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These three numbers are packed into a single number - the formation code. Note: it is not an elegant solution, but we have a limitation here - option value may be a number or boolean. May be it will be reworked later. 4 bytes formation code = 2 bytes - formation type1 byte - formation orientation1 byte - formation variant. Cheap essay writing sercice. If you need professional help with completing any kind of homework, Success Essays is the right place to get it. Whether you are looking for essay, coursework, research, or term paper help, or with any other assignments, it is no problem for us. As part of the Live Bingo Network, Bingo Bytes is able to of fer a wide range of games including 90, 80, 75, 50 and 30-ball bingo. Man y of the se games have coverall jackpots and a.

Main Tasks

Tasks for airborne units/groups

1. NoTask

An empty task. It finished just being started.

2. AttackGroup

Attacking the target group (airborne, ground or naval).

groupId

  • Inner unique identifier of the group to attack.

weaponType (optional)

  • Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.

Weapon flags are enlisted in Weapon.flag table.

  • expend (optional)

Determines how much weapon will be released at each attack. If parameter is not defined the unit / group will choose expend on its own discretion.

  • attackQty (optional)

This parameter limits maximal quantity of attack. The aicraft/group will not make more attack than allowed even if the target group not destroyed and the aicraft/group still have ammo. If not defined the aircraft/group will attack target until it will be destroyed or until the aircraft/group will run out of ammo.

  • attackQtyLimit (optional)

The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for 'AttackGroup' and 'AttackUnit' tasks. If the flag is false then attackQty is a desired attack quantity for 'Bombing' and 'BombingRunway' tasks.

Note: this looks like not a good solution. It would be better to have two number parameters: required parameter attackQty for 'Bombing' and 'BombingRunway' tasks and attackQtyLimit for 'AttackGroup' and 'AttackUnit' tasks.

  • directionEnabled

Indicates ingress direction is defined.

  • direction (optional)

Desired ingress direction from the target to the attacking aircraft. Group/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain group/aircraft will choose another direction.

  • altitudeEnabled

Indicates attack start altitude is defined.

  • direction (optional)

Desired attack start altitude. Group/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/group will choose closest altitude to the desired attack start altitude. If the desired altitude is defined group/aircraft will not attack from safe altitude.

3. AttackUnit

Attacking the target (airborne, ground or naval).

The task has the same parameters of AttackGroup, but has unitId parameter instead of groupId and additional parameter groupAttack.

  • unitId

Inner unique identifier of the unit to attack.

  • groupAttack (optional)

Flag indicates that the target must be engaged by all aircrafts of the group. Has effect only if the task is assigned to a group, not to a single aircraft.

4. Bombing

Delivering weapon at the point on the ground.

The task has the same parameters of AttackUnit task, but has parameters point instead of unitId, plus attackQty and minus attackQtyLimit parameters.

point

  • 2D-coordinates of the point to deliver weapon at.

attackQty

  • Desired quantity of passes. The parameter is not the same in AttackGroup and AttackUnit tasks.

5. AttackMapObject

Attacking the map object (building, structure, e.t.c).

The task has the same parameters AttackUnit task has, but has parameters point instead of unitId.

point

  • 2D-coordinates of the point the map object is closest to. The distance between the point and the map object must not be greater than 2000 meters.

Object id is not used here because Mission Editor doesn't support map object identificators.

6. BombingRunway

Delivering weapon on the runway.

The task has the same parameters Bombing task has, but has parameter runwayId instead of point.

runwayId

  • Numeric identifier of the airdrome.

attackQty

  • Desired quantity of attack of the point. The parameter is not the same in AttackGroup and AttackUnit tasks.

7. Orbit

Flying orbit.

pattern

  • String identifier of orbit pattern. Pattern constants: 'Circle', 'Race-Track'.

point (optional)

  • 2D-coordinates of the orbit point. If not defined position of the current waypoint will be used.

speed (optional)

  • Desired aircraft(s) speed. If not defined 1.5 * stall velocity will be used.

altitude (optional)

  • Desired orbit altitude. If not defined altitude of the current waypoint will be used.

point2 (optional)

  • Second point for Race-Rrack orbit pattern. If not defined the next waypoint position will be used.

Orbit Patterns.

  • Circle. Aircraft will stay in left turn. The center of circle-shaped trajectory is anchored to point.
  • Race-Track. The trajectory consists of two parallel legs and 180-degrees left turns on each side of the legs. Race-track trajectory is defined by a two 2D-points those form the right leg. The first point is point, the second point is point2.

speed and altitude are an optional parameters. If not defined aircraft will fly orbit at altitude of first waypoint and with speed equal 1.5 of stall airspeed.

8. Refueling

Refueling from the nearest tanker. No parameters.

9. Land

Landing at the ground. For helicopters only.

point

  • The point to land at.

durationFlag

  • The flag specifies is time on land is limited or not.

duration

  • Time on land. Has effect only if durationFlag is true.

10. Follow

Following another airborne group. The unit / group will follow lead unit of another group, wingmens of both groups will continue following their leaders. If another group is on land the unit / group will orbit around.

groupId

  • Itendificator of the group to follow to.

pos

  • Position of the unit / lead unit of the group relative lead unit of another group in frame reference oriented by course of lead unit of another group. If another group is on land the unit / group will orbit around.

lastWptIndexFlag

  • The flag indicates the unit / group will follow another group until another group reach specified waypoint.

lastWptIndex

  • Detach waypoint of another group. Once reached the unit / group Follow task is finished.

11. Escort

Escort another airborne group. The unit / group will follow lead unit of another group, wingmens of both groups will continue following their leaders. The unit / group will also protect that group from threats of specified types.

The parameters are the same Follow task has, but plus 2 additional:

engagementDistMax

  • Maximal distance from escorted group to threat. If the threat is already engaged by escort escort will disengage if the distance becomes greater than 1.5 * engagementDistMax.

targetTypes

  • Array of AttributeName that is contains threat categories allowed to engage.

12. Mission

Mission is a complex task. Performing the Mission means flying the route and performing tasks at each waypoint of the route.

route

  • Table that stores route data such as waypoints, destination airdrome. To understand route structure please, read DCS A-10C GUI Manual EN.pdf chapter 'Group Route Planning', page 94.
points
  • Waypoints of the route.
type
  • Waypoint type.
airdromeId
  • identifier of the airdrome to land. Has effect only if waypoint type is 'Land'.
helipadId
  • Inner unique identifier of helipad or ship to land. Has effect only if waypoint type is 'Land'.
action
  • Turn method.
x, y
  • 2D-coordinates of the waypoint.
alt
  • Altitude assigned to the waypoint. The aircraft(s) will climb/descent to reach the waypoint at asigned altitude.
alt_type
  • Type of altitude assigned to the waypoint.
speed
  • True airspeed assigned to the waypoint. Has effect only if speed_locked is true.
speed_locked
  • Flag that means the true airspeed is assigned to the waypoint and the aircraft(s) will keep it on its way to the waypoint.
ETA
  • Time-On-Target of the waypoint. Has effect only if ETA_locked is true.
ETA_locked
  • Flag that means that the Time-On-Target is assigned to the waypoint and the aircraft(s) will adjust its airspeed to reach the waypoint at assigned time.
name
  • Helper in Mission Editor. Has no effect in simulator.
task
  • Task that must be performed when aircraft/air group will passed over the waypoint.

Tasks for ground units

1. FireAtPoint

Firing at point until there is ammo.

point

  • 2-D coordinates of the point to fire at.

radius (optional)

  • Radius of the zone to fire at. If the radius is defined the vehicle group will fire at random places within the radius and fire at point otherwise.

2. Hold

Not moving. No parameters.

3. Mission

Mission is a complex task. Performing the Mission means following the route and performing tasks at each waypoint of the route.

route

  • Table that stores route data such as waypoints, destination airdrome. To understand route structure please read DCS A-10C GUI Manual EN.pdf chapter 'Group Route Planning', page 94.

points

  • Waypoints of the route.
Waypoint
action
  • Vehicle formation:
x, y
  • 2D-coordinates of the waypoint.
speed
  • Speed assigned to the waypoint. Has effect only if speed_locked is true.
CouponETA
  • Required/estimated time of arrival. If ETA_locked is true ETA is required time of arrival and group will adjust its speed to arrive at the waypoint at the given time. Estimated time of arrival has sense only for Mission Editor.
ETA_locked
  • Indicates is ETA required or estimated time of arrival.
name
  • Helper in Mission Editor. Has no effect in simulator.
task
  • Task that must be performed when unit/group will passed the waypoint.

Tasks for airborne and group units/groups

1. FAC_AttackGroup

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The task makes the group/unit a FAC and orders the FAC to control the target (enemy ground group) destruction. The killer is player-controlled allied CAS-aircraft that is in contact with the FAC.

If the task is assigned to the group lead unit will be a FAC.

  • groupId
  • Target group identifier.

weaponType (optional)

  • Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.

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Weapon flags are enlisted in Weapon.flag table.

designation (optional)

  • Designation type.

datalink (optional)

  • Allows to use datalink to send the target information to attack aircraft. Enabled by default.