if you manually take over controll of the groups by giving them waypoints it will break the management by Spearhead. <br>
|
|
They will ofcourse be despawned, respawned and tracked by Spearhead as needed. <br>
|
|
|
|
Add an aircraft unit and set it to "spawn from parking cold". <br>
|
|
Name the group (unit names are not regarded) <br>
|
|
|
|
|
|
|
|
<note-box type="info" title="Cloning">
|
|
Adding the lead first, then editing the loadout, livery etc. and only then adding flight members will automatically copy the leads loadout and other settings.
|
|
</note-box>
|
|
|
|
</p>
|
|
|
|
<h4 id="what-it-does-cap">What it does</h4>
|
|
<p>
|
|
|
|
</p>
|
|
|
|
<h3 id="sweep">Sweep</h3>
|
|
<p>
|
|
|
|
</p>
|
|
|
|
|
|
<h3 id="intercept">Intercept</h3>
|
|
<p>
|
|
|
|
</p>
|
|
|
|
<h2 id="balancing">Balancing & Scaling</h2>
|
|
<p>
|
|
We are fully aware that balancing and scaling of the Air Threats is something you need to do. <br>
|
|
We are still designing how to make this as easy as possible for you, the mission creators. <br>
|
|
|
|
The idea is to have thresholds. (If x number of players are in the mission, then add certain groups.) <br/>
|
|
Most importantly it should be easy to use and easy to estimate before play testing. <br>
|
|
<br>
|
|
|
|
Things we need to think about are (but not exclusively) whether or not we only want to scale based on CAP capable aircraft. <br>
|
|
eg. if you have 10 apaches, should it bring up twice as much CAP? <br>
|
|
Ofcourse we also need to think about the downscaling and about how later it can integrate with supplies. <br>
|
|
|
|
|
|
Please bear with us, as we are definitely working on this and making sure that you can scale for to 100 players without much trouble. <br>
|
|
|
|
</p>
|
|
|
|
|
|
</div>
|
|
</div>
|
|
</main>
|
|
<footer>
|
|
<p>© 2025 Spearhead Project</p>
|
|
</footer>
|
|
</body>
|
|
|
|
</html> |