Overhaul Land activity:

- Landing on an actor is no longer blocked by the underlying terrain
- Land in a nearby cell if the requested location is blocked
- Internally manages the fixed-wing landing sequence
- ProductionAirdrop transport waits until the exit is free before landing
This commit is contained in:
tovl
2019-06-30 11:56:26 +00:00
committed by reaperrr
parent ff9db0bf7a
commit adecd4ca87
7 changed files with 257 additions and 186 deletions

View File

@@ -72,8 +72,8 @@ namespace OpenRA.Mods.Cnc.Traits
new FacingInit(64)
});
actor.QueueActivity(new Fly(actor, Target.FromPos(self.CenterPosition + new WVec(landDistance, 0, 0))));
actor.QueueActivity(new Land(actor, Target.FromActor(self)));
var exitCell = self.Location + exit.ExitCell;
actor.QueueActivity(new Land(actor, Target.FromActor(self), WDist.Zero, WVec.Zero, 64, clearCells: new CPos[1] { exitCell }));
actor.QueueActivity(new CallFunc(() =>
{
if (!self.IsInWorld || self.IsDead)

View File

@@ -9,6 +9,8 @@
*/
#endregion
using System;
using System.Collections.Generic;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
@@ -17,25 +19,57 @@ namespace OpenRA.Mods.Common.Activities
{
public class Land : Activity
{
readonly Target target;
readonly Aircraft aircraft;
readonly WVec offset;
readonly int desiredFacing;
readonly bool assignTargetOnFirstRun;
readonly CPos[] clearCells;
readonly WDist landRange;
Target target;
WPos targetPosition;
CPos landingCell;
bool landingInitiated;
bool soundPlayed;
bool finishedApproach;
public Land(Actor self, Target t, WVec offset)
public Land(Actor self, int facing = -1)
: this(self, Target.Invalid, new WDist(-1), WVec.Zero, facing, null)
{
target = t;
aircraft = self.Trait<Aircraft>();
this.offset = offset;
assignTargetOnFirstRun = true;
}
public Land(Actor self, Target t)
: this(self, t, WVec.Zero) { }
public Land(Actor self, Target target, int facing = -1)
: this(self, target, new WDist(-1), WVec.Zero, facing) { }
public Land(Actor self)
: this(self, Target.FromPos(Aircraft.GroundPosition(self)), WVec.Zero) { }
public Land(Actor self, Target target, WDist landRange, int facing = -1)
: this(self, target, landRange, WVec.Zero, facing) { }
public Land(Actor self, Target target, WVec offset, int facing = -1)
: this(self, target, WDist.Zero, offset, facing) { }
public Land(Actor self, Target target, WDist landRange, WVec offset, int facing = -1, CPos[] clearCells = null)
{
aircraft = self.Trait<Aircraft>();
this.target = target;
this.offset = offset;
this.clearCells = clearCells ?? new CPos[0];
this.landRange = landRange.Length >= 0 ? landRange : aircraft.Info.LandRange;
// NOTE: desiredFacing = -1 means we should not prefer any particular facing and instead just
// use whatever facing gives us the most direct path to the landing site.
if (facing == -1 && aircraft.Info.TurnToLand)
desiredFacing = aircraft.Info.InitialFacing;
else
desiredFacing = facing;
}
protected override void OnFirstRun(Actor self)
{
// When no target is provided we should land in the most direct manner possible.
// TODO: For fixed-wing aircraft self.Location is not necessarily the most direct landing site.
if (assignTargetOnFirstRun)
target = Target.FromCell(self.World, self.Location);
}
public override Activity Tick(Actor self)
{
@@ -48,73 +82,177 @@ namespace OpenRA.Mods.Common.Activities
if (IsCanceling || target.Type == TargetType.Invalid)
{
// We must return the actor to a sensible height before continuing.
// If the aircraft lands when idle and is idle, continue landing,
// otherwise climb back to CruiseAltitude.
// TODO: Remove this after fixing all activities to work properly with arbitrary starting altitudes.
var continueLanding = aircraft.Info.LandWhenIdle && self.CurrentActivity.IsCanceling && self.CurrentActivity.NextActivity == null;
if (!continueLanding)
if (landingInitiated)
{
var dat = self.World.Map.DistanceAboveTerrain(aircraft.CenterPosition);
if (dat > aircraft.LandAltitude && dat < aircraft.Info.CruiseAltitude)
// We must return the actor to a sensible height before continuing.
// If the aircraft lands when idle and is idle, continue landing,
// otherwise climb back to CruiseAltitude.
// TODO: Remove this after fixing all activities to work properly with arbitrary starting altitudes.
var continueLanding = aircraft.Info.LandWhenIdle && self.CurrentActivity.IsCanceling && self.CurrentActivity.NextActivity == null;
if (!continueLanding)
{
QueueChild(self, new TakeOff(self), true);
return this;
}
var dat = self.World.Map.DistanceAboveTerrain(aircraft.CenterPosition);
if (dat > aircraft.LandAltitude && dat < aircraft.Info.CruiseAltitude)
{
QueueChild(self, new TakeOff(self), true);
return this;
}
aircraft.RemoveInfluence();
return NextActivity;
aircraft.RemoveInfluence();
return NextActivity;
}
}
else
return NextActivity;
}
var pos = aircraft.CenterPosition;
// Reevaluate target position in case the target has moved.
targetPosition = target.CenterPosition + offset;
landingCell = self.World.Map.CellContaining(targetPosition);
// We are already at the landing location.
if ((targetPosition - pos).LengthSquared == 0)
return NextActivity;
// Look for free landing cell
if (target.Type == TargetType.Terrain && !landingInitiated)
{
var targetLocation = aircraft.FindLandingLocation(landingCell, landRange);
if (!targetLocation.HasValue)
{
// Maintain holding pattern.
if (aircraft.Info.CanHover)
QueueChild(self, new Wait(25), true);
else
QueueChild(self, new FlyCircle(self, 25), true);
return this;
}
target = Target.FromCell(self.World, targetLocation.Value);
targetPosition = target.CenterPosition + offset;
landingCell = self.World.Map.CellContaining(targetPosition);
}
// Move towards landing location
if (aircraft.Info.VTOL && (pos - targetPosition).HorizontalLengthSquared != 0)
{
QueueChild(self, new Fly(self, Target.FromPos(targetPosition)), true);
if (desiredFacing != -1)
QueueChild(self, new Turn(self, desiredFacing));
return this;
}
if (!aircraft.Info.VTOL && !finishedApproach)
{
// Calculate approach trajectory
var altitude = aircraft.Info.CruiseAltitude.Length;
// Distance required for descent.
var landDistance = altitude * 1024 / aircraft.Info.MaximumPitch.Tan();
// Approach landing from the opposite direction of the desired facing
// TODO: Calculate sensible trajectory without preferred facing.
var rotation = WRot.Zero;
if (desiredFacing != -1)
rotation = WRot.FromFacing(desiredFacing);
var approachStart = targetPosition + new WVec(0, landDistance, altitude).Rotate(rotation);
// Add 10% to the turning radius to ensure we have enough room
var speed = aircraft.MovementSpeed * 32 / 35;
var turnRadius = Fly.CalculateTurnRadius(speed, aircraft.Info.TurnSpeed);
// Find the center of the turning circles for clockwise and counterclockwise turns
var angle = WAngle.FromFacing(aircraft.Facing);
var fwd = -new WVec(angle.Sin(), angle.Cos(), 0);
// Work out whether we should turn clockwise or counter-clockwise for approach
var side = new WVec(-fwd.Y, fwd.X, fwd.Z);
var approachDelta = self.CenterPosition - approachStart;
var sideTowardBase = new[] { side, -side }
.MinBy(a => WVec.Dot(a, approachDelta));
// Calculate the tangent line that joins the turning circles at the current and approach positions
var cp = self.CenterPosition + turnRadius * sideTowardBase / 1024;
var posCenter = new WPos(cp.X, cp.Y, altitude);
var approachCenter = approachStart + new WVec(0, turnRadius * Math.Sign(self.CenterPosition.Y - approachStart.Y), 0);
var tangentDirection = approachCenter - posCenter;
var tangentLength = tangentDirection.Length;
var tangentOffset = WVec.Zero;
if (tangentLength != 0)
tangentOffset = new WVec(-tangentDirection.Y, tangentDirection.X, 0) * turnRadius / tangentLength;
// TODO: correctly handle CCW <-> CW turns
if (tangentOffset.X > 0)
tangentOffset = -tangentOffset;
var w1 = posCenter + tangentOffset;
var w2 = approachCenter + tangentOffset;
var w3 = approachStart;
turnRadius = Fly.CalculateTurnRadius(aircraft.Info.Speed, aircraft.Info.TurnSpeed);
// Move along approach trajectory.
QueueChild(self, new Fly(self, Target.FromPos(w1), WDist.Zero, new WDist(turnRadius * 3)), true);
QueueChild(self, new Fly(self, Target.FromPos(w2)), true);
// Fix a problem when the airplane is sent to land near the landing cell
QueueChild(self, new Fly(self, Target.FromPos(w3), WDist.Zero, new WDist(turnRadius / 2)), true);
finishedApproach = true;
return this;
}
if (!landingInitiated)
{
var landingCell = !aircraft.Info.VTOL ? self.World.Map.CellContaining(target.CenterPosition + offset) : self.Location;
if (!aircraft.CanLand(landingCell, target.Actor))
var blockingCells = clearCells.Append(landingCell);
if (!aircraft.CanLand(blockingCells, target.Actor))
{
// Maintain holding pattern.
if (!aircraft.Info.CanHover)
if (aircraft.Info.CanHover)
QueueChild(self, new Wait(25), true);
else
QueueChild(self, new FlyCircle(self, 25), true);
self.NotifyBlocker(landingCell);
self.NotifyBlocker(blockingCells);
finishedApproach = false;
return this;
}
if (aircraft.Info.LandingSounds.Length > 0)
Game.Sound.Play(SoundType.World, aircraft.Info.LandingSounds, self.World, aircraft.CenterPosition);
aircraft.AddInfluence(landingCell);
aircraft.EnteringCell(self);
landingInitiated = true;
}
var altitude = self.World.Map.DistanceAboveTerrain(self.CenterPosition);
var landAltitude = self.World.Map.DistanceAboveTerrain(target.CenterPosition + offset) + aircraft.LandAltitude;
if (!soundPlayed && aircraft.Info.LandingSounds.Length > 0 && altitude != landAltitude)
{
Game.Sound.Play(SoundType.World, aircraft.Info.LandingSounds, self.World, aircraft.CenterPosition);
soundPlayed = true;
}
// For VTOLs we assume we've already arrived at the target location and just need to move downward
// Final descent.
if (aircraft.Info.VTOL)
{
var landAltitude = self.World.Map.DistanceAboveTerrain(targetPosition) + aircraft.LandAltitude;
if (Fly.VerticalTakeOffOrLandTick(self, aircraft, aircraft.Facing, landAltitude))
return this;
return NextActivity;
}
var d = (target.CenterPosition + offset) - self.CenterPosition;
var d = targetPosition - pos;
// The next move would overshoot, so just set the final position
var move = aircraft.FlyStep(aircraft.Facing);
if (d.HorizontalLengthSquared < move.HorizontalLengthSquared)
{
var landingAltVec = new WVec(WDist.Zero, WDist.Zero, aircraft.LandAltitude);
aircraft.SetPosition(self, target.CenterPosition + offset + landingAltVec);
aircraft.SetPosition(self, targetPosition + landingAltVec);
return NextActivity;
}
var landingAlt = self.World.Map.DistanceAboveTerrain(target.CenterPosition + offset) + aircraft.LandAltitude;
var landingAlt = self.World.Map.DistanceAboveTerrain(targetPosition) + aircraft.LandAltitude;
Fly.FlyTick(self, aircraft, d.Yaw.Facing, landingAlt);
return this;

View File

@@ -26,10 +26,9 @@ namespace OpenRA.Mods.Common.Activities
readonly Rearmable rearmable;
readonly bool alwaysLand;
readonly bool abortOnResupply;
bool isCalculated;
bool resupplied;
Actor dest;
WPos w1, w2, w3;
int facing = -1;
public ReturnToBase(Actor self, bool abortOnResupply, Actor dest = null, bool alwaysLand = true)
{
@@ -55,59 +54,6 @@ namespace OpenRA.Mods.Common.Activities
.ClosestTo(self);
}
// Calculates non-CanHover/non-VTOL approach vector and waypoints
void Calculate(Actor self)
{
if (dest == null)
return;
var exit = dest.FirstExitOrDefault(null);
var offset = exit != null ? exit.Info.SpawnOffset : WVec.Zero;
var landPos = dest.CenterPosition + offset;
var altitude = aircraft.Info.CruiseAltitude.Length;
// Distance required for descent.
var landDistance = altitude * 1024 / aircraft.Info.MaximumPitch.Tan();
// Land towards the east
var approachStart = landPos + new WVec(-landDistance, 0, altitude);
// Add 10% to the turning radius to ensure we have enough room
var speed = aircraft.MovementSpeed * 32 / 35;
var turnRadius = Fly.CalculateTurnRadius(speed, aircraft.Info.TurnSpeed);
// Find the center of the turning circles for clockwise and counterclockwise turns
var angle = WAngle.FromFacing(aircraft.Facing);
var fwd = -new WVec(angle.Sin(), angle.Cos(), 0);
// Work out whether we should turn clockwise or counter-clockwise for approach
var side = new WVec(-fwd.Y, fwd.X, fwd.Z);
var approachDelta = self.CenterPosition - approachStart;
var sideTowardBase = new[] { side, -side }
.MinBy(a => WVec.Dot(a, approachDelta));
// Calculate the tangent line that joins the turning circles at the current and approach positions
var cp = self.CenterPosition + turnRadius * sideTowardBase / 1024;
var posCenter = new WPos(cp.X, cp.Y, altitude);
var approachCenter = approachStart + new WVec(0, turnRadius * Math.Sign(self.CenterPosition.Y - approachStart.Y), 0);
var tangentDirection = approachCenter - posCenter;
var tangentLength = tangentDirection.Length;
var tangentOffset = WVec.Zero;
if (tangentLength != 0)
tangentOffset = new WVec(-tangentDirection.Y, tangentDirection.X, 0) * turnRadius / tangentLength;
// TODO: correctly handle CCW <-> CW turns
if (tangentOffset.X > 0)
tangentOffset = -tangentOffset;
w1 = posCenter + tangentOffset;
w2 = approachCenter + tangentOffset;
w3 = approachStart;
isCalculated = true;
}
bool ShouldLandAtBuilding(Actor self, Actor dest)
{
if (alwaysLand)
@@ -148,10 +94,7 @@ namespace OpenRA.Mods.Common.Activities
return NextActivity;
if (dest == null || dest.IsDead || !Reservable.IsAvailableFor(dest, self))
dest = ReturnToBase.ChooseResupplier(self, true);
if (!isCalculated)
Calculate(self);
dest = ChooseResupplier(self, true);
if (dest == null)
{
@@ -175,62 +118,35 @@ namespace OpenRA.Mods.Common.Activities
return this;
}
else
{
QueueChild(self,
new Fly(self, Target.FromActor(nearestResupplier), WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase, targetLineColor: Color.Green),
QueueChild(self, new Fly(self, Target.FromActor(nearestResupplier), WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase, targetLineColor: Color.Green),
true);
QueueChild(self, new FlyCircle(self, aircraft.Info.NumberOfTicksToVerifyAvailableAirport), true);
return this;
}
QueueChild(self, new FlyCircle(self, aircraft.Info.NumberOfTicksToVerifyAvailableAirport), true);
return this;
}
else if (nearestResupplier == null && aircraft.Info.VTOL && aircraft.Info.LandWhenIdle)
{
// Using Queue instead of QueueChild here is intentional, as we want VTOLs with LandWhenIdle to land and stay there in this situation
Cancel(self);
if (aircraft.Info.TurnToLand)
Queue(self, new Turn(self, aircraft.Info.InitialFacing));
Queue(self, new Land(self));
return NextActivity;
}
else
{
// Prevent an infinite loop in case we'd return to the activity that called ReturnToBase in the first place. Go idle instead.
Cancel(self);
return NextActivity;
}
}
var exit = dest.FirstExitOrDefault(null);
var offset = exit != null ? exit.Info.SpawnOffset : WVec.Zero;
if (aircraft.Info.VTOL || aircraft.Info.CanHover)
QueueChild(self, new Fly(self, Target.FromPos(dest.CenterPosition + offset)), true);
else
{
var turnRadius = Fly.CalculateTurnRadius(aircraft.Info.Speed, aircraft.Info.TurnSpeed);
QueueChild(self, new Fly(self, Target.FromPos(w1), WDist.Zero, new WDist(turnRadius * 3)), true);
QueueChild(self, new Fly(self, Target.FromPos(w2)), true);
// Fix a problem when the airplane is sent to resupply near the airport
QueueChild(self, new Fly(self, Target.FromPos(w3), WDist.Zero, new WDist(turnRadius / 2)), true);
// Prevent an infinite loop in case we'd return to the activity that called ReturnToBase in the first place. Go idle instead.
Cancel(self);
return NextActivity;
}
if (ShouldLandAtBuilding(self, dest))
{
var exit = dest.FirstExitOrDefault(null);
var offset = exit != null ? exit.Info.SpawnOffset : WVec.Zero;
if (aircraft.Info.TurnToDock)
facing = aircraft.Info.InitialFacing;
if (!aircraft.Info.VTOL)
facing = 192;
aircraft.MakeReservation(dest);
if (aircraft.Info.VTOL && aircraft.Info.TurnToDock)
QueueChild(self, new Turn(self, aircraft.Info.InitialFacing), true);
QueueChild(self, new Land(self, Target.FromActor(dest), offset), true);
QueueChild(self, new Land(self, Target.FromActor(dest), offset, facing), true);
QueueChild(self, new Resupply(self, dest, WDist.Zero), true);
resupplied = true;
}
else
QueueChild(self, new Fly(self, Target.FromActor(dest)), true);
resupplied = true;
return this;
}
}

View File

@@ -177,19 +177,7 @@ namespace OpenRA.Mods.Common.Scripting
}
}
if (aircraft.Info.VTOL)
{
if (destination != entryPath.Last())
Move(transport, destination);
transport.QueueActivity(new Turn(transport, aircraft.Info.InitialFacing));
transport.QueueActivity(new Land(transport));
}
else
{
transport.QueueActivity(new Land(transport, Target.FromCell(transport.World, destination)));
}
transport.QueueActivity(new Land(transport, Target.FromCell(transport.World, destination), facing: aircraft.Info.InitialFacing));
transport.QueueActivity(new Wait(15));
}

View File

@@ -96,6 +96,9 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Altitude at which the aircraft considers itself landed.")]
public readonly WDist LandAltitude = WDist.Zero;
[Desc("Range to search for an alternative landing location if the ordered cell is blocked.")]
public readonly WDist LandRange = WDist.FromCells(5);
[Desc("How fast this actor ascends or descends during horizontal movement.")]
public readonly WAngle MaximumPitch = WAngle.FromDegrees(10);
@@ -200,7 +203,7 @@ namespace OpenRA.Mods.Common.Traits
public Actor ReservedActor { get; private set; }
public bool MayYieldReservation { get; private set; }
public bool ForceLanding { get; private set; }
CPos? landingCell;
IEnumerable<CPos> landingCells = Enumerable.Empty<CPos>();
bool requireForceMove;
public WDist LandAltitude { get; private set; }
@@ -336,12 +339,7 @@ namespace OpenRA.Mods.Common.Traits
&& !((self.CurrentActivity is Land) || self.CurrentActivity is Turn))
{
self.CancelActivity();
if (Info.VTOL && Info.TurnToLand)
self.QueueActivity(new Turn(self, Info.InitialFacing));
self.QueueActivity(new Land(self));
ForceLanding = true;
}
@@ -532,12 +530,7 @@ namespace OpenRA.Mods.Common.Traits
public Pair<CPos, SubCell>[] OccupiedCells()
{
if (!self.IsAtGroundLevel())
{
if (landingCell.HasValue)
return new[] { Pair.New(landingCell.Value, SubCell.FullCell) };
return NoCells;
}
return landingCells.Select(c => Pair.New(c, SubCell.FullCell)).ToArray();
return new[] { Pair.New(TopLeft, SubCell.FullCell) };
}
@@ -553,29 +546,65 @@ namespace OpenRA.Mods.Common.Traits
return speed * dir / 1024;
}
public bool CanLand(CPos cell, Actor ignoreActor = null)
public CPos? FindLandingLocation(CPos targetCell, WDist maxSearchDistance)
{
// The easy case
if (CanLand(targetCell, blockedByMobile: false))
return targetCell;
var cellRange = (maxSearchDistance.Length + 1023) / 1024;
var centerPosition = self.World.Map.CenterOfCell(targetCell);
foreach (var c in self.World.Map.FindTilesInCircle(targetCell, cellRange))
{
if (!CanLand(c, blockedByMobile: false))
continue;
var delta = self.World.Map.CenterOfCell(c) - centerPosition;
if (delta.LengthSquared < maxSearchDistance.LengthSquared)
return c;
}
return null;
}
public bool CanLand(IEnumerable<CPos> cells, Actor dockingActor = null, bool blockedByMobile = true)
{
foreach (var c in cells)
if (!CanLand(c, dockingActor, blockedByMobile))
return false;
return true;
}
public bool CanLand(CPos cell, Actor dockingActor = null, bool blockedByMobile = true)
{
if (!self.World.Map.Contains(cell))
return false;
foreach (var otherActor in self.World.ActorMap.GetActorsAt(cell))
if (IsBlockedBy(self, otherActor, ignoreActor))
if (IsBlockedBy(self, otherActor, dockingActor, blockedByMobile))
return false;
foreach (var otherActor in self.World.ActorMap.GetActorsAt(cell))
if (AircraftCanEnter(otherActor))
return true;
// Terrain type is ignored when docking with an actor
if (dockingActor != null)
return true;
var type = self.World.Map.GetTerrainInfo(cell).Type;
return Info.LandableTerrainTypes.Contains(type);
}
bool IsBlockedBy(Actor self, Actor otherActor, Actor ignoreActor)
bool IsBlockedBy(Actor self, Actor otherActor, Actor ignoreActor, bool blockedByMobile = true)
{
// We are not blocked by the actor we are ignoring.
if (otherActor == self || otherActor == ignoreActor)
return false;
// We are not blocked by actors we can nudge out of the way
// TODO: Generalize blocker checks and handling here and in Locomotor
if (!blockedByMobile && self.Owner.Stances[otherActor.Owner] == Stance.Ally &&
otherActor.TraitOrDefault<Mobile>() != null && otherActor.CurrentActivity == null)
return false;
// PERF: Only perform ITemporaryBlocker trait look-up if mod/map rules contain any actors that are temporary blockers
if (self.World.RulesContainTemporaryBlocker)
{
@@ -638,12 +667,7 @@ namespace OpenRA.Mods.Common.Traits
}
if (!atLandAltitude && Info.LandWhenIdle)
{
if (Info.VTOL && Info.TurnToLand)
self.QueueActivity(new Turn(self, Info.InitialFacing));
self.QueueActivity(new Land(self));
}
else if (!Info.CanHover && !atLandAltitude)
self.QueueActivity(new FlyCircle(self, -1, Info.IdleTurnSpeed > -1 ? Info.IdleTurnSpeed : TurnSpeed));
else if (atLandAltitude && !CanLand(self.Location) && ReservedActor == null)
@@ -741,9 +765,16 @@ namespace OpenRA.Mods.Common.Traits
notifyCrushed.Trait.WarnCrush(notifyCrushed.Actor, self, Info.Crushes);
}
public void AddInfluence(IEnumerable<CPos> landingCells)
{
this.landingCells = landingCells;
if (self.IsInWorld)
self.World.ActorMap.AddInfluence(self, this);
}
public void AddInfluence(CPos landingCell)
{
this.landingCell = landingCell;
landingCells = new List<CPos> { landingCell };
if (self.IsInWorld)
self.World.ActorMap.AddInfluence(self, this);
}
@@ -753,7 +784,7 @@ namespace OpenRA.Mods.Common.Traits
if (self.IsInWorld)
self.World.ActorMap.RemoveInfluence(self, this);
landingCell = null;
landingCells = Enumerable.Empty<CPos>();
}
#endregion

View File

@@ -183,7 +183,6 @@ C17:
Speed: 326
Repulsable: False
MaximumPitch: 36
LandableTerrainTypes: Clear, Rough, Road, Beach
HiddenUnderFog:
AlwaysVisibleStances: None
Type: CenterPosition

View File

@@ -82,7 +82,6 @@ frigate:
Repulsable: False
MaximumPitch: 20
CruiseAltitude: 2048
LandableTerrainTypes: Rock, Concrete
-AppearsOnRadar:
Cargo:
MaxWeight: 20