# CCP AI Fire : Units spawned via CCP, with simulated AA Fire against the Player !...

CONCEPT : Combining the Flexibility of CCP with the Interactive Abilities of a Mission - Interactive Combat Environment

This is an FSX Mission specifically designed for use in conjuction with CCP by FSX@War Team. Provides to the Ground & Naval Units that participate in your designed CCP Convoys, the capability of Simulated Anti Aircraft Fire, causing critical damage (random failures) to the Player with a Probability Kill (PK) of 50%, each time Player gets hits.

Just like in Free Flight, you can use any Aircraft, Airport, Weather or Time of Day you wish for your Combat Sortie, due to the mission's design. Player uses CCP in the exact same way, but instead of "Connecting to FSX" with CCP inside Free Flight, connects inside the mission.

After that, the combining freedom & flexibility of CCP with the Interactive Capabilities of this mission, create a responding to v-Pilot's actions Operational Situation that challenges the Player : CCP Units are not just some harmlless targets for your practise... They can bring you down from the Sky, as also can Capture / Overrun friendly areas that Player has to defend.

This is the second feature of the mission : Combat Sortie Objective for the player."You are assigned with the Task of protecting the Frienly Area from the approaching enemy Convoys !" Thus you fly with a cause, in a Combat Mission.

FEATURES of the combination of Tacpack/CCP/Mission "CCP AI Fire" :

- Player can define up to 3 different Ground Vehicle types for simulated AA Fire capability.
- Player can define up to 5 different Ground Vehicle types with the ability of Capturing the Objective's Area (may be the same or different)
- Player can define up to 3 different Boat Vehicle types for simulated AA Fire capability.
- Player can define the Co-ordinates of the Objective's Area to place it wherever he wants.

- Refuel & Repair ability after Landing

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INSTALLATION INSTRUCTIONS

Just follow the file structure of "your_FSX_directory" folder and place the contents of "Categories", "Missions" and "Effects" folders, inside the relative folders in your FSX directory. (A new Mission Category named "FSX AIRPOWER" will be created for future new missions and easy finding.)

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What to expect :

1. AntiAircraft Ranges :

-Ground Units : 1.500m radius approx.

- Surface Units : 2.100m approx.

Each time the triggering AA to unit distance applies, you have :

- Sound effects of shell hits & "we've been hit !"
- 50% chance (PK) of a randomly chosen failure from below :

-engine 1 fire
-engine 2 fire
- Left Wing damage
- Right Wing damage
- Fuel leak
- Elevator damage
- Generator off.

- 50% chance though you take hits (sound fx) no critical damage happens.

2. Mission's Objective Area - "Defend Area":

This is a 500m radius area from the building under protection. Convoys that include Vehicles with the ability of Capturing the Area, trigger "Mission Failed"

You may or may not use this Objective of course. Area can be relocated to another position by editing the Co-ordinates of the building under protection (at which this area is attached to).

By Default, the following Units are declared in Mission :

Capture Area : FSXatWarPack1_Tank_T62_Grey_mov

AA Ground Vehicle : FSXatWarPack1_AAA_ZSU23_Desert_mov

AA Boat : VEH_cruiser01

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IMPORTANT !!!

By clicking "Allow mission changes in mission (no rewards given)" prior "fly" and entering mission environment, you can change Aircraft, Airport, Time of Day/Season or Weather, just like in Free Flight, from the Menu Bar at the top of the screen.

If you change Time Of Day, you will have to change CCP times accordingly of course.

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---- About the visual FLAK Effect -----

!!!!!! For the CCP ZSU23 vehicle, the Flak effect is provided ready (following procedure below) in "Flak_effect_for_ZSU23" folder.

Just rename the fx already in FSX Effects folder with the same name (or backup, ie. "FSXatWarPack1_Dust_Tank.fx") and drop "FSXatWarPack1_Dust_Tank.fx" in FSX Effects folder.

How to add the FLAK Effect to any unit with an attached effect :

- Locate an fx that the unit posseses and rename it with a "-" infront of the name to deactivate it.
- Rename "Cntrl_fsx_flak.fx" (provided in Effects folder) to the name of previous fx above
- Drop this new renamed fx in your Effects folder

Now this unit can trigger Flak fx by approximation to it (even in Free Flight).

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HOW TO DECLARE UNITS : With the ability of AA Fire or Capturing the Objective Area.

1. Open CCPAIFire.xml with Notepad

2. Scroll down and Locate the appropriate Sections, high lighted for easy finding and editing.

3. Edit, ie, change the titles with the titles of simobjects that you wish, in :

<Text>User Defined Ground Vehicle Title here</Text> with for example :

<Text>FSXatWarPack1_Tank_T62_Grey_mov</Text>

Now, T-62 tank can shoot you down or/and capture the Area.

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CREDITS - FINAL NOTES

This mission is subject to further development - addition of features - keeping always in mind the purpose of a mission working all over the virtual FSX World.

Mission designed - built by Christos Pelekis for all Military oriented users of FSX.

Many Thanks to the FSX@War Team for CCP.

Also at the creator of Flak effects for FSX ("Gipsy Baron").