Re: things to learn from the mission
X-Sender: kanderso@zima.bbn.com
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Date: Wed, 02 Jun 1999 16:17:52 -0400
To: Andrew Shultz , bbn-ulps@bbn.com
From: Ken Anderson
Subject: Re: things to learn from the mission
Sender: owner-bbn-ulps@bbn.com
At 03:37 PM 6/2/1999 -0400, Andrew Shultz wrote:
>
>When a mission is read into the system, it presumably has some information
>with it - the mission type, the mission legs... here are the things that
>it needs to generate when it becomes a best object (and we need nice
>extensible rules for all of these things).
Here are some answers from the TPOC. I'm not sure where this information will come from in ULPS.
> ) is it a local mission?
A TPOC mission has a local flag.
> ) crew positions
A TPOC mission uses a combination of the mission type and crew type define the crew positions. Each crew position has an occupation and a set of qualifications that a crew member must satisfy.
> ) currency items maintained by mission (and their number) - generated from
>type and legs both. Per crew position.
In the TOPC this is maintained by mission type.
> ) flying hours of mission - from the legs
> ) required qualifications - from type. Per crew position.
> ) required currencies - from type, presumably in addition to a standard
>set of currencies required for everything. Per crew position.
> ) items that can be trained on this mission. Per crew position.
>
>I can't think of any more at the moment, but there are bound to be one or
>two others. In a perfect world FSG knows a lot of these things and passes
>them to us. In an imperfect world, we have to have parameter objects to
>generate them as appropriate.
>
>-andy
>
>