# LongBench v2 / 66ec2df6821e116aacb1bb7b

task_id: 7dde7cd0-43e0-5c2a-8a9c-26ccc8e046b7
task_key: train--66ec2df6821e116aacb1bb7b
task_revision_id: 3

{"choice_A":"DCS World is a combat simulator, and the gameplay settings tab is designed to simulate the combat as realistic as possible. Using these settings, you will have a very realistic and hard mission experience instead of a relaxed and casual experience with little need for detailed systems knowledge and combat skills.","choice_B":"In DCS World, to create the dynamic weather conditions, players can set the season and the air temperature and turbulence. Besides, to avoid setting weather conditions each time when creating a mission, weather templates section is available, where players can save, load and delete templates.","choice_C":"The WAYPOINT fields enable you to switch between the waypoints you have created. The field on the left shows the currently selected waypoint, which you can change by pressing the left and right arrow buttons. On the right, the field indicates the total number of waypoints along the route. The circle and number of the selected waypoint are highlighted in yellow on the map.","choice_D":"To evaluate weather a mission is successful and decide what will chosen next in the campaign, DCS World calculates the points at the end of the mission. Both the creator and the game master have the access to edit and assign the points.","context":"[DCS USER MANUAL] ED \n \nEagle Dynamics  iii \n \nTable of Contents \nMAIN MENU \n..................................................................................................................................... \n10 \nMODULE MANAGER ......................................................................................................................... \n14 \nSPECIAL OFFERS TAB .....................................................................................................................................14 \nMODULES TAB .............................................................................................................................................14 \nAVAILABLE DLC TAB......................................................................................................................................15 \nINSTALLED TAB .............................................................................................................................................17 \nOPTIONS .......................................................................................................................................... \n19 \nSYSTEM OPTIONS \n..........................................................................................................................................21 \nGraphics Settings \n..................................................................................................................................22 \nAuxiliary Settings ..................................................................................................................................27 \nCONTROLS SETTINGS .....................................................................................................................................30 \nGAMEPLAY SETTINGS \n.....................................................................................................................................40 \nDifficulties.............................................................................................................................................40 \nF10 View Options .................................................................................................................................41 \nAdditional Settings ...............................................................................................................................44 \nPresets ..................................................................................................................................................47 \nMISCELLANEOUS \n...........................................................................................................................................48 \nAUDIO SETTINGS ..........................................................................................................................................51 \nSPECIAL \n.......................................................................................................................................................53 \nVR .............................................................................................................................................................54 \nTRAINING ......................................................................................................................................... \n57 \nINSTANT ACTION .............................................................................................................................. \n60 \nMISSION \n........................................................................................................................................... \n62 \nBRIEFING .....................................................................................................................................................64 \nVIEW DEBRIEFING .........................................................................................................................................66 \nCREATE FAST MISSION ...................................................................................................................... \n70 \nSIMPLE MODE \n..............................................................................................................................................71 \nADVANCED MODE ........................................................................................................................................73 \nOptions .................................................................................................................................................73 \nForces ...................................................................................................................................................73 \nBattle Location .....................................................................................................................................74 \nBriefing .................................................................................................................................................74 \nLOGBOOK \n......................................................................................................................................... \n75 \n\n\nED [DCS USER MANUAL] \n \niv \nTable of Contents | Eagle Dynamics \n \nPILOT PAGE \n................................................................................................................................................. 77 \nNATION, SQUADRON, AND AWARDS PAGE ....................................................................................................... 79 \nREPLAY ............................................................................................................................................ 80 \nMISSION EDITOR .............................................................................................................................. 83 \nTHE MISSION EDITOR MAP AND NAVIGATION .................................................................................................. 85 \nThe World Map \n.................................................................................................................................... 86 \nNavigating the Map ............................................................................................................................. 86 \nThe Mission and Map Bar .................................................................................................................... 86 \nTHE SYSTEM BAR ......................................................................................................................................... 87 \nFILE \n....................................................................................................................................................... 87 \nEDIT \n...................................................................................................................................................... 89 \nFLIGHT \n.................................................................................................................................................. 89 \nCAMPAIGN BUILDER ............................................................................................................................ 92 \nCUSTOMIZE \n.......................................................................................................................................... 92 \nMISSION GENERATOR \n.......................................................................................................................... 97 \nMISC \n..................................................................................................................................................... 98 \nRESOURCE MANAGER ................................................................................................................................... 99 \nWarehouse in Airport .......................................................................................................................... 99 \nResource Manager, Full Info \n.............................................................................................................. 101 \nSupply Rates ................................................................................................................................................. 101 \nWarehouse Inventory ................................................................................................................................... 102 \nCopy to Other Warehouses .......................................................................................................................... 104 \nAdding a Warehouse .................................................................................................................................... 104 \nTHE TOOL BAR........................................................................................................................................... 106 \nCREATE NEW MISSION \n................................................................................................................................ 107 \nOPEN MISSION FILE \n.................................................................................................................................... 107 \nSAVE MISSION FILE .................................................................................................................................... 107 \nCREATE MISSION BRIEFING .......................................................................................................................... 107 \nKneeboard ......................................................................................................................................... 109 \nCREATE WEATHER CONDITIONS \n.................................................................................................................... 112 \nStatic conditions ................................................................................................................................ 112 \nDynamic conditions ........................................................................................................................... 115 \nSET RULES FOR TRIGGERS ............................................................................................................................ 117 \nInitialization Script ............................................................................................................................. 118 \nTrigger List ......................................................................................................................................... 120 \nTrigger Conditions ............................................................................................................................. 124 \nTrigger Actions \n................................................................................................................................... 138 \nCOCKPIT TRIGGERS GUIDE ........................................................................................................................... 155 \nCONDITIONS ...................................................................................................................................... 155 \nACTIONS \n............................................................................................................................................. 158 \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  v \n \nTRIGGER PRACTICAL EXERCISE \n.......................................................................................................................165 \nDefine Mission Goals \n..........................................................................................................................171 \nBattlefield Commanders ....................................................................................................................173 \nSet Mission Options ...........................................................................................................................174 \nFly Mission \n..........................................................................................................................................174 \nTASK PLANNING FOR UNIT GROUPS ...............................................................................................................175 \nFundamental Concepts ......................................................................................................................175 \nGroup Artifical Intelligence (AI) ..................................................................................................................... \n176 \nPerform Task ................................................................................................................................................. \n176 \nStart Enroute Task ......................................................................................................................................... \n176 \nPerform Command ........................................................................................................................................ \n177 \nSet Option...................................................................................................................................................... \n177 \nPanel Flags \n..................................................................................................................................................... \n177 \nGroup Route Planning ........................................................................................................................179 \nExample 1 ...................................................................................................................................................... \n180 \nExample 2 ...................................................................................................................................................... \n181 \nExample 3 ...................................................................................................................................................... \n182 \nExample 4 ...................................................................................................................................................... \n184 \nExample 5 ...................................................................................................................................................... \n185 \nExample 6 ...................................................................................................................................................... \n187 \nHints .............................................................................................................................................................. \n189 \nPLACE AIRPLANE AND HELICOPTER GROUP \n......................................................................................................190 \nModal Buttons \n....................................................................................................................................194 \nRoute Mode \n........................................................................................................................................195 \nWaypoint Mode Buttons ....................................................................................................................200 \nPayload Mode ....................................................................................................................................201 \nTriggered Actions Mode .....................................................................................................................204 \nRoute Summary Mode .......................................................................................................................204 \nINU Fix Point Mode ............................................................................................................................205 \nTarget Point Mode .............................................................................................................................206 \nFailures Mode \n.....................................................................................................................................207 \nWaypoint Properties Mode \n................................................................................................................209 \nRadio Presets Mode ...........................................................................................................................210 \nADVANCED ACTIONS MODE (AIRCRAFT GROUPS) .............................................................................................211 \nPanel Interface Controls \n.....................................................................................................................211 \nActions List .........................................................................................................................................212 \nTriggered Tasks \n.............................................................................................................................................. \n215 \nTriggered Enroute Tasks ................................................................................................................................ \n215 \nAction Properties Panel \n......................................................................................................................216 \nConfiguring Advanced Actions ...........................................................................................................220 \nAutomatic Actions ..............................................................................................................................221 \nPerform Task ......................................................................................................................................222 \nNo Task .......................................................................................................................................................... \n222 \nAerobatics ..................................................................................................................................................... \n222 \nAttack Group ................................................................................................................................................. \n223 \nAttack Map Object......................................................................................................................................... \n226 \n\n\nED [DCS USER MANUAL] \n \nvi \nTable of Contents | Eagle Dynamics \n \nAttack Unit .................................................................................................................................................... 227 \nBombing \n........................................................................................................................................................ 229 \nBombing Runway \n.......................................................................................................................................... 230 \nCargo Transportation \n.................................................................................................................................... 231 \nEmbarking \n..................................................................................................................................................... 232 \nDisembarking ................................................................................................................................................ 235 \nEscort ............................................................................................................................................................ 237 \nFollow ........................................................................................................................................................... 238 \nGround Escort ............................................................................................................................................... 239 \nFAC – Assign Group \n....................................................................................................................................... 240 \nOrbit \n.............................................................................................................................................................. 242 \nLand .............................................................................................................................................................. 244 \nRefueling \n....................................................................................................................................................... 245 \nWW2: Carpet Bombing ................................................................................................................................. 247 \nWW2: Big Formation .................................................................................................................................... 248 \nStart Enroute Task ............................................................................................................................. 259 \nNo Enroute Task ........................................................................................................................................... 260 \nSearch Then Engage \n...................................................................................................................................... 260 \nSearch Then Engage in Zone \n......................................................................................................................... 263 \nSearch Then Engage Group \n........................................................................................................................... 264 \nSearch Then Engage Unit \n.............................................................................................................................. 265 \nRefueling \n....................................................................................................................................................... 266 \nAWACS .......................................................................................................................................................... 267 \nFAC \n................................................................................................................................................................ 267 \nFAC – Engage Group ..................................................................................................................................... 268 \nPerform Command ............................................................................................................................ 271 \nNo Action ...................................................................................................................................................... 271 \nRun Script...................................................................................................................................................... 271 \nScript File ...................................................................................................................................................... 271 \nSet Frequency ............................................................................................................................................... 271 \nSet Frequency for unit .................................................................................................................................. 272 \nTransmit Message \n......................................................................................................................................... 272 \nStop Transmission \n......................................................................................................................................... 273 \nSwitch Waypoint \n........................................................................................................................................... 273 \nInvisible \n......................................................................................................................................................... 274 \nImmortal ....................................................................................................................................................... 274 \nEPLRS ............................................................................................................................................................ 274 \nSmoke On_Off .............................................................................................................................................. 275 \nSet Option .......................................................................................................................................... 276 \nNo Option ..................................................................................................................................................... 276 \nROE (Rules of Engagement) .......................................................................................................................... 276 \nReaction to Threat ........................................................................................................................................ 277 \nRadar Using \n................................................................................................................................................... 278 \nChaff – Flare Using \n........................................................................................................................................ 279 \nFormation ..................................................................................................................................................... 280 \nRTB on Bingo Fuel ......................................................................................................................................... 281 \nRTB on out of ammo \n..................................................................................................................................... 282 \nSilence \n........................................................................................................................................................... 282 \nECM Using \n..................................................................................................................................................... 282 \nRestrict Air-to-Air Attack .............................................................................................................................. 283 \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  vii \n \nRestrict Jettison ............................................................................................................................................. \n283 \nRestrict Afterburner ...................................................................................................................................... \n283 \nRestrict Air-to-Ground Attack........................................................................................................................ \n284 \nAA Missile attack ranges ............................................................................................................................... \n284 \nNo Report Waypoint Pass.............................................................................................................................. \n285 \nRadio usage when contact ............................................................................................................................ \n285 \nRadio usage when engage \n............................................................................................................................. \n285 \nRadio usage when kill target ......................................................................................................................... \n285 \nPLACE SHIP GROUP .....................................................................................................................................287 \nModal buttons \n....................................................................................................................................289 \nRoute Mode \n........................................................................................................................................289 \nWaypoint Mode Buttons ....................................................................................................................292 \nAmmo Mode ......................................................................................................................................292 \nTriggered Actions Mode .....................................................................................................................293 \nRoute Summary Mode .......................................................................................................................293 \nSuppliers .............................................................................................................................................294 \nADVANCED ACTIONS MODE (NAVAL GROUPS) .................................................................................................296 \nPanel Interface Controls \n.....................................................................................................................296 \nAction Properties Panel for Naval Groups .........................................................................................297 \nPerform Task ......................................................................................................................................297 \nNo Task .......................................................................................................................................................... \n297 \nFire at Point ................................................................................................................................................... \n297 \nAttack Group ................................................................................................................................................. \n298 \nStart Enroute Task ..............................................................................................................................299 \nPerform Command .............................................................................................................................299 \nNo Action \n....................................................................................................................................................... \n299 \nRun Script ...................................................................................................................................................... \n300 \nScript File ....................................................................................................................................................... \n300 \nInvisible ......................................................................................................................................................... \n300 \nImmortal \n........................................................................................................................................................ \n300 \nSet Option...........................................................................................................................................300 \nNo Option ...................................................................................................................................................... \n300 \nROE (Rules of Engagement) \n........................................................................................................................... \n300 \nAlarm State \n.................................................................................................................................................... \n301 \nPLACE GROUND UNIT ..................................................................................................................................303 \nModal Buttons \n....................................................................................................................................305 \nRoute Mode \n........................................................................................................................................305 \nWaypoint Mode Buttons ....................................................................................................................310 \nAmmo Mode ......................................................................................................................................311 \nTriggered Actions Mode .....................................................................................................................311 \nRoute Summary Mode .......................................................................................................................312 \nNotes regarding airbase and FARP ground vehicle support equipment \n............................................313 \nAmmo supply for ground units ..........................................................................................................316 \nADVANCED ACTIONS MODE (GROUND GROUPS) ..............................................................................................326 \nPanel Interface Controls \n.....................................................................................................................326 \nAction Properties Panel for Ground Groups ......................................................................................327 \n\n\nED [DCS USER MANUAL] \n \nviii \nTable of Contents | Eagle Dynamics \n \nPerform Task \n...................................................................................................................................... 327 \nNo Task ......................................................................................................................................................... 327 \nFAC – Assign Group \n....................................................................................................................................... 327 \nFire at Point .................................................................................................................................................. 330 \nHold .............................................................................................................................................................. 331 \nEmbark to Transport (work in progress) \n....................................................................................................... 331 \nGo to Waypoint ............................................................................................................................................ 332 \nStart Enroute Task ............................................................................................................................. 333 \nNo Enroute Task ........................................................................................................................................... 333 \nFAC \n................................................................................................................................................................ 333 \nFAC – Engage Group ..................................................................................................................................... 334 \nPerform Command ............................................................................................................................ 338 \nNo Action ...................................................................................................................................................... 338 \nRun Script...................................................................................................................................................... 338 \nScript File ...................................................................................................................................................... 338 \nSet Callsign \n.................................................................................................................................................... 338 \nSet Frequency ............................................................................................................................................... 339 \nTransmit Message \n......................................................................................................................................... 339 \nStop Transmission \n......................................................................................................................................... 340 \nGo to Waypoint ............................................................................................................................................ 340 \nInvisible \n......................................................................................................................................................... 341 \nImmortal ....................................................................................................................................................... 341 \nEPLRS ............................................................................................................................................................ 342 \nSet Option .......................................................................................................................................... 343 \nNo Option ..................................................................................................................................................... 343 \nROE (Rules of Engagement) .......................................................................................................................... 343 \nDisperse Under Fire ...................................................................................................................................... 343 \nAlarm State ................................................................................................................................................... 344 \nEngage Air Weapons \n..................................................................................................................................... 345 \nPLACE STATIC OBJECT ................................................................................................................................. 346 \nPLACE INITIAL POINT (A-10C ONLY) \n.............................................................................................................. 348 \nPLACE BULLSEYE ........................................................................................................................................ 349 \nCREATE AREA TRIGGER ZONE ....................................................................................................................... 350 \nCREATE UNIT TEMPLATE ............................................................................................................................. 352 \nAREA TRIGGER ZONE LIST ............................................................................................................................ 354 \nUNIT LIST \n.................................................................................................................................................. 355 \nDELETE UNIT/OBJECT ................................................................................................................................. 356 \nMAP OPTIONS \n........................................................................................................................................... 356 \nDISTANCE TOOL ......................................................................................................................................... 356 \nEXIT MISSION EDITOR ................................................................................................................................. 357 \nCAMPAIGN .................................................................................................................................... 359 \nCAMPAIGN BUILDER ...................................................................................................................... 361 \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  ix \n \nENCYCLOPEDIA ............................................................................................................................... 366 \nMULTIPLAYER \n................................................................................................................................. 369 \nNEW SERVER .............................................................................................................................................373 \nServer settings ....................................................................................................................................373 \nServer description ..............................................................................................................................375 \nMission list \n..........................................................................................................................................375 \nSELECT ROLE (SERVER) \n.................................................................................................................................377 \nCLIENT TO SERVER CONNECTION ....................................................................................................................381 \nSELECT ROLE (CLIENT) \n..................................................................................................................................385 \nGAME SERVER CREATION (SERVER) ...............................................................................................................386 \nCONNECTING TO A SERVER (CLIENT) ..............................................................................................................386 \nENDING THE SESSION ..................................................................................................................................387 \nEXIT \n................................................................................................................................................ 389 \n \n\n\nMAIN MENU \nDCS World \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  11 \n \nMAIN MENU \nUpon starting DCS, the Main Menu screen will be displayed after a brief program loading screen.   \nThe top panel contains buttons: \n \n \n \n \n \n• \nMODULE MANAGER. Use the Module Manager to see special offers, purchase new DCS \nmodules, and view purchased ones. \n• \nOPTIONS. The Options screen consists of several tabs and allows you to customize your \ngraphics, audio, input, and game play options. \n• \nOFFLINE-MODE. Use this mode if expecting to be unable to connect to the internet for \nan extended period of time. Activating this mode switches DCS to an offline-only mode \nonly after successful authorization, i.e. the user MUST be online and logged-in to switch \non this function. DCS may be kept in this mode indefinitely, but keep in mind that all \nnetwork services (Module Manager, multiplayer, news) will be unavailable. \n \nThe user may exit offline mode only from the same computer on which it was \ninitially activated.* If this is not possible, contact technical support to clear \nthe active game session. \n \n* BIOS and Windows version MUST BE IDENTICAL. For example, changing the \nBIOS while DCS is in offline mode will no longer allow the user to log in. \n• \nLOG OUT. Log in/ Log out/ Change account. The DCS application uses accounts \nregistered at http://www.digitalcombatsimulator.com, which is also the same account \nused for technical support cases. A separate account is required for participation in the \nEagle Dynamics forum at http://forums.eagle.ru/. \nFrom the Main Menu, you may select captions in the right main menu. Each of these captions \ndirects you to a different aspect of the game or exits the game back to desktop.  To make a \nselection, place your mouse over the caption and the caption will be illuminated.  By then left \nmouse clicking, you will be directed to the selected area of the program. \nModule Manager \n \nOffline-mode \n \nLog Out \n \nOptions \n \n\n\nED [DCS USER MANUAL] \n \n12 \nMAIN MENU | Eagle Dynamics \n \n \nAt the left side there is a retractable News Panel that shows the latest news about ED games \nand events. News can be thumbing by the two \"<>\" arrows in the upper-right panel corner. \nMain Menu buttons include: \n• \nINSTANT ACTION. Allows you to quickly fly a pre-built mission that bypasses the \nbriefing screen.  When you click on this button, a pop-up screen will be displayed that \nallows you to select an aircraft and mission scenario to fly.  To exit this screen without \nselecting a mission, click on the yellow X in the top right corner.  \n• \nCREATE FAST MISSION. Using the built-in mission generator, you can quickly create \nmissions according to your specified parameters.  Missions can be created in either \nsimple or advanced modes (increased number of mission options). \n• \nMISSION. Open a single mission. Using the built-in Mission Editor, you can build your \nown missions or download them from the Internet.  You can access such missions from \nthis screen. \n• \nCAMPAIGN. To select a campaign to fly or continue an existing one, select this option.  \nUnlike Missions, Campaigns are a series of missions linked together in a logical way \nresulting from your mission outcomes. \n• \nMULTIPLAYER. Open the multiplayer interface to host or join an online game. \n• \nLOGBOOK. From this screen you may create a pilot persona(s) and track their \naccomplishments and statistics. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  13 \n \n• \nENCYCLOPEDIA.  The Encyclopedia is a resource that provides data and images of all \nthe air, land, and sea units in the game. \n• \nTRAINING. An extensive set of training missions are provided to teach you to fly and \noperate the aircraft. \n• \nREPLAY. After each mission you fly, you have the option to save the mission as a replay \nfile (Track file). You can access these replay files from this screen. \n• \nMISSION EDITOR.  The Mission Editor allows you to create missions big and small.  \nThese missions can then be used as single player missions, multiplayer missions, training \nmissions, or to populate a campaign.  This is a powerful tool and is the same one used to \ncreate the missions and campaigns included with the game. \n• \nCAMPAIGN BUILDER. Using missions created in the Editor, you may use the \nCampaign Builder to create your own campaigns that you can play yourself or share with \nfriends. \n• \nEXIT. To exit the game and return to desktop, press the red Exit button. \nAlong the bottom edge of the screen are the game icons. These icons represent available and \ninstalled DCS modules. You can read information on each module and select a background \ntheme by clicking an icon. \n \n \n \n\n\nED [DCS USER MANUAL] \n \n14 \nMODULE MANAGER | Eagle Dynamics \n \nMODULE MANAGER \nThe DCS Module Manager is an in-game tool that allows you to purchase new DCS modules, \nupdate purchased ones, review installed modules, and read about new DCS special offers. \nAt any time, you can refresh your modules and module status by clicking the Refresh button in \nthe bottom right portion of the Module Manager. \nThe Module Manager is divided into four tabs: \n• \nSpecial Offers \n• \nModules \n• \nAvailable Add-Ons \n• \nInstalled \nSpecial Offers Tab \nWhen DCS special offers are available, such as sales, these will be listed when the Special Offers \ntab is selected. \nModules Tab \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  15 \n \n \nThis page displays all available DCS modules and if they are already purchased. \nAvailable DLC Tab \nThis page displays all available DLC and if they are already purchased. If a module is already \npurchased, \"Install\" will be displayed at the far right of the module listing. Pressing the Install \nbutton will install or re-install the module. If \"Buy\" is displayed, you can press the button to start \nthe purchase option of the selected module. \nTo the left of the Install/Notification is the price of the module and a description of the module \nto the left of that.  \n \n \n \nModule Manager \nTabs \n \n \nModule Description \n \n \n\n\nED [DCS USER MANUAL] \n \n16 \nMODULE MANAGER | Eagle Dynamics \n \n \n \n \nUpon starting the Module Manager, if new updates to a purchased module are detected, a pop-\nup window is displayed that lists the updates available and provides you an option to install or \ncancel the updates. \n \n \nModule Status and Price \n \n \nModule Status Refresh \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  17 \n \n \nInstalled Tab \nThis tab page shows all installed DCS modules. Each row displays a different module and each \ncolumn provides information about the module. \nModule Name. The name of the installed DCS module. \nDeveloper. Developer name of the selected module. \nActivate/Deactivate. Unchecking this box will deactivate the selected module. A checked box \nindicates that the module is activated. \nSerial Number. This column displays the serial number of the selected module. When the \nSerial Number field is clicked on, the serial number is displayed and you have the option to copy \nthe serial number to clipboard or hide the serial number.  \n \n \n \n \n \n \n \n \nModule Updates \n \n \n\n\nED [DCS USER MANUAL] \n \n18 \nMODULE MANAGER | Eagle Dynamics \n \n \n \n \n \n \n \n \n \nModule Name \n \n \nDeveloper \n \n \nActivate/Deactivate \n \n \nSerial Number \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  19 \n \nOPTIONS \n \nDCS World \n \n\n\nED [DCS USER MANUAL] \n \n20 \nOPTIONS | Eagle Dynamics \n \nOPTIONS \nThe Options screen allows you to customize your graphics and audio settings, input options, and \ngame play settings.  To access the Options screen, left mouse click on the Options button (gear \nicon) on top of on the Main Menu. \n \nThe Options page has a number of tabs at the top that allow you to adjust your settings for \ngraphics, inputs, game play, miscellaneous, audio, special and virtual reality.  Left mouse click \non a tab to display the desired options settings page. \nAlong the very bottom of the screen are the CANCEL button which will return you to the Main \nMenu without saving any changes to Options, and the OK button which will return you to the \nMain Menu page but will save your changes. \nYou can also exit the Options page by pressing the yellow X in the top right of the screen. \n \n \n \nOptions \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  21 \n \nSystem Options \nThe System Options screen allows you to customize your graphics settings to best suit your \npersonal preferences and hardware (CPU, RAM, and graphics card).  \n \n \n \n \n \nAlong the very bottom of the screen are the CANCEL button which will return you to the Main \nMenu without saving any changes to Options, and the OK button which will return you to the \nMain Menu page but will save your changes. \nYou can also exit the Options page by pressing the yellow X in the top right of the screen. \n \n \n \nGraphics Settings \n \nGraphics Presets \n \nAuxiliary Settings \n \n\n\nED [DCS USER MANUAL] \n \n22 \nOPTIONS | Eagle Dynamics \n \nGraphics Settings \nSeveral graphics settings are available along the left side of the screen.  Selection of a graphics \noption is done by using the drop-down list for each item and selecting the desired setting.  \nTextures \nSets the object texture resolution. Options are Low, Medium, and High. Higher texture \nresolutions appear crisper but use more VRAM. \n• \nLow – Low resolution textures for terrain, objects, and cockpit. \n• \nMedium – Medium resolution textures for terrain, objects, and cockpit. \n• \nHigh – High resolution textures for terrain, objects, and cockpit. \nTerrain Textures \nThe option affects the level of detail for terrain and building textures. If this option is changed \nafter DCS has already loaded in the terrain (loaded into a mission or the mission editor) a restart \nis required for the changes take effect. If a player entered the options menu immediately after \nloading the game interface, a restart is not required. \n• \nLow – Terrain surface textures for the chosen map will be loaded in a low resolution. \n• \nHigh – Terrain surface textures for the chosen map will be loaded in a high resolution. \nCiv. Traffic \n• \nOff – No road and rail traffic. \n• \nLow, Medium, High – The density of road and rail traffic. \nWater \nSets the level of detail for water effects. \n• \nLow – Water has no 3D surface effects. \n• \nMedium – Water has 3D surface effects, including waves and wakes. \n• \nHigh – Water has 3D surface, shelf and full reflections. \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  23 \n \nExample of water detail set to Low (left) and High (right). In High, the water surface has a 3D \nundulation effect in high winds, and ships generate wakes and churn. \nVisib Range \nSets the distance at which objects are rendered. Options are Low, Medium, High, and Extreme. \nActual distances depend on object type (e.g., buildings are rendered at further distances than \ntrees). \n• \nLow – Objects are rendered out to approximately 7 km. \n• \nMedium – Objects are rendered out to approximately 12 km. \n• \nHigh – Objects are rendered out to approximately 17 km. \n• \nUltra – Objects are rendered out to approximately 24 km. \n• \nExtreme – Objects are rendered at their maximum distance. \nHeat Blur \nSets the amount of visible atmospheric refraction caused by hot exhaust air. \n• \nOff – Heat blur is not present. \n• \nLow – Heat blur partially displayed behind the aircraft engine nozzles. \n• \nHigh – Heat blur fully displayed behind the aircraft engine nozzles. \nShadows \nSets the level of detail for object shadows. Shadows can be planar (appearing as flat translucent \nplanes) or soft (a more realistic appearance). Shadows can be cast by the subject (the object \nthat is the focus of the current view) or by other objects in the scene. Self-casting shadows are \nshadows that one part of an object casts upon itself. \n• \nOff – No shadows will be rendered. \n• \nFlat Only – The view subject will cast planar shadows. \n• \nLow – All objects in the view will cast planar shadows. \n• \nMedium – The view subject will have self-casting shadows, and all other objects will \ncast planar shadows. \n• \nHigh – The view subject will cast soft shadows as well as self-casting shadows, and all \nother objects will cast planar shadows. \nResolution \nSets the size and resolution of the rendered image. In windowed mode, this sets the size of the \ngame window. In full-screen mode, this sets the display resolution. For multi-monitor setups, \nthe total resolution can be entered manually. \nAspect Ratio \n\n\nED [DCS USER MANUAL] \n \n24 \nOPTIONS | Eagle Dynamics \n \nThe aspect ratio is the ratio of display width to height. It’s normally set automatically when a \nnew resolution is chosen, but can also be set manually. \nMonitors \nFor multi-monitor setups, this option configures what is rendered on each monitor:  \n• \n1 Screen – Pilot view will be displayed on a single monitor (default). \n• \n3 Screen – Pilot view will be split equally across three monitors (triple-head setup). \n• \nCamera + LMFCD (on right side) – Video will be split between 2 monitors - one for \nthe main camera and one on the right side for the left MFCD.  \n• \nCamera + LMFCD – Video will be split between 2 monitors - one for the main camera \nand one for the left MFCD. \n• \nCamera + LMFCD (automatic placement) – Video will be split between 2 monitors \nwith non-fixed position. Positioning on the real position of monitors in the cabin of the \naircraft. \n• \nCamera + RMFCD (on left side) – Video will be split between 2 monitors - one for \nthe main camera and one on the left side for the right MFCD. \n• \nCamera + RMFCD – Video will be split between 2 monitors - one for the main camera \nand one for the right MFCD. \n• \nCamera + RMFCD (automatic placement) – Video will be split between 2 monitors \nwith non-fixed position. Positioning on the real position of monitors in the cabin of the \naircraft. \n• \nLMFCD + Camera + RMFCD – The center monitor will display the pilot view, and the \nleft and right monitors will display the left and right MFCDs. \n• \nStereo – Pilot video will be split into a stereoscopic pair and output separately. This \nshould only be used by players with stereoscopic display setups. \nNote: To customize these configurations or create your own new configurations, navigate to \\Saved \nGames\\DCS\\Config\\MonitorSetup\\. Each configuration is defined by a separate lua file. \nRes. of Cockpit Displays \nSet the resolution of cockpit displays such as mirrors, multifunction displays, moving maps, etc.  \nNote that higher resolution settings can negatively impact the smoothness of game play. \n• \n256 – Low quality. The picture is rendered into a texture of 256x256 pixels. It is \nupdated through the frame. \n• \n512 – Standard quality. The image is rendered into a texture of 512x512 pixels. It is \nupdated through the frame. \n• \n512 Every Frame – Standard quality. The image is rendered into a texture of 512x512 \npixels. Each frame is updated, but it reduces the overall performance of the game in \ncomparison with the choice of the preset updated through the frame. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  25 \n \n• \n1024 – High quality. The image is rendered into a texture of 1024x1024 pixels. It is \nupdated through the frame. \n• \n1024 Every Frame – High quality. The image is rendered into a texture of 1024x1024 \npixels. Each frame is updated, but it reduces the overall performance of the game in \ncomparison with the choice of the preset updated through the frame. \nMSAA \nMSAA (MultiSample Anti-Aliasing) – Is an improved version of SSAA super-sampling that \nconsumes less resources. Smoothing takes place only along the edges of objects, not the entire \nscene as in SSAA. When the resolution in the game increases, it requires more video memory on \nthe graphics card.  \n• \nOff – Turns off MSAA anti-aliasing. \n• \n2x – Two-pass MSAA. \n• \n4x – Four-pass MSAA. This improves anti-aliasing quality at the expense of FPS. \nDepth of Field \nDepth of field is the distance between the nearest and the furthest objects that are in \nacceptably sharp focus in an image. \n• \nOff – Depth of field effects are disabled. \n• \nBokeh – Enables a very shallow depth of field, blurring parts of the scene closer to or \nfurther from the view subject. The blurred objects take on a \"bokeh\" effect simulating \nlens distortion. Severely reduces performance and is mainly used to create video/screen \nshots only. \n• \nSimple – Enables a very shallow depth of field, blurring parts of the scene closer to or \nfurther from the view subject. \nLens Effects \nEnables camera effects caused by dirt or lens flares. \n• \nNone – Lens effects are disabled. \n• \nDirt – Simulates occasional specks of dust on the camera lens in exterior views. \n• \nFlare – Simulates lens distortion caused by direct sunlight. \n• \nDirt+Flare – Enabled both the Dirt and Flare effects, but can make it difficult to detect \ncontacts. \nMotion Blur \nThe effect of blurring the image when the camera moves quickly. Can be successfully applied \nwhen the scene needs to be given more dynamics and speed. Proper use of Motion Blur can add \ncinematography to what is happening on the screen. It can also help you veil low frame rates \nand add smoothness to your gaming experience as needed. \n\n\nED [DCS USER MANUAL] \n \n26 \nOPTIONS | Eagle Dynamics \n \n• \nOff – Turns off motion blur. \n• \nOn – Includes the Motion Blur effect, which makes the entire image blurred and \nunfocused at speed, without highlighting any area. \nClouds \nSets the level of quality for clouds and weather effects. Options are Low, Standard, High and \nUltra. \nHigher values render the clouds better and have a grater influence on the performance. The \nStandard option is the best choice to start with. \n \n \nExample of Clouds detail set to Low (left) and Ultra (right). In Ultra, cloud shapes are higher resolution. \nSSAA \nSSAA (SuperSample Anti-Aliasing) – The heaviest, but also the most qualitative and eerily \nloading a video card. Smoothes the whole scene. It works by rendering the image at a larger \nsize and downsampling it to the display size. For powerful top-of-the-range graphics cards. \n• \nOff – SSAA is disabled. \n• \nx1.5 – The image is rendered at ×1.5 and downsampled to smooth edges. \n• \nx2 – The image is rendered at ×2 size and downsampled to smooth edges.  \nSSAA is limited to 4k, so if resulting required buffer size is over 4k – this option will not be \navailable. \nSimultaneously, multi-sampling (MSAA) and super-sampling (SSAA) should not be enabled to \navoid conflict and performance degradation (either MSAA – or SSAA). \n \nSSLR \nSSLR (Screen Space Local Reflections) – Enables a reflection effect caused by ambient lighting. \nIt is best seen on smooth and chromed surfaces. \n• \nOff – Turns off reflections on smooth surfaces. \n• \nOn – Turns on reflections on smooth surfaces. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  27 \n \n \nSSAO \nThe SSAO (Screen Space Ambient Occlusion) – Enables a shading effect caused by ambient \nlighting. It is an approximation of the global illumination technology with reduced GPU load. \nImproves realism of the picture. \n• \nOff – Turns SSAO off. \n• \nOn – Enables SSAO. \n \n \nExample of SSLR and SSAO disabled (left) and enabled (right). When enabled, the cockpit shading is \nmore affected by ambient lighting conditions. \n \nNote: If you wish to increase frame rates, the most import graphics settings to adjust lower are Terrain Textures, \nWater, Visib Range, Shadows and MSAA. \n \nThe right side of the page contains auxiliary graphics settings. \n \nAuxiliary Settings \nClutter/Grass \nAdjusts the distance that ground clutter such as grass, bushes, rocks, etc. are rendered. \nForest Visibility \nAdjusts the distance that 3D trees are rendered. As the value increases, the trees are drawn in \nforests, fields, along rivers, roads and cities. If the value decreases, the trees are only in the \nforest belts in a smaller number. Beyond this distance, forests are rendered as flat ground \ntextures. \nForest Details Factor \n\n\nED [DCS USER MANUAL] \n \n28 \nOPTIONS | Eagle Dynamics \n \nThe slider adjusts the GPU load by the number of tree triangles rendered. Minimum value is 0.1 \nand possible maximum is 1.0. \nScenery Details Factor \nThe slider adjusts the GPU load by the number of overall scene triangles rendered (map objects \nsuch as buildings, constructions, etc.). Minimum value is 0.1 and possible maximum is 1.0. \nPreload Radius \nSets the radius (in meters from user position) that terrain is preloaded. A larger setting reduces \nslowdowns due to hard disk swapping, but requires more RAM. \nChimney Smoke Density \nSets the density of smoke coming from building chimneys. \nGamma \nChanges the overall luminosity of the rendered image. Lower values produce darker scenes. \nAnisotropic Filtering \nSets the level of anisotropic filtering. Lower values will increase FPS but cause textures to \nappear blurry when viewed from shallow angles. Examples include runway and taxiway textures \nwhen viewed from the ground, or tanker director lights when viewed from the contact position. \n• \nOff – Turns off anisotropic filtering. \n• \n2x, 4x, 8x, 16x – Includes an anisotropic filtering with the selected filtering factor. \nImproves the display of deleted objects and textures on surfaces at a certain angle. \nTerrain Object Shadows \nSets the type of shadows rendered on the terrain from scenery objects. \n• \nDefault – Shadows follow terrain contours. This option has the highest FPS impact. \n• \nFlat – Shadows are planar. \n• \nOff – Shadows are not rendered. \nCockpit Global Illumination \nA lighting method that takes into account not only direct light from light sources, but also \nreflexes (reflections and refractions of light inside the cockpit, dancing shadows), resulting in a \nmuch more realistic image. \n• \nOff – Direct lighting only.  \n• \nOn – Enables the global lighting algorithms used for more realistic simulation of light. \nRequires more PC resources and may have a considerable impact on frame rates. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  29 \n \nMessages font scale \nSets the scale of in-game tooltips, radio menus, and popup messages. \nScale GUI \nSets the scale of windows, menus, and dialogs. \nRain Droplets \nWhen enabled, raindrops will appear on the canopy when in rain and at slow enough speeds. \nVsync \nWhen enabled, your monitor’s frame rate will be synchronized to the game’s frame rate. This \nwill reduce tearing artifacts that can occur at high frame rates. \nFull Screen \nWhen checked, the game will run in full-screen mode. When unchecked, the game will run in a \nwindow. \nCursor Confined to Game Window \nCheck this box to prevent the mouse cursor from moving beyond the game window bounds. \nThis is useful when playing in VR, to make sure you do not inadvertently click on something \noutside the game window. \nPresets \nDCS World comes with four graphics presets: Low, Medium, High, and VR. You can use \"Low\", \n\"Medium\", or \"High\" to quickly set the graphics level to something appropriate for your PC \ncapabilities. \"VR\" preset is tuned to maximize frame rates when playing in VR.  \nIn addition, you can save your own presets under \"Custom1\", \"Custom2\", and \"Custom3\". \nClick the SAVE link underneath each button to save the current graphics settings to that preset. \nClick the button itself to load those graphics settings you saved. User profiles are rewritable. \n \n \n \n\n\nED [DCS USER MANUAL] \n \n30 \nOPTIONS | Eagle Dynamics \n \nControls Settings \nThe control settings tab allows you to customize your control input devices.  Such controls can \ninclude joysticks, mice, keyboards, rudders, etc.  Using the manager, you can map functions to \nkeys, create axis curves and assignments, and adjust force feedback levels.  Of note, you can \ncreate and save multiple input profiles. \n \n \n \n \n \n \n \nAlong the very bottom of the screen are the CANCEL button which will return you to the Main \nMenu without saving any changes to Options, and the OK button which will return you to the \nMain Menu page but will save your changes. \nYou can also exit the Options page by pressing the yellow X in the top right of the screen. \nAircraft Control Mode.  The Aircraft Control Mode drop down list shows the different control \nmodes possible in a mission: \n• \nAircraft Game. Active when a mission is launched with Game Avionics mode on. \n• \nAircraft Sim. Active when a mission is launched with Game Avionics mode off. \nInput \nCategory \nMain Listing \nWindow \n \nSave Input \nProfile \nLoad Input \nProfile \n \nEdit Input \nModifiers \nAircraft \nControl Mode \n \nEdit Input \nButtons \nAxis \nAssignment \nAxis \nTune  \nClear \nCategory \nForce-Feedback \nTune  \nHTML list of \ncommands \nReset \nCategory \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  31 \n \n• \nGeneral. Active when a mission is launched with no player or client-controlled aircraft. \nInput Category.  The Input Category drop down list displays all the general input categories of \nthe player aircraft.  To select a category from the list, left mouse click on it and the input actions \nof that category will be displayed in the main listing window. \nMain Listing Window.  This vertically organized list displays each assignable action in regards \nto each detected input device connected to your computer.  On the left side of the list is the \ncolumn that lists each assignable Action.  The list of Actions is determined by your Input \nCategory and Player Mode selections.  To the right of the Action column are columns for each \ndetected input device.  To assign an action an input device, left mouse click in the field where \nthe Action line and the device column intersect.  This will then be indicated by a white box in \nthe field. Note, you can test whether an input command is mapped on a particular controller by \npressing the command while the controller's column is highlighted. \nReset category to default. Pressing this button resets all keyboard or button combinations in \nthe selected category for the selected device to their default values. The selected device is \ndetermined by the highlighted cell. \nClear category. If you wish to clear all input assignments for a controller, left click on any \ninput command for the controller and then click on the CLEAR CATEGORY button. This will erase \nall input assignments for the controller column. \nSave profile as. After you have modified (added, deleted, or changed) an input option to a \nprofile, you can save it using the SAVE PROFILE AS button.  Upon pressing this button, the Save \nProfile As browser window will be displayed.  This window allows you to browse to a location on \nyour computer and save the profile.  You can either save the profile under the default name or \ncreate a new profile under a different name.  As such, you can create multiple profiles for a \nsingle aircraft if you wish. \n \nLoad profile. Once an input profile is created, you may load it as the active profile by selecting \nthe LOAD PROFILE button.  This button will display the Load Profile browser window and allow \nyou to select the desired profile to load.  After selecting the desired profile, press the OK button. \nNote: The loading and saving functions are specific to the device and not global for the profile. \n\n\nED [DCS USER MANUAL] \n \n32 \nOPTIONS | Eagle Dynamics \n \nModifiers.  Pressing the MODIFIERS button will display the MODIFIERS PANEL window and \nallow you to set control modifiers and control switches to allow additional control assignments. \n \n \n \nThe Modifiers panel consists of two parts, the Modifiers at the left and the Switches at the right.   \nModifiers usually use a key or button combination with [SHIFT], [CTRL] or [ALT] (by default) or \nany custom keys assigned to act as a modifier. For example, you can assign any joystick button \nas a modifier and use it to expand the available joystick’s commands that can be assigned to \nyour input device. \nBy default, several Modifiers are included in the Modifiers window: LALT, LCTRL, LSHIFT, RALT, \nRCTRL, RSHIFT and RWIN.  However, by pressing the ADD button below the Modifiers list \nwindow, you can also create your own. The window for adding a modifier will appear. \n \n \nThere are three fields present in the window: \n• \nDevice Name. In this field you must select the name of the device to which you want to \nassign a modifier. \n• \nSelect modifier button. This field displays the key or button you pressed. \n• \nModifier button Name. In this field you can enter your own modifier or switch name. \nModifiers \n \nSwitches \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  33 \n \n \nFrom the ADD MODIFIER panel, first select the device you wish to set the modifier from.  This \ncould range from a keyboard, to a mouse, to a joystick or a throttle.  Once the device is defined, \nselect the specific key or button on the device from the Select Modifier Button field.  Once \ncomplete, press the OK button to save your new Modifier and it will be displayed in the Modifier \nlist window. \nTo remove a modifier, select it from the window and then press the REMOVE button. \nWith at least one modifier in the list, you can now assign a modifier to any Action from the Add \nAssignment Panel. \n \n \nSwitches  \nThe switches window in the right part of the Modifiers Panel works as a toggle as opposed to \nthe modifiers. With modifiers you must press the modifier and key simultaneously, for example \nCtrl and T.  With a switch you can first activate the switch, then press any needed keys and \nthen turn off the switch.  You can think of it as setting a key to a mode.  For example, you could \nassign the “E” button on the throttle as a switch and the Hat on the stick to control the trim. In \nflight, you could then press “E” one time and use the hat to trim the aircraft instead of its \ndefault function of view panning. \n \n\n\nED [DCS USER MANUAL] \n \n34 \nOPTIONS | Eagle Dynamics \n \n \nFrom the ADD SWITCHES panel, first select the device you wish to set the switch from.  This \ncould range from a keyboard, to a mouse, to a joystick or a throttle.  Once the device is defined, \nselect the specific key or button on the device from the Select Switch Button field.  Once \ncomplete, press the OK button to save your new Switch and it will be displayed in the Switch list \nwindow. \nTo remove a switch, select it from the window and then press the REMOVE button. \nWith at least one switch in the list, you can now assign a switch to any Action from the Add \nAssignment Panel. \nEdit Input Buttons.  When creating, editing, or deleting an Action on the Main Listing \nWindow, the ADD, CLEAR and DEFAULT buttons will be needed. \nTo add, clear or set to default an input to an Action, you first need to select the Category that \nlists the desired Action.  Once the Action is located, Left mouse click in the field that intersects \nbetween the Action and the Input Device that you want to map.  For example, you may wish to \nchange the keyboard assignment of the key that changes the landing gear cycle.  In this \nexample you would locate the Landing Gear toggle Action row and then left mouse click in the \nfield where it intersects the Keyboard column.  Once selected, the field will have a blue box in it. \nWith the Action and Input Device now selected, you can press one of three buttons: \nADD. Pressing the ADD button displays the ADD ASSIGNMENT PANEL.  This panel has the \nfollowing fields: \n• \nAction. Displays the name of the Action as displayed in the Main Listing Window. \n• \nKey / Button. Pressing the desired key or by moving the desired input axis, the name \nof the key, button or axis will be displayed here.  Additionally, you may click on the drop-\ndown arrow and display all the possible inputs that can be assigned to the Action \nmanually. \n• \nAdd Modifier.  Use the drop-down list to view all Modifiers and Switches that can be \nassigned to the Action.  Note that this list can be edited from the Modifiers Panel. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  35 \n \n• \nAdded Modifiers. Once you have added a modifier or switch, it will be automatically \nlisted in this field. \n• \nCurrently in Use. If the assigned key or button is already in use with another Action, \nthe conflict will be listed here. \n• \nRESET. Pressing the RESET button will return the Action to its default setting. \nCLEAR. Once a field is selected, you can press the CLEAR button to remove the assignment. \nDEFAULT.  With a field selected, you can press the DEFAULT button and the originally assigned \nassignment to the Action will be restored. \nBelow is an example on how to assign a new keyboard/button combination or axis in place of \nthe default: \n1. Select the cell of the required action in the column of the required device. If you need to \nassign an axis, first select the AXIS COMMANDS category in the action category drop-\ndown list. \n2. Clear the cell of the already-existing combination by clicking on RESET.  \n3. Assign the new key combination by pressing ADD. This brings up the ADD ASSIGNMENT \nPANEL window. \n \n \n \n• \nThe ACTION field shows the action to which the combination is assigned. \n• \nThe KEY, BUTTON, AXIS fields display the assigned (pressed) key, button, or axis. In \nthis field, you can select a key, button or axis manually from the drop-down list. \n• \nThe ADD MODIFIER drop-down list allows you to manually select the required \nmodifiers for the combination. \n• \nThe ADDED MODIFIERS field shows the combination of assigned modifiers. \nUser-defined \nkey \ncombination: \nLAlt +F1 \n \nAction \nActions \ncurrently \nusing the key \ncombination \nDrop-down list for \nmodifiers \n\n\nED [DCS USER MANUAL] \n \n36 \nOPTIONS | Eagle Dynamics \n \n• \nThe CURRENTLY IN USE field shows the name of the action for which the selected \nkeyboard or keyboard combination is already used (conflicts). \n4. Press the desired combination on the keyboard or joystick and check on the panel that \nthe input is correct. \n5. Click OK to confirm the inputted combination. \n6. In case of error in combination assignment, press the RESET button and repeat the \nassignment process. \n \n \n \nRed conflict text appears when there are incorrect modifiers. For example, if you delete one of \nthe present modifiers, then all strings with this modifier will be shown in red. \n \nAxis Assign.  Brings up the Axis Commands category menu. \nAxis Tune.  If you have assigned an input axis to an Action, you can then press the AXIS TUNE \nbutton to adjust how the axis responds.  The resulting Axis Tune Panel window will then allow \nyou fine control over each axis.  Functions of the panel include: \n \nInput conflict \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  37 \n \n \n \nDeadzone. Allows you to create a “dead zone” in the center of the curve. Depending on the \naccuracy of your joystick, you may wish to setup a deadzone value of 5-10. This will help avoid \nproblems when trimming the aircraft due to calibration problems. Move the slider to the right to \nincrease the deadzone and move to the left to decrease it.  The actual numeric value is \ndisplayed to the right of the slider. \nSaturation.  These sliders for both X and Y allow you to adjust the total axis travel in X and Y \nand will be converted to control input.  For example, if you want the entire axis throw of a \njoystick to be used as input, you would set the X and Y limits to the corners of the window \n(saturation levels of 100).  If, however you wanted to reduce the possible input throw of a \njoystick by 50%, you would set the X and Y saturation levels to 50.  \nCurvature. Moving this slider to the right and left increases and decreases the non-linearity of \nthe axis curve.  You can use this curve to adjust how sensitive (or insensitive) the axis is.  It is \ncommon to have a shallow curve near the deadzone to increase the accuracy of fine control \ninput.  The actual numeric value is displayed to the right of the slider. \nSlider.  Allows you to set the axis in regards to a slider and not a default curve that will return \nto center when there is no input being generated from the device. For example, you may wish \nto use the Slider function for the throttle axis but the standard curve axis for a control stick. \nInvert. The Invert radio button will swap the axis of the device. \nUser Curve. Rather than use the Curvature slider, you may select the User Curve radio button \nand display 11 vertical scales that allow you to adjust input device responses.  These range for \n0% input on the left side of the scale to 100% input on the right side of the scale. \n \nDevice axis \ncurve \n \nRaw axis \nposition \n \nActual axis \nposition \n \n\n\nED [DCS USER MANUAL] \n \n38 \nOPTIONS | Eagle Dynamics \n \n \n \nAxis Tune. Use this drop-down list to select the axis you wish to tune. \nForce Feedback Tune. If you are using a force feedback joystick, you may press the FF TUNE \nbutton to display the Force Feedback Tune Panel.  This panel allows you to adjust the trimmer \nforce and shake of the stick. \n \n \n \nTo swap the force feedback axis, check the Swap Axis radio button. \nSwap Axis. This checkbox allows the user to swap axes for the selected input device. This may \nbe necessary for certain older models of joysticks. \nInvert. The checkbox allows you to invert the curve along the X and Y axis. \nUser Curve \nscales \n \nAdjust trim \nforce \n \nAdjust shake \nforce \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  39 \n \nAt the bottom of the panel are buttons to CANCEL changes and return to the Controls page, or \nOK (save) any changes and return to Controls. \nMake HTML. You can make an HTML list of commands for selected aircraft. After pressing this \nbutton, it will open an explorer window with the HTML files for all your devices. \nC:\\Users\\<User Name>\\Saved Games\\DCS\\InputLayoutsTxt\\ \n \n \n \n\n\nED [DCS USER MANUAL] \n \n40 \nOPTIONS | Eagle Dynamics \n \nGameplay Settings \nThe Gameplay settings tab allows you to customize how realistic you want your simulation \nexperience to be.  Using these settings, you can have a very realistic and challenging mission \nexperience or a much more relaxed and casual experience with little need for detailed systems \nknowledge and combat skills. \n \nDifficulties \nThese difficulty options are selected as radio buttons, and when selected, the stated option is \nenabled.  Difficulty options include: \nGame Flight Mode.  Game Flight Mode greatly reduces the complexity and challenge of flying \nan aircraft.  When not selected, aircraft will use a more advanced flight model system that is \nmore authentic, but can be a challenge to first-time-fliers.  The Game Flight Mode however \nmakes flying the aircraft much easier and care-free. \nGame Avionics Mode.  Game Avionics Mode helps with flight orientation by displaying 3D \nmarkers in space. \nRadio Assists.  When enabled, you will get audio alerts informing you of incoming missiles, \nwhen you are within valid weapon use parameters, and information on the location of enemy \nunits. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  41 \n \nTooltips. When in the cockpit, you may hover your mouse over a control and a brief note \nindicating the function of the control will be displayed. \nPermit Crash RCVR. Crash recovery will allow you to respawn if your aircraft is destroyed or \nyou eject during the mission. \nEasy Communication. With Easy Communication on, the radios will automatically tune to the \nselected recipient's frequency. In addition, the radio menu will only display objects present in \nthe mission and highlight those with whom contact is possible. With Easy Communication off, \nthe player has to tune the correct radio set to the correct frequency for the desired contact and \nselect the correct contact out of the full radio contacts menu. \nPadlock. The padlock system allows you to keep your virtual eyes locked (padlocked) to either \nan air or surface point as long as the target is within visual constraints when viewed from within \nthe cockpit.  In addition to units and the ground, you may also padlock incoming missiles. \nUnlimited Fuel. When enabled, your fuel is never expended.  Note though that with full fuel \ntanks, your aircraft performance will suffer in several ways due to the increased weight. \nUnlimited Weapons. When a weapon is expended, it will automatically be immediately \nreplenished when this option is checked. \nImmortal. Enabling immortality will make it impossible to damage or destroy your aircraft. \nAllied Flight Reports. Enables the radio chatter of allied flights on the assigned radio \nfrequencies. \nCockpit Visual Recon Mode. Enables a possibility to mark any ground object on terrain and \nreveal it’s location on the maps of allies. Use RMB (Right Mouse Button) display a cross and \nLMB (Left Mouse Button) select object. \nUnrestricted SATNAV. Satellite navigation available for all capable aircraft, regardless of \ncountry and date/time. \nF10 View Options \nWhen in the simulation and having pressed the F10 key, a map of the simulation world will \nappear that shows both friendly and enemy units.  You can use this view to gain an overall view \nof the battlefield outside of your cockpit.  Icons are depicted according to general unit type and \nBlue Side units have blue icons, Red Side units have red icons, and the player’s unit has a white \nicon. \nThe F10 View options allow you to set which elements are visible to player when viewing the \nmap. \nMap Only. No objects icons will be displayed on the map. \nMy A/C. Only the player's own aircraft icon will be displayed on the map. \nFog of War. Only hostile units detected by friendly units are displayed. \nAllies Only. Only units of the player's coalition will be displayed on the map. \nAll. All units will be displayed on the map. Default selection. \n\n\nED [DCS USER MANUAL] \n \n42 \nOPTIONS | Eagle Dynamics \n \n \n \n \n \n \nGame data/time and acceleration rate window \n \nShow marks \nAdd a mark \n \n \nTargets \n \nZoom In Tool \n \n \nZoom Out Tool \n \nMap 100% \n \nPlayer Center \n \nMap Mode \nElevation Map \nMode \nSatellite view \nTake control \nRoutes \n \nShow Lifebar \nSector numbers \nMap grid \nCursor coordinates \nand elevation \n \nDistance Tool \n \n \nUnit Labels \n \n \nThreat Zones \n \n \nDetection Zones \n \n \nUnit Data \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  43 \n \n \n \nAlong the top of the screen is the tool bar with the following functions from left to right: \n \nUnit Data. Clicking on the unit’s icon in the lower left corner of the screen will bring up the \nunit’s data window which displays the unit group name, side, callsign, type, and assigned task, \nas well as the unit’s altitude, speed, heading, and coordinates. \nCursor Coordinate and elevation.  As you move the mouse across the map, the geographic \ncoordinate of the cursor’s location and elevation is displayed in this field. \nGame data/time and acceleration rate of window. This field displays the current in-game \n(mission) time and its acceleration factor. In-game time is displayed as day / hours: minutes: \nseconds. The acceleration factor is indicated by the letter A. Example: А1.00 indicates normal \ntime flow [LShift+Z] with an acceleration factor of 1.00. The letter P indicates that time is \ncurrently paused. \nPlayer Center. To center the map screen on the player, press this button. \nTo gather more information about a unit displayed on the map, you may left click on it and the \nUnit Data window will appear.  The selected unit’s icon will turn yellow.  This is an information-\nonly window that can display the following information, depending on the unit type: \n• \nUnit type \n• \nSide \n• \nUnit callsign \n• \nGroup task \n• \nUnit altitude \n• \nUnit speed \n• \nUnit heading \n• \nUnit’s current coordinates \nShow Lifebar. Clicking this button displays a lifebar for ground units. \nAdd a mark. Clicking this button allows the user to add and sign their own marks on enemy \nunits in the F10 map.  \nShow marks. Clicking this button on the map displays all custom markers added by the current \nuser and by other players in the session.  \nTake control. Pressing this button [or the keybind RAlt+J] allows the user to assume direct \ncontrol of the selected unit or aircraft.  \nShow pathing. This button toggles display for the assigned waypoints for ground units and \naircraft. \nDetection Zones. When enabled, the detection zones of air defense units are displayed as \ncircles around the units. \n\n\nED [DCS USER MANUAL] \n \n44 \nOPTIONS | Eagle Dynamics \n \nThreat Zones.  When enabled, zones around air defense units that indicate the engagement \nrange of the unit are displayed. \nUnit Labels.  When enabled, a label that indicates unit type is displayed next to each unit on \nthe map. \nDistance Tool.  By left mouse clicking on the map and then dragging the cursor to a new \nlocation, a line will be drawn between the two points.  Right of the Distance Tool button will be \ndisplayed the distance of the line and next to the HDG (heading) label will be displayed the \nheading from the start point to the end point of the line. \nZoom In Tool.  To zoom in on the map, click this button and the cursor will become a \nmagnifying glass with a (+) symbol in the center.  Left click on the map where you want to \nzoom in to and re-center your map on.  To disable this mode, you must click this button a \nsecond time. \nZoom Out Tool.  To zoom out of the map, click this button and the cursor will become a \nmagnifying glass with a (-) symbol in the center.  Left click on the map where you want to zoom \nout from and re-center your map on.  To disable this mode, you must click this button a second \ntime. \nMap 100%.  To quickly zoom the map out to its full, 100% size, press this button. \nMap grid. Displays the coordinate grid. \nSquare numbers. Displays square numbers on the coordinate grid. \nMap Type. In the top right portion of the screen are three choices of map type. These include: \n• \nMAP. Displays map view of world without elevation data. \n• \nALT. Displays map view but with elevation data relief. \n• \nSAT. Displays satellite map view of world. \nAdditional Settings \nOn the right side of the screen are several more options that allow you to better customize the \ngameplay options of the simulation.  These include: \n• \nEditor Icon Style. When placing units and points on the map using the mission editor, \nyou can either use western-style (NATO) military icons or Russian-style.  Select between \nthe two using this drop-down list. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  45 \n \n         \n             \n \n• \nAvionics Language. If the flown aircraft has advisory messages in both English and \nNative, this options allows you to choose which to hear. \n• \nUnits. Using the drop-down menu, you may select either Imperial or Metric units of \nmeasurement.  This selection will determine the units of measurement used in the \nMission Editor. \n• \nG-Effects. Depending on the amount of G you are loading on the aircraft, the effect of \nthe G-force can have different effects according to the level you select from the drop-\ndown list.  Options include: None, Game, and Simulation.  Note that the G-model \naccounts for rapid-G onset which can be much more demanding on the pilot (you).  As \nsuch, when using the Realistic setting, ease into the G rather than pulling very quickly. \n• \nLabels.  When enabled, labels appear next to units seen in the simulation world.  Labels \nare designed to allow you to more easily spot units and give important information about \nthem according to their range from you.   \no NONE – Map markers disabled. \no FULL – Displays full object names. \no ABBREVIATED – Displays abbreviated object names.  \no DOT ONLY – Objects marked by a dot only. \nThe further they are away from you will result in less information in the label.  The range at \nwhich label information is provided varies by unit type.  The following table summarizes this: \n \nAircraft \nLabel \n30 km \n' \n20 km \n+ Range to object \n10 km \n+ Name of object \n5 km \n+ Callsign of pilot \n \n \nGround \nLabel \n20 km \n` \n10 km \n+ Range to object \nNATO tactical icons \nRussian tactical icons \n \n\n\nED [DCS USER MANUAL] \n \n46 \nOPTIONS | Eagle Dynamics \n \n5 km \n+ Name of object \n \n \nNaval \nLabel \n40 km \n` \n20 km \n+ Range to object \n10 km \n+ Name of object \n \n \nWeapons \nLabel \n20 km \n` \n10 km \n+ Range to object \n5 km \n+ Name of object \n \n• \nBirds. Use this slider to adjust the likelihood of bird strikes when flying at very low \naltitudes. A setting of 100% represents a realistic probability of a bird strike. Note, the \nsimulation does not feature visible 3D birds as objects. Only the likely damage effects \n(primarily engine flameout) are simulated. \n• \nMini HUD. If flying Flaming Cliffs 3 aircraft, this options allows you to enable/disable the \nMini HUD that provides basic HUD symbols to always be displayed regardless of where \nthe view is directed. \n• \nMirrors. Check this box to enable rear view mirrors.  Note that mirrors can have a \nsignificant effect on system performance. \n• \nHide Control Stick. Cockpit Control Stick always hidden to improve the visual \navailability of instruments and equipment in the lower part of the cockpit. \n• \nF10 Map User Marks. Gives opportunity to place and edit names of user marks in \nmission editor map. \n• \nWake turbulence. Enables calculations of disturbance in the atmosphere that forms \nbehind an aircraft as it passes through the air. Gives new feelings when air-refueling, \nflying in formations or sitting on a bandit’s six. \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  47 \n \nPresets \nAt the bottom of this window there is an option to force the use of game settings for all \nmissions, and a button for selecting from two pre-configured presets: \nUse These Options for All Missions.  When checked, this option will force any mission you \nfly to use the Options you personally set.  If, however, this box is unchecked, the Options used \nwhen the mission was created will be used.  \nIn the lower right portion of the screen are the two Preset buttons.  These allow you to quickly \nset the gameplay options to provide either a realistic SIMULATION experience or a GAME \nexperience.  Press either button to quickly configure your options or manually select them to \nyour own personal preferences. \nAlong the very bottom of the screen are the CANCEL button which will return you to the Main \nMenu without saving any changes to Options, and the OK button which will return you to the \nMain Menu page but will save your changes. \nYou can also exit the OPTIONS page by pressing the yellow X in the top right of the screen. \n \n \n \n\n\nED [DCS USER MANUAL] \n \n48 \nOPTIONS | Eagle Dynamics \n \nMiscellaneous \nThe Miscellaneous tab includes a number of additional game options. \n \nPlayer External Views. Check this box to allow external views. \nSpectators External Views. Check this box to allow external views. \nF5 Nearest AC View. Check this box to allow the \"F5\" external padlock to nearest aircraft \nview. \nF10 AWACS View. Check this box to allow the \"F10\" Map view. \nF11 Free Camera. Check this box to allow the \"F11\" Free Camera view. \nHead Movement by G-Forces in Cockpit. Check this box to enable the simulation of the \npilot's slight head motion resulting from aircraft maneuvering in flight. \nForce Feedback. Check this box to enable force feedback effects. \nSynchronize Cockpit Controls with HOTAS Controls at Mission Start. When enabled, \nthis option will set the mapped switches in the cockpit according to their setting on your input \ndevices. \nRandom System Failures. Check this box to allow randomized aircraft system failures to \noccur during the mission. These failures are automatically generated to simulate mean time \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  49 \n \nbetween failures of different systems and are not based on the scripted aircraft failures included \nas part of a mission. \nUser Snap-View Saving. Allows the user to save custom views in the cockpit to devices, \npanels, HUD, and MFD displays. \nShow Pilot Body in Cockpit (when available). Allows the user to enable or disable pilot \nbody display in the cockpit, as the pilot’s arms may occasionally obscure certain cockpit controls \nfrom view. \nTrackIR external views. Allows the user to manipulate the external camera via TrackIR input. \nChat window at start. Allows the user to display the chat window at takeoff start. \nAutologin. Allows the user to automatically log-in to their account on DCS startup using the \nlogin and password provided. \nCollect statistics. Please do not untick this checkbox – the data we collect from this helps us \nin making the game better. This does not give us access to your bank cards or to your personal \ncontacts list. \nCoordinate Display. Selects between Lat/Long, Lat/Long Decimal, MGRS, Metric and Precise \nLat/Long coordinate systems in the coordinate display windows of the ME and in-game panels. \n• \nLat Long. Displays coordinates in degrees – minutes – seconds. \n• \nLat Long Decimal. Displays coordinates in degrees format (decimal fractions of \nminutes). \n• \nNATO Standard (MGRS). The Military Grid Reference System is a coordinate system \nwidely used by NATO to calculate the location of target points. MGRS is based on UTM \nand divides each zone into squares of 100x100 km. These squares are identified by a \ntwo-letter code, where the first letter is the east-west position in the longitude zone, and \nthe second letter is the north-south position.  \n \nFor example, UTM coordinates of 35 V 414668 6812844 is equivalent to the MGRS \ncoordinates of 35VMJ1466812844. The coordinate accuracy in MGRS is set with a \nprecision level of one meter and is represented using 15 characters, where the last 10 \ncharacters represent the easting and northing values in the specified grid. \n• \nMetric. Absolute X/Y coordinates. \n• \nPrecise Lat/Long. Displays coordinates in degrees format – decimal fractions of \nminutes – accurate to one hundredth of a geographic second. \nF2 View Effects. Selects the camera effect for the external aircraft camera (F2). \n• \nNone. No effect. \n• \nFloating. Floating camera effect. \n• \nShaking. Shaking camera effect. \nTheme. Select background theme of the Main Menu from the drop-down list. \n\n\nED [DCS USER MANUAL] \n \n50 \nOPTIONS | Eagle Dynamics \n \nAllow servers to take my screenshots. The option allows the master server to take a \nscreenshot of the game session. \n \nOverlays \nTactical Map. Displays the minimap with the designated waypoints and heading, as well as \nmarkers in the minimap to help with orientation. \nControls Indicator. Displays the current position of the cockpit control devices. \nCockpit Status Bar. Enables/disables a status bar that displays the current flight parameters \nand coordinates. \nBattle Damage Assessment. Shows/hides the damage done to an enemy unit in percentage \nvalues when a player scores a hit. Information about damage dealt and target destruction is \ndisplayed along the left border of the screen in real time. Destroyed targets are reported in red, \nwhile damaged targets are reported in yellow along with a percentage value of damage dealt. \nCompass Tape. Displays/hides a compass tape at the top of the screen. \nAircraft Mode Indicators. Enables/Disables an overlay on the left side of the screen that \ndisplays information on the aircraft's systems - flightpath, combat modes, selected weaponry, \nand countermeasure systems (flare/chaff). \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  51 \n \nAudio Settings \n \nAlong the right side of the screen are the settings to control the audio environment in the game.  \nThis is done through a combination of six sliders and two radio buttons. \nThe audio sliders increase volume when moved to the right and decrease when moved to the \nleft.  Each slider is dedicated to a specific audio channel: \nVolume. This controls the ingame master volume of the audio settings and affects all channels \nequally. \nGUI. The volume of the Graphics User Interface (GUI) devices, like button clicks, is controlled \nwith this slider. \nWorld. The volume of audio sources outside of the cockpit. \nIn-Cockpit. This slider controls the volume levels of audio sources inside your cockpit.  \nExamples include switches and fans. \nHelmet. Use this slider to adjust volume levels that would come through the pilot's headphones \nsuch as radio messages and warnings. \nMusic. The volume of the music that is heard when in the menu screens is adjusted with this \nslider. \nSwitches. The volume of the switch sounds in the AC cabin. \n\n\nED [DCS USER MANUAL] \n \n52 \nOPTIONS | Eagle Dynamics \n \nAudio Device Setup: \n \nMain audio out. Selection of the main audio output in the game. \nSpeaker layout. Selecting an audio device for the speaker layout in the game. \nHeadphones. Selects the headphones in the game. \nVoice Chat output. Select an audio device to receive in voice chat. \nVoice Chat input. Select a microphone for voice chat. \nMicrophone at Multiplayer start. Selecting a microphone mode in a multiplayer game. \n \nBelow is a group of advanced settings: \n \nHear like in Helmet. Enabling sound simulation in the pilot's helmet. External sounds will be \nmuted and radio communication will be louder. \nG-breath Effect. Activating the pilot's breathing sound during overload. \nLoud Cockpit Afterburner Sound. Turn on the loud sound of the afterburner in the cockpit of \nyour aircraft. \nRadio Speech. Turn all radio speech on or off. \nSubtitles. Turn all text subtitles on or off. \nExternal View Cockpit Sounds and Radio Messages. Enables you to hear sounds and radio \nfrom your cockpit when switching to external aircraft/unit views. \nVoice Chat. Turn on voice chat when playing online. \nPlay Audio While in Background. Turn on the game interface music when you minimize the \nwindow. \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  53 \n \nSpecial \nOn this page there are groups of settings for each installed module selected in the left column. \nTurning these settings on/off may simplify or complicate module management for each player. \n \n \n \n \n\n\nED [DCS USER MANUAL] \n \n54 \nOPTIONS | Eagle Dynamics \n \nVR \nThis page contains the settings for VR devices. \n \nEnable Virtual Reality Headset. Enables the use of VR devices in the simulator. \n• \nPixel Density – Allows you to change the pixel density on the screens of VR-headsets, \nallowing you to increase the resolution. Increasing this value greatly affects \nperformance. \nUse Mouse. Enabling this setting unties the cursor from the current head position and lets it be \ncontrolled by mouse input. \nCursor Confined to Game Window. Enabling this option will prevent the mouse cursor from \ngoing beyond the game window on the monitor. \nUse Hand Controllers. Includes support for hand-held controllers for interacting with \nenvironment and interface elements. \nHand Interaction Only When Palm Grip is Obtained. Interaction in the cockpit only when \nthe player grabbed the controllers with his hands. \nForce IPD Distance. Allows the user to manually set the interpupillary distance. \nUse Built-in Audio Device. Switches on the VR headset’s built-in audio device. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  55 \n \nBloom Effect. The effect of scattering bright light on the borders of the contrasting scene; \nadds a sense of volumetric lighting and rays. It is used to make the image look cinematic. \n• \nMSAA Mask Size. Limits the application of MSAA (MultiSample Anti-Aliasing) to a circle \nfrom the center of the eye with a specified radius, which is called a mask. By default, \nMSAA mask is applied to about 2/3 of the image. \n \nVR Mirror Options \nUse DCS System Resolution. If DCS resolution is used, the VR mirror will use the same \nresolution as 2D resolution. \nMirror Eye Source. VR mirror is what shows on the users screen when in VR, they can choose \nleft, right or choose to show both eyes on the screen. \n• \nCrop To Rectangle. Crop to a rectangle the screen on the selected VR mirrors. \n \n \n \n\n\nED [DCS USER MANUAL] \n \n56 \nTRAINING | Eagle Dynamics \n TRAINING \n \nDCS World \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  57 \n \nTRAINING \nTo best help you learn how to fly the aircraft, we have created a Training module consisting of a \nseries of interactive training missions or pre-recorded training videos.  To enter the Training \nmenu, select the Training button from the Main Menu screen. \n \nThe Training menu is divided into the following three areas: \n\n\nED [DCS USER MANUAL] \n \n58 \nTRAINING | Eagle Dynamics \n \n \n \nAircraft Tabs. Select the aircraft you wish to train in. \nLessons.  After selecting a Training Task category by left mouse clicking on it, a list of missions \nwithin that category are listed in this window.  Each of these lessons is designed to teach a \nspecific aspect of the selected Training Task. \nBriefing.  Once a Lesson has been selected by left mouse clicking on it, a text briefing is \ndisplayed that provides an overview of the Lesson you selected. \nAlong the very bottom of the screen are the CANCEL button which will return you to the Main \nMenu and the START button which begins the Lesson. \nYou can also exit the Training page by pressing the yellow X in the top right of the screen. \n \nLessons \n \nBriefing \nAircraft Tabs \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  59 \n \nINSTANT ACTION  \nDCS World \n \n\n\nED [DCS USER MANUAL] \n \n60 \nINSTANT ACTION | Eagle Dynamics \n \nINSTANT ACTION \nPressing this caption opens a pop-up window where you can select aircraft and several missions \nfor each aircraft.  Left click on one of the aircraft tabs and then the desired mission to fly pre-\ngenerated mission. Instant Action is a handy way to quickly fly a mission. \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  61 \n \n \n \nSelect aircraft \nSelect mission \nSelect terrain \n\n\nED [DCS USER MANUAL] \n \n62 \nMISSION | Eagle Dynamics \n MISSION \n \nDCS World \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  63 \n \nMISSION \nUsing the Mission Editor, missions can be created and then opened to play from the Mission \nscreen.  To reach the Mission screen, click on the Mission button on the Main Menu page. \n \nSelecting Mission will display the Select Mission page.  This window allows you to browse your \nlocal disk(s) and select and load saved missions.  Missions are stored in a \"*.miz\" format. \n\n\nED [DCS USER MANUAL] \n \n64 \nMISSION | Eagle Dynamics \n \n \n \nSelect the desired module and mission with the left mouse button.  When the mission is \nselected, any briefing written for the mission will be displayed in the right side Mission \nDescription window. \nYou may also exit the window without loading a mission by pressing the CANCEL button at the \nbottom of the window or the X button in the top right corner. \nBriefing \nHaving pressed the OK button, you will be directed to the Mission Briefing screen.  On this \nscreen you are presented with one or more briefing images and the data and mission text \nbriefing. \nThe Mission Briefing screen consists of the following elements: \n• \nMission Details. Each mission can consist of one or more briefing images.  These \nimages are created by the mission designer and can consist of such content as mission \nmaps, target area photo, target vehicle images, etc. \n• \nMission Detail Page Select.  Use the left and right arrow buttons to cycle between \nMission Detail briefing images. \nMission Briefing \n \nSelect aircraft \nSelect mission \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  65 \n \n• \nMission Briefing Text. The scrollable text block on the right side of the screen consists \nof automatically generated mission data such as sides, flight information, and mission \nstart times.  Additionally, a textual briefing can also be included in the Description \nportion. \n \nAt the bottom of the page are three additional buttons. \n• \nCANCEL. Press the cancel button to return to the Mission page.  You can also cancel the \nmission by pressing the yellow X in the top right corner of the page. \nYou should be careful when editing the mission in the planner or editor, because by changing an \nelement, you can destroy the author's intention and make the mission incorrect or impassable. \nYou should edit the mission only if you understand what you are doing. \n• \nMISSION PLANNER.  Pressing the Mission Planner button will open the selected \nmission in the Mission Planner and allow you to view it in detail, edit route and weapons \nof your flight. \n• \nSTART. Press the START button to start the mission and enter the simulation. \nMission Details \n \nMission Detail \nPage Select \n \nMission Briefing Text \n \nMission Planner Select \n \n\n\nED [DCS USER MANUAL] \n \n66 \nMISSION | Eagle Dynamics \n \nView Debriefing \nAfter you have flown a mission, the debriefing screen will automatically be shown. \n \nThe debriefing screen is divided into four primary areas: mission attrition, mission debriefing \ndata, mission log filters and the chronological log file. \n \nATTRITION. The mission statistics portion of the screen displays the number of units damaged \nor destroyed during the mission by type and coalition. Unit indicated include: PLANES, \nHELICOPTERS, SHIPS, AIR DEFENSE, and VEHICLES. Displayed in X/Y format, where:  \nX - the number of units destroyed; \nY - total number of units in the mission. \n• \nSHOW MY VICTORIES. You can select between displaying attrition caused by all units \nor only by yourself using the SHOW MY VICTORIES checkbox. \n \nGENERAL DEBRIEFING DATA. This section displays mission data. \n• \nMISSION NAME. Mission name as defined in the BRIEFING panel of the mission editor. \n• \nSIDE. Red or Blue Coalition Party Player. \nMission Statistics \n \n \nMission Data \n \nMission Log Filter \n \n \nMission Log \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  67 \n \n• \nTASK. A player's mission statement. \n• \nTIME. Mission start time. \n• \nPILOT. The pilot's name. \n• \nUNIT. Managed by the AC player and units during the mission. \n• \nSCORE. Scores earned. \n• \nRESULTS. A condition for successful completion of a mission when the coalition reaches \nthe specified number of scores. \n \nLOG FILTERS. The log filter section in the top right portion of the screen allows you to filter \nwhat log events are displayed in the mission log list.  Each of these has a drop down menu that \nallows you to define what data is displayed. \n• \nOBJECT. List of objects. \n• \nWEAPON. Lists all weapons that were used by initiator units in the mission. \n• \nSIDE. All, Red, or Blue. \n• \nEVENT. All, Dead, Hit, or Shot. \n• \nTRGSIDE (target side). All, Red, or Blue. \n• \nTARGET. Lists all units and objects that were targeted during the mission. \n• \nINITIATOR. Lists all active units in the mission. \n \nMISSION LOG. The large, lower section of the screen lists mission log events chronologically \naccording to the mission log filter settings.  The mission log consists of seven columns: \n• \nTIME. When the event took place during the mission.  Each event has a \nhour:minute:second time stamp.  \n• \nINITIATOR. The name of the unit that took the action of the event (i.e. fired a weapon, \ncrashed, landed, etc.). \n• \nCOUNTRY. Country that the initiator was assigned to. \n• \nTARGET. If the initiator was attacking a unit or object, the name of that target is listed \nhere. \n• \nCOUNTRY. Country that the target was assigned to. \n• \nEVENT. The type of event that took place.  Types include: shot, hit, dead, etc. \n• \nDETAILS. Name of the weapon type that the initiator used to attack the target. \n \nThe debriefing screen can be a handy tool to determine who did what, when it happened, and \nwith what weapon.  Most often you may use this to determine who attacked you in single and \nmultiplayer missions. \n\n\nED [DCS USER MANUAL] \n \n68 \nMISSION | Eagle Dynamics \n \nBelow the log filter section are five buttons: CLOSE, WATCH TRACK, SAVE TRACK, SAVE \nDEBRIEFING and FLY AGAIN. \nCLOSE. Press this button to exit the debriefing screen and return to the Mission Editor. \nWATCH TRACK. Press this button to watch a recording (track) of the mission you have just \nended. \nSAVE TRACK. By pressing this button, the file save screen is displayed, and in the FILE field \nyou may enter a name for the track file that was automatically recorded during the mission.  \nNote that all missions have a track file recorded.  When you re-fly the same mission, the track \nfile is overwritten unless you save it under a new name.  The SAVE TRACK button allows you to \ndo this. The game tracks have the extension \"*.trk\" and are stored in C:\\Users\\<User \nName>\\Saved Games\\DCS\\Tracks\\ by default. \nSAVE DEBRIEFING. When you press the SAVE DEBRIFING button, the Save Debriefing File \nwindow is displayed, where you need to select the saving path and enter the file name. Game \ndebriefing files have the extension \"*.log\" and are saved to the C:\\Users\\<User Name>\\Saved \nGames\\DCS\\Logs by default. \nFLY AGAIN. Press this button to re-fly the mission. Note, unless you save the current track and \ndebriefing, they will be lost once you hit FLY AGAIN or exit the briefing.  \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  69 \n \nCREATE FAST MISSION \nDCS World \n \n\n\nED [DCS USER MANUAL] \n \n70 \nCREATE FAST MISSION | Eagle Dynamics \n \nCREATE FAST MISSION \nThe Create Fast Mission menu allows you to quickly setup mission scenarios to fly. The Create \nFast Mission menu is accessed by pressing the Create Fast Mission button on the main menu. \n \nCreate Fast Mission has two modes: Simple and Advanced. When first opened from the main \nmenu, Simple mode is selected.  \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  71 \n \nSimple Mode \n \nThe Create Fast Mission (Simple mode) panel has the following settings: \nAIRCRAFT. Select desired flyable aircraft. \nCOUNTRY. Specifies the country the player will fly for. \nSTART FROM. Specifies where the player will start from. \n• \nAirborne. Player’s aircraft will appear in the air. \n• \nFrom Runway. Player’s aircraft will be located on the runway closest to the combat \narea and ready for takeoff. \n• \nFrom Ramp. Player’s aircraft will be located in the aircraft parking area of the runway \nclosest to the combat area and require a cold start. \n• \nRandom. Randomly selects one of the above 3 options. \nDIFFICULTY. Specifies mission difficulty level. \n• \nEasy. The mission will contain few enemy units with low skills. \n• \nMedium. The mission will contain average number of enemy units with average skills. \n• \nHard. The mission will contain high number of enemy units with high skills. \nTHEATER OF WAR. Specifies the theater of operation. \n\n\nED [DCS USER MANUAL] \n \n72 \nCREATE FAST MISSION | Eagle Dynamics \n \n• \nCaucasus. The mission will take place in Caucasus region (Russia, Georgia, Abkhazia, \nSouth Osetia). \nSEASON. Specifies the time of the year. \n• \nSummer. \n• \nWinter. \n• \nFall. \n• \nSpring. \n• \nRandom. Specifies any one of the above seasons. \nWEATHER. Specifies the weather in the mission. \nSTART TIME. Mission start time. \n• \nRandom. \n• \nTime. Specifies the time in 24-hour format (HH:MM). \nADVANCED MODE. Switches to the Fast Create Mission (Advanced mode) menu. \nFLY. Generates the mission and opens to the mission briefing window. \nCANCEL. Exits to the main menu. \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  73 \n \nAdvanced Mode \n \nThe Fast Create Mission (Advanced mode) menu consists of four main panels: OPTIONS, \nFORCES, BATTLE LOCATION and BRIEFING. \nOptions \nThis section allows you to set all the settings from the Simple Mode described above. \nForces \nThis section allows you to set force balance between Blue and Red coalitions. \nIt contains 6 force types and each can have one of 5 balance settings:  \n• \nNo. The set force type will not be present in the mission. \n• \nMin. Minimum level. \n• \nMed. Medium level. \n• \nMax. Maximum level. \n• \nRandom. Random selection among Min, Mid or Max. \n\n\nED [DCS USER MANUAL] \n \n74 \n | Eagle Dynamics \n \nThe number of units in each category is set according to unit type: \n• \nATTACK PLANES. Sets the number of attack planes such as Su-25 or A-10. \n• \nFIGHTER PLANES. Sets the number of fighter planes such as Su-27, Mig-29, F-15. \n• \nHELICOPTERS. Sets the number of helicopters such as Ka-50, Mi-24, AH-64. \n• \nAAA. Sets the number of Anti-Aircraft Artillery units such as ZU-23, ZSU-23, Vulcan. \n• \nSAM. Sets the number of SAM units such as M6, Hawk, Stinger, Igla, Osa, Buk, Strela-1. \n• \nVEHICLES. Sets number of vehicles such as tanks, BMP’s, BTR’s, trucks. \nThe tactical dynamics of combat between Red and Blue forces will depend on the settings in this \nsection. \nBattle Location \nThis panel allows you to choose the general location of combat. To specify the area simply click \non it using the mouse. \nBriefing \nThe Briefing windows will display the mission briefing once the mission is generated. \nTwo buttons are located under the briefing text area: \n• \nGENERATE MISSION. Generates the mission. \n• \nEDIT MISSION. Opens the full mission editor that allows you to fine-tune the \ngenerated mission. \nTwo buttons are located at the bottom of the screen: \n• \nCANCEL. Exits to the main menu. \n• \nFLY. Starts the mission. \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  75 \n \n \nLOGBOOK \nDCS World \n \n\n\nED [DCS USER MANUAL] \n \n76 \nLOGBOOK | Eagle Dynamics \n \nLOGBOOK \nFrom the Logbook you may create as many pilot personas as you wish.  By creating a pilot and \nusing it in missions, the pilot will accumulate mission statistics and awards.   \nNote: For the pilot to log flight statistics and awards, it MUST be assigned as the Player aircraft \nin the mission! \nNote: All created pilots must be assigned a country. When creating a player mission, the \ncountry of the player flight must match the country of the pilot you wish to use! Otherwise, \nmission statistics will not be recorded in the logbook. \nTo select the Logbook, left mouse click on the Logbook caption on the Main Menu. \n \nThe Logbook is divided into three sections: \n1. Units \n2. Profile Info \n3. Nation and Awards Page \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  77 \n \nPilot Page \nThe pilot's profile is located in the center of the window, where personal data and pilot's \nstatistics are displayed on the General tab, as well as for each aircraft separately. At the top \nthere are two round buttons: New (+) and Delete (-).  To create a new pilot, press the New \nbutton (+).  To remove an existing pilot from the logbook, select the pilot from the Name list \nand then press the Delete button (-). \n \n \n \n \n \nElements of the pilot page include: \n• \nPilot Picture.  In the top left corner of the page is a 128x128 pixel space for a pilot \nphoto. To select a new photo, left mouse click on the image and a browser window will \nappear.  Select the desired photo (*.jpg; *.jpeg; *.png) and press the OK button.   \nPilot Page \nSelect aircraft \nNation and Awards Page \nGeneral info for all \naircrafts \n \nPage navigation \n\n\nED [DCS USER MANUAL] \n \n78 \nLOGBOOK | Eagle Dynamics \n \n \n• \nNAME. When creating a New pilot, enter the name of the pilot in this field.  Using the \ndrop-down menu, you can select other pilots previously created for the selected country \non the right Country and Awards page. \n• \nCALLSIGN.  When creating a New pilot, enter the callsign of the pilot in this field. \n• \nRANK.  As your pilots gain experience, they will grow in rank.  This is done \nautomatically.  Rank will be indicated by the name of the rank and the associated \nshoulder board.  Experience is gained through flight hours and accomplishments in \nbattle. \nPilot career statistics, broken down for each aircraft. \n• \nFlight Hours. Total number of hours the pilot has been in the cockpit. \n• \nDaytime. Total number of daylight flight hours. \n• \nNighttime. Total number of nighttime flight hours. \n• \nLandings. Number of landings. \n• \nEjections. Number of times the pilot has ejected. \n• \nAerial Refuelings. Number of successful aerial refuelings. \n• \nA-G Kills. Total number of air-to-ground unit kills by pilot. \n• \nA-A Kills. Total number of air-to-air kills by pilot. \n• \nNaval. Total number of naval unit kills by pilot. \n• \nTotal Score. Total score of pilot based on mission performance and flight hours. \n• \nDeaths.  If Invulnerable is set to YES, then each time the pilot would have been killed is \nkept track of in this field. \n \nBelow the basic pilot attributes are mission career statistics that are cumulated over the course \nof all missions and all aircrafts that the pilot flies.  These are: \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  79 \n \n• \nCommissioned. The date that the pilot was created. \n• \nCampaigns.  The number of campaigns that the pilot has completed (either won or \nlost). \n• \nCampaign Missions. Total number of missions in campaigns flown. \n• \nFriendly A-G Kills. Total number of friendly ground units destroyed by pilot. \n• \nFriendly A-A Kills. Total number of friendly air units destroyed by pilot. \nThe STATUS of the pilot. \n• \nInvulnerable. This can either be set to YES or NO and determines if the pilot can be \nkilled in action. \n• \nKill Ratio. This ratio compares the number of times the pilot has died compared to the \nnumber of victories (player deaths / enemy kills). \nNation, Squadron, and Awards Page \nThe right-side page indicates the nation, armed forces branch (squadron), and awards of the \nselected pilot.   \n• \nNation. Use the drop-down list to assign the pilot to a country. \n• \nSquadron. Use the drop-down list to select the armed forces branch or squadron to \nassign the pilot.  These will be dependent upon the selected nation. \n• \nAwards. In this large field will be displayed medals the pilot has earned. \n \nAlong the very bottom of the screen are the CANCEL button which will return you to the Main \nMenu without saving any changes to the Logbook, and the OK button which will return you to \nthe Main Menu page but will save your changes. \nYou can also exit the Logbook by pressing the yellow X in the top right of the screen. \n\n\nED [DCS USER MANUAL] \n \n80 \nREPLAY | Eagle Dynamics \n REPLAY \nDCS World \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  81 \n \nREPLAY \nEvery time you play a mission, a replay file of the mission is automatically recorded as a .TRK \n(track) file.  When viewing your mission debriefing, you can choose to save the Replay under a \ndifferent name than the default.  However, if you do not and play the same mission again, the \noriginal Replay will be overwritten.   \nTo select a Replay file, select Replay from the Main Menu page.  Note that you cannot view \nReplays from the Open mission page or the Mission Editor. \n \n \nUpon opening the Replay page, you are presented with a page that is very similar to the Open \nmission page.  This page allows you to browse your local disk(s) and select and load saved \nReplay files (the track file has an extension *.trk). \nTo do this, select the required drive letter in the upper drop-down list, then go to the folder with \ntracks. Folders are opened by double-clicking on them, and you can go up to the level by \ndouble-clicking on the top line \"...\". By default, the C:\\Users\\<User Name>\\Saved \nGames\\DCS\\Tracks folder opens. \nIn the right part of the window there is the MISSION DESCRIPTION field, which gives a brief \ndescription of the mission on the basis of which the track was made. \n\n\nED [DCS USER MANUAL] \n \n82 \nREPLAY | Eagle Dynamics \n \nIn the lower part of the window there are two buttons: OK to play the selected track and \nCANCEL to access the main window. \n \n \n \nYou may also exit the window without loading a mission by pressing the X button in the top \nright corner. \nWhen saving tracks from the Debriefing menu after flying a mission, the file is saved to the \ndefault directory: C:\\Users\\<User Name>\\Saved Games\\Tracks. \n \n \nBriefing \n \nBrowser \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  83 \n \nMISSION EDITOR \nDCS World \n \n\n\nED [DCS USER MANUAL] \n \n84 \nMISSION EDITOR | Eagle Dynamics \n \nMISSION EDITOR \nThe Mission Editor (ME) of allows you to create stand-alone missions, campaign missions, \ntraining missions, and multiplayer missions.  The ME consists of the following primary elements: \n1. Interactive mapping system \n2. Unit placement tools \n3. Weather editor \n4. File management system \n5. Goal creation tool \n6. Trigger system tool \n7. Additional specialized panels \n \nThe mission editor is launched by pressing the MISSION EDITOR button in the main window.  \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  85 \n \nThe Mission Editor Map and Navigation \nThe ME is divided into four primary areas: \n• \nWorld Map.  This area of the screen forms the majority of the screen and displays the \ntopographic map, units, routes, and other mission elements. \n• \nMission and Map Bar. Along the bottom of the screen is the Mission and Map Bar and \nthis provides you information on cursor location on the World Map as well as mission \nname and current time. \n• \nSystem Bar. Along the top of the screen is the System Bar, and from here you control \nfile management, access the campaign editor, the encyclopedia, credits, enable track \nrecording, and duplicate several functions from the Tool Bar. \n• \nTool Bar. The Tool Bar, along the left side of the screen, provides you a large \nassortment of tools that allow you to create a mission and modify what is displayed on \nthe World Map. \nEach of these areas will be discussed in more detail below. \n \n \n \n \n \n \nTool Bar \n \nSystem Bar \n \nWorld Map \n \nMission and Map Bar \n \n\n\nED [DCS USER MANUAL] \n \n86 \nMISSION EDITOR | Eagle Dynamics \n \nThe World Map \nThe World Map consists of the Black Sea region with detailed terrain along the eastern edge.  \nWhile other areas of the map are represented, they are not as fully detailed as the eastern \nareas.  Using the Options menu (described later), you may filter the data that is displayed on \nthe map such as urban areas, rivers, roads, etc.  \nNavigating the Map \nA right mouse button hold while moving the mouse will pan the view and rotating the mouse \nwheel controls the zoom level.  Selecting an object or unit is done by clicking with the left \nmouse button.  To zoom in on a specific location on the map, place the cursor over the desired \nlocation and rotate the mouse wheel forward. \nThe Mission and Map Bar \nLocated along the bottom of the screen is the Mission and Map Bar. This is an informative bar \nthat tells you the name of the loaded mission, cursor position and altitude within the World Map, \nmap mode, and the current time according to your Windows settings (not mission time). \n \n \n \n \n \n \n \nNote that the coordinates and altitude are controlled according to the position of your mouse on \nthe World Map.  These numbers will change dynamically as your move your mouse and \ncorrespond to the real-life coordinates and altitude of the topography.  This can be a useful tool \nwhen trying to determine the coordinates of an objective for a mission briefing.  Cursor \ndisplayed altitude may be set to either feet or meters, depending on your \nOptions/Gameplay/Units setting. The coordinate display can be toggled between Lat/Long, \nLat/Long Decimal and MGRS, depending on your Options/Misc/Coordinate Display setting. \n \nNote that “New Mission” will appear in the Mission Name field until you save a newly created \nmission. \n \n \n \nCursor Altitude \n \nLocale \n \nReal Time \n \nMission Name \n \nCursor Coordinate \n \nMode \n \nShow models \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  87 \n \nThe System Bar \nLocated along the top of the screen is the System Bar.  The System Bar consists of several pull \ndown menus.  These are: FILE, EDIT, FLIGHT, CAMPAIGN, CUSTOMIZE, MISSION GENERATOR \nand MISC.  To select one of these pull down menus, place your mouse over the text and left \nmouse click. \nThe System Bar pull down menus provide the following functions: \nFILE \nThe File functions provide you basic file management of missions.  These include: \n1. NEW. \nSelecting New will allow you to exit the current mission loaded and start a new one from \nscratch.  Before proceeding though, a consent message box is provided to you so that \nyou do not accidentally lose a mission you are working on.  After creating a new mission, \nyou will be displayed the THEATER OF WAR and COALITIONS window. \n \nThis window allows you to define a map and what countries (factions) will be assigned to \none of the two sides.  Unassigned countries will not take part in the mission. In the left \nside window all unassigned factions are listed; in the top right window the RED side \nfactions are listed; and in the lower right window all BLUE side factions are listed.  To \nmove a faction, left click on the desired faction and then press either the left or right \n\n\nED [DCS USER MANUAL] \n \n88 \nMISSION EDITOR | Eagle Dynamics \n \narrow button to move it between the unassigned window and a side window or press the \nup and down arrows to move the faction to the other side directly. \nAt the bottom of the window are three buttons.  The CLEAN COALITIONS button allows \nyou to reset the current faction distribution to the default list. The SAVE button allows \nyou to save the current faction distribution and will be set as the default.  The OK button \nwill use the current distribution for the mission but will not save it as the default. \nIn the COALITION PRESETS field, you can select presets that can be changed at will: \n• \nCustom – add countries by coalitions manually. \n• \nModern – based on modern realities. \n• \nWWII – based on the layout of forces for the period of WWII. \n \nNote: When creating missions, it is up to you to decide who will be allied with whom.  You are \nfree to create realistic alliances or make very fanciful ones.  We leave it to you to decide.  \n2. OPEN. \nSelecting Open will display the Open Mission window.  This window allows you to browse \nyour dedicated mod folders or local disk(s) and select and load saved missions. \n \n \nUsing standard Windows file browser functionality, you may select the DRIVE you wish to search \nusing the DRIVE field in the top right of the window and then select the desired mission from \nthe folder/file listing. Once you select a mission file, the path to that file is displayed in the PATH \nfield and the name of the mission file is displayed in the FILE field.  Note that mission files are \nassigned a *.miz extension. \nOnce you have selected the desired mission file, press the OK button at the bottom of the \nwindow to load it.  You may also exit the window without loading a mission or track file by \npressing the CANCEL button at the bottom of the window or the X button in the top right corner. \n \nSelecting a folder or disc \nBrowser \nPath to the folder \nMission name \nFile type \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  89 \n \n3. SAVE. \nThe SAVE button saves the mission file in the current directory while keeping the current \nfilename. This will not allow you to change the filename or its directory. \n4. SAVE AS. \nThe Save As function operates much like the Open Mission window but it allows you save \na mission file (*.miz or *.trk) and give it a unique name.  The primary difference is that \nyou may overwrite the name in the FILE NAME field as you wish and save the file under \nthat name.  To do so, erase the current name and type in the name you wish. You may \nthen use the browser functions to determine where you wish to save the file.  Once \ncomplete, you must press the OK button to complete the save. \n \n \n5. EXIT. Pressing Exit will close the ME and return you to the Main Menu. \nEDIT \nThe EDIT pull down provides you a second means of accessing the most important mission \nconstruction tools: ADD AIRPLANE, ADD HELICOPTER, ADD SHIP, ADD VEHICLE, ADD STATIC, \nADD TEMPLATE, REMOVE, LOAD STATIC TEMPLATE and SAVE STATIC TEMPLATE.  These tools \nare duplicated on the Tool Bar and we will discuss them there in detail. \nFLIGHT \nThe Flight menu allows you start a loaded mission to play or start the mission to setup the \nplayer's aircraft avionics in PREPARE MISSION mode. This menu also allows you to convert a \nrecorded (track) mission into an AVI video file and access the REPLAY menu for track playback.  \n1. FLY MISSION. Selecting this option will close the ME, load the mission into the \nsimulation, and then start the simulation.  The loading time of a mission will vary \naccording to the number of units in the mission, the amount of scripting, and how much \nRAM your computer has. \n\n\nED [DCS USER MANUAL] \n \n90 \nMISSION EDITOR | Eagle Dynamics \n \n2. PREPARE MISSION. The PREPARE MISSION mode is used for integrating navigation \nand environment data into the saved mission file.  When near the end of creating a \nmission, you can start the mission in the PREPARE MISSION mode (it will look much like \nusual FLY MISSION start) and configure various avionics in the cockpit.  Your avionics \nsettings can then be saved and will start in the saved states whenever other players \nopen the mission.  \nThe following avionics settings can be saved using the PREPARE MISSION function: \nКа-50 \n• \nSatellites – Mission name\\Scripts\\World\\GPS_GNSS.lua, \n• \nAdditional ABRIS data – Mission name\\ABRIS\\Database\\ ADDITIONAL.lua, \n• \nNavigation database – Mission name\\ABRIS\\Database\\NAVIGATION.lua, \n• \nABRIS routes – Mission name\\ABRIS\\Database\\ROUTES.lua. \nTo save custom settings for the Satellites, edit the GPS_GNSS.lua file prior to running the \nMission Prepare function. The GPS_GNSS.lua file can be found in \n\\Scripts\\World\\GPS_GNSS.lua. \nA-10C \n• \nCDU. All setting except a mission editor flight plan that can't be changed. \n• \nIFFCC. The block of test menu. \n• \nMFCD. Lower OSB buttons functionality. \n• \nSADL. Network user ID, callname etc. (NET page) \n• \nTAD. Profiles. \n• \nTGP. Laser codes, integration, calibration method, gain settings, TAAF altitude. \n• \nDSMS. Mission Control Page settings. Weapon profiles. \nOnce your avionics are setup as desired for the mission, exit the mission and press the \nSAVE button in the ME once again to save all of the prepared data in the mission file.  \nNOTE for mission makers: \nIf you use prepare mission mode, please indicate in the briefing that the player should not use \nthe mission planner. If he'll change the route or weapons for the mission, the avionics scripts \nsaved in the mission file using prepare mission will conflict with the new settings. \n \nIf you want to give the player the freedom of action to the use the mission planner, do not use \nmission prepare mode. \n3. RECORD AVI. \nThis option allows you to convert a Track file (which can only be viewed in the game) to \nan AVI video file that can be viewed by anyone using video playback software. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  91 \n \nOnce a Track file has been created, you may load the file into this tool and then set the \nvideo quality of the AVI video output.  A few notes: \n• \nBecause the AVI tools render the Track file frame by frame and NOT in real-time, you \ncan create an AVI with higher or lower frame rates than when the track was \noriginally recorded. \n• \nThe higher the video quality and longer the recording, the longer it will take to \nrender the AVI. Setting the FPS slider too high will also lengthen the time it takes.  \nPlease note that rendering long, high-quality AVIs can be a very time consuming \nprocess. \n• \nOnce the AVI is created, you may then play it back outside of the game or convert \nand compress it with other codecs. \n• \nTrack selection. Pressing the button labelled \"…\" brings up the track selection panel. \nSelect the desired track and click OK. \n• \nUsing the START and FINISH fields, you can create an AVI out of just one part of a \nlarger Track file. \n \n \n \n• \nVideo and Audio Codecs to Use. From the dropdown menu that appears, select a \npreset for the video and audio codecs to be used in rendering, as well as the quality \n(in percentage values). \n• \nAVI Folder. Set the file save path. \nFrame Rate Play Back  \n \nAVI Aspect Ratio \n \nTrack Select \n \nVideo and Audio Codecs to \nUse \n \nRecord Start and End Time \n \nAVI File Name \n \nAVI Resolution \n \nVideo quality \n \nAVI Folder \n \n\n\nED [DCS USER MANUAL] \n \n92 \nMISSION EDITOR | Eagle Dynamics \n \n• \nAVI File Name. Sets the file name. \n• \nFPS. Use this slider select the desired number of frames per second for rendering \nvideo. \n• \nResolution. Use these two fields to set the horizontal and vertical resolution of the \noutput video. The size of the video file is highly dependent on these parameters.  \n• \nAspect Ratio. The aspect ratio of the output video is automatically calculated in this \nfield. \nTo begin rendering click START. To stop rendering click CANCEL. \n4. REPLAY. This command brings up the window of viewing previously recorded tracks. \nCAMPAIGN BUILDER \nThe Campaign Builder is what we term a Staged Campaign System (SCS).  We will describe the \nfunctionality of the Campaign Builder in detail in the Campaign Builder chapter.  \nCUSTOMIZE \nThe Customize menu allows you to configure a number of map display options and set \ngameplay options for the mission. \n1. MISSION OPTIONS. \nThe Mission Options menu can be used to lock certain gameplay options for the \nparticular mission loaded. When the \"USE THESE OPTIONS FOR ALL MISSIONS\" check-\nbox is unchecked in the Options\\Gameplay menu, the locked mission options will \noverride the settings in the main Options. However, when the \"USE THESE OPTIONS \nFOR ALL MISSIONS\" check-box is checked, the settings in the main Options screen will \ntake priority. \nAlong the left side of the window are the ENFORCE buttons. Checking an ENFORCE \nbutton will force the settings of this option on the player of the mission. \nAlong the right side of the window are the VALUE buttons.  VALUE buttons operate as \non/off variables. When checked, the options will be forced ON. When unchecked, the \noption will be forced OFF. \nFrom the left side of the Mission Options window, you may select the following mission \noptions to enforce: \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  93 \n \n \n• \nPermit Crash RCVR. If your aircraft is destroyed during a mission or you eject, \nyou may respawn in an undamaged aircraft. \n• \nExternal Views. When Enabled, external views are allowed. \n• \nF10 View Options. When enabled, you may select one of the mutually exclusive \nradio buttons: \n• \nMap Only. Map only view. No aircraft, vehicles or ships are displayed. \n• \nMy A/C. Only your aircraft. \n• \nFog of War. Fog of War hides all enemy activity in uncharted sections of the \nmap. \n• \nAllies Only. Only your aircraft and allied units. \n• \nAll. All units from both sides are displayed. \n \n• \nLabels.  When enabled, you can display easy-to-spot labels about friendly and \nenemy units.  Close units will display the unit type name and the range from you.  \n\n\nED [DCS USER MANUAL] \n \n94 \nMISSION EDITOR | Eagle Dynamics \n \nUnits at medium range will only show the range to unit.  Units at long range will \nonly be marked with a tic-mark. \n• \nGame Flight Mode. Easy flight makes the aircraft much easier to fly when \nenabled and more analogous to an arcade game.   \n• \nGame Avionic Mode. Game Avionics Mode helps with flight orientation by \ndisplaying 3D markers in space. \n• \nImmortal. When enabled your aircraft cannot be destroyed or even damaged. \n• \nUnlimited Fuel. When enabled, fuel will not deplete from your aircraft.  Note \nthat you will always have 100% fuel when this is selected. \n• \nUnlimited Weapons. When enabled, expended weapons will automatically be \nreplenished. \n• \nEasy Communication. Enables the simplified communication system for player \naircraft. \n• \nRadio Assists. When enabled, you are provided voice cues regarding \napproaching threats, when you fall within valid weapon launch parameters, and \nlaunch warnings. \n• \nUnrestricted SATNAV. Satellite navigation available for all capable aircraft, \nregardless of country and date/time. \n• \nPadlock. When enabled, you press the padlock enable key to keep your eyes on \nthe vehicle or ground point in the center of your view. \n• \nTool Tips. When enabled and when you hover your mouse over a control in the \ncockpit (button, switch, dial, or lever), you will be shown a brief tool tip of the \nfunction of the control.  \n• \nWake turbulence. Enables calculations of disturbance in the atmosphere that \nforms behind an aircraft as it passes through the air. Gives new feelings when \nair-refueling, flying in formations or sitting on a bandit`s six. \n• \nG-Effect. When enabled, you may select the level of G-effect.  Possible settings \ninclude: NONE, GAME, and SIMULATION. \n• \nRandom System Failures. Enables random system failures for the player \nunit/aircraft. \n \n• \nMini HUD. If flying Flaming Cliffs 3 aircraft, this options allows you to \nenable/disable the Mini HUD that provides basic HUD symbols to always be \ndisplayed regardless of where the view is directed. \n• \nCockpit Visual Recon Mode. Enables a possibility to mark any ground object \non terrain and reveal it’s location on the maps of allies. Use RMB display a cross \nand LMB select object. \n• \nF10 Map User Marks. Gives opportunity to place and edit names of user marks \nin mission editor map. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  95 \n \n• \nCiv Traffic. When enabled, the world can be populated by moving cars, trucks \nand trains throughout the detailed world area.  If enabled, possible settings \ninclude OFF, LOW, MEDIUM, and HIGH. \n• \nBIRD %. This adjust the probability of a bird strikes when flying at altitude \nbelow 200 meters. 100% is the realistic bird strike probability setting. 0% - no \nbirds. 1000% - the bird strike probability multiplier 10 times. \n \nOverlays \n• \nCockpit Status Bar. Enables/disables a status bar that displays the current \nflight parameters and coordinates. \n• \nBattle Damage Assessment. Shows/hides the damage done to an enemy unit \nin percentage values when a player scores a hit. Information about damage dealt \nand target destruction is displayed along the left border of the screen in real \ntime. Destroyed targets are reported in red, while damaged targets are reported \nin yellow along with a percentage value of damage dealt. \n• \nCompass Tape. Displays/hides a compass tape at the top of the screen. \n• \nAircraft Mode Indicators. Enables/Disables an overlay on the left side of the \nscreen that displays information on the aircraft's systems - flightpath, combat \nmodes, selected weaponry, and countermeasure systems (flare/chaff). \n \n2. MAP OPTIONS. \nThe Map Options selection from Customization allows you to filter the information that is \ndisplayed on the World Map as layers. \n \n \nThe majority of this window consists of the map filter window.  Each item on the list has a check \nbox, that when checked, displays the map data on the ME World Map. Filter items include: \nFilter Layer List  \n \n\n\nED [DCS USER MANUAL] \n \n96 \nMISSION EDITOR | Eagle Dynamics \n \n• \nAIRFIELDS. Airport icons that orient in the correct runway direction. \n• \nBUILDINGS.  Individual buildings that are visible at low scales. This is OFF by default. \n• \nELECTRIC POWER TRANSMISSION. High tension power line towers and cables. \n• \nFORESTS. Large stands of trees.  Note the trees in and around urban areas are not \nindicated.  \n• \nGEOGRAPHICAL GRID.  Latitude and longitude lines. \n• \nISOLINES. Continuous lines around terrain relief to indicate elevation change. \n• \nMGRS GRID. Display MGRS coordinate grid over the map. \n• \nPARKINGS. Aircraft parking at airfields. \n• \nRAILWAYS. Display the railway system. \n• \nRIVERS. Small rivers and streams. \n• \nROADS. Small and major road network. \n• \nTOWNS. Urban areas are indicated as orange shaded areas and when at small map \nscales, individual buildings are indicated. \n• \nUSER OBJECTS.  Any objects placed on the map by the user. \nAirport Icons \n \nHelipad. The temporary place of deployment of Army aviation. \n \nField airdrome (not present in game) \n \nGeneral aviation airfield (not present in game) \n \nThird class airdrome. 1200…1700 meters runway (not present in game) \n \nSecond class airdrome. 1800…2400 meter runway. \n \nFirst class airdrome. 2500…3000 meter runway. \nTo close the window, click the X button in the top right corner of the window. \n \n3. LOCALE PANEL. \nThe panel allows you manage mission localization. If other localization versions are \nrequired, the mission designer can select a new localization from the drop-down list of \nlanguages found on the right side of the panel. Clicking the create button will add this \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  97 \n \nlanguage to the left side of the panel, where it will be available for selection and \ninstallation in the mission. The selected language can be changed in the lower left corner \nof the mission editor window. \n \n \n \n4. SET POSITION. \nSet the geographical coordinates of the current theater of operations in this panel. \n \nMISSION GENERATOR \nThe Mission Generator selection opens the Mission Generator menu. The Mission Generator is a \npowerful tool, which can be used to create battle scenarios throughout the entire map. The \nMission Generator creates missions for the Create Fast Mission application. Using the Mission \nGenerator menu of the mission editor, you can edit or create new possible mission generation \noptions for Create Fast Mission. The Mission Generator pull-down menu includes the following \nfour items: GENERATE, NODES, TEMPLATES, and SAVE. \n1. GENERATE… .  Opens the Fast Create Mission (Advanced Mode) menu to generate a \nmission. \n\n\nED [DCS USER MANUAL] \n \n98 \nMISSION EDITOR | Eagle Dynamics \n \n2. NODES.  Opens the Mission Nodes panel and displays all default node templates on the \nmap. This menu can be used to create new nodes or edit/remove default ones. Nodes \ndefine where blue and red forces can be spawned on the map. \n3. TEMPLATES.  Opens the Templates Editor panel. This menu can be used to create new \ntemplates or edit/remove default ones. Templates are used to edit the unit types, \nnumbers, and formations used when populating nodes. \n4. SAVE.  Clicking SAVE will save the settings of all nodes and templates. \nMISC \nThe Misc customization consists of two items: the Encyclopedia which is described further in this \nmanual, and the game credits. \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  99 \n \nResource Manager \nThe Resource Manager (RM) is Mission Editor a system that allows you to set a determined \nquantity of aircraft, fuel and equipment at each airbase warehouse and independent warehouse. \nEach warehouse (airbase or independent) can resupply other warehouses with defined speed, \nperiodicity and size. \nThe RM is a very useful tool for single player and multiplayer missions in which the mission \ndesigner can limit the available aircraft, fuel and weapons to the player(s). Thereby adding a \nlevel of strategic thinking of how to best use limited resources. \nWarehouse in Airport \nEach airbase consumes resources from its own unique resource stockpile called a warehouse; \nthese resources can be replenished from other airbases and warehouses.  \nBy default, airbases are neutral and have infinite resources, meaning that each airbase can \nproduce an infinite number of all types of aircraft, fuel and weapons. \nThe airbase settings panel can be opened in the mission editor by left-clicking on the zone of \nthe airbase indicated by a circle. \n \n \n \nSuppliers \n \n \nFull Info \n \n \n\n\nED [DCS USER MANUAL] \n \n100 \nMISSION EDITOR | Eagle Dynamics \n \n• \nCOALITION – airbase coalition affiliation: Neutral, Blue, Red. \n• \nNAME – airbase name. \n• \nTOWER FREQUENCY – the radio frequency used by the airbase’s flight controller. \n \nWhen you left mouse click on any airbase, you have two RM related items: \nFULL INFO. Clicking this button will display the RM window for that airbase/warehouse. \nSUPPLIERS. Each warehouse can be linked to other warehouses, thus creating supply chains. \nThis window displays all warehouses that the selected warehouse is supplying. \nADD, DEL – adds or deletes warehouses associated with airbases. \nAirbases will only work with aircraft belonging to their own coalition. When planning a mission, \nthe mission creator must first set the coalition allegiance for all airbases involved in the mission. \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  101 \n \nResource Manager, Full Info \nAfter clicking the Full Info button, the full display window for managing resources from the \nselected warehouse is displayed. Let's take a look at some of the options: \n \n \nSupply Rates \nIn the top left of the window are three items that allow you to set how fast the warehouse can \nsupply other linked warehouses. These include: \n• \nSpeed – This value determines the road speed by which virtual supply convoys travel \nfrom the selected airbase / warehouse to the warehouse being supplied. \n• \nPeriodicity – This value, in minutes, determines how often a supply convoy will be sent \nto the selected airbase / warehouse. This happens only after a supply request has been \nmade. If the linked warehouse is the requester, that warehouse will be supplying with \nthe set periodicity. If linked warehouse is not the requester, it does not supply. \n• \nSize – This value, in tons, determines the amount of supplies that will be delivered from \nthe supplier warehouses with each delivery. \n• \nCopy to – copies the selected resource manager configuration for the categories marked \nby checkboxes (AIRCRAFT, FUEL, EQUIPMENT.) to another air base selected from the \ndrop-down list. \nLinked Suppliers \n \n \nWarehouse Inventory \n \n \nCopy to Other \nWarehouses \n \n \nResupply Rates \n \n \n\n\nED [DCS USER MANUAL] \n \n102 \nMISSION EDITOR | Eagle Dynamics \n \n• \nOperating level, % – When the resource is reduced to the set level, the nearest \nsupplier will initiate a supply delivery. When the resource is reduced to the set level, the \nwarehouse will send the request to upper-linked warehouse. \nWarehouse Inventory \nIn the center of the display is a large, vertical column that displays the inventory of the selected \nwarehouse. On the left side of the column is the type of inventory and to the right of each item \nis the number remaining. Above the column are three tabs: A/C, LIQUIDS and EQP. \nTo set all values to zero for a category, you can press the Clear Col button at the bottom of the \ncolumn. \nA/C Tab \nThe A/C tab lists the type and initial number of aircraft assigned to the warehouse. By left \nmouse clicking on an initial number, you can alter the value. If you wish to always have the \nairbase at maximum strength (100), check the Unlimited Aircraft check box to the left of the \ncolumn. If you wish to only list aircraft that are player-flyable, check the Hide Not Flyable \ncheck box. \n \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  103 \n \nLIQUIDS Tab \nThis tab allows you to set the initial amount of fuel assigned to the warehouse. From the Initial \nFuel Amount, tons box, you can increase or decrease the amount of fuel. If you wish for the fuel \nlevel to always be at 100 tons, check the Unlimited Fuel check box. \n \n \n \nEQP (Equipment) Tab \nThe equipment tab lists all possible stores that can be loaded on aircraft. This includes weapons, \npods, and fuel tanks. Like the aircraft selection, the name of the store is listed on the left side of \nthe column and the initial number of the store is listed to the right. You can click on the initial \nnumber to adjust it, if the Unlimited Munitions check box is not checked. \nDue to the wide variety and number of stores, seven store category buttons are listed to the left \nof the column. Use these filter buttons to display the type of store you wish to view / adjust. \n1. AA missiles. Air-to-Air missiles \n2. AG missiles. Air-to-Ground missiles \n3. AG Rockets. Unguided Air-to-Ground rockets \n4. AG Bombs. Unguided bombs \n5. AG Guided Bombs. Guided bombs (such as laser and GPS) \n\n\nED [DCS USER MANUAL] \n \n104 \nMISSION EDITOR | Eagle Dynamics \n \n6. Fuel tanks. External fuel tanks \n7. Misc. Other stores such as ECM pods, smoke pods, gun pods, targeting pods, etc. \n \n \n \nCopy to Other Warehouses \nIn the top center of the page is the Copy to option that allows you to copy the settings of the \nwarehouse you are editing to another airbase warehouse. This is done by first selecting what \nresources you wish to copy (A/C, Fuel and Eqp) by selecting the check boxes and then selecting \nthe airbase you wish to copy the settings to by using the drop-down airbase list. \nAdding a Warehouse \nIn addition to the warehouse that is co-located with each airbase, you can also place \nindependent warehouses. To do so, select warehouse from the Add or Modify Static Object \nmenu. Once you place it, you can set its inventory values as you would an airbase warehouse. \nNote: When connecting warehouses, they must be assigned to the same side. \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  105 \n \n \n \nYou can consecutive link many warehouses on one chain. Also, multiple suppliers and multiple \nconsumers can be connected to a single warehouse. \nIf a current warehouse has a multiple suppliers, it is sending the request to the closest supplier \nat first. If the closest supplier can’t provide the full request list, then the current warehouse will \nsend the request to a more distant one, etc. \n \n \n \n\n\nED [DCS USER MANUAL] \n \n106 \nMISSION EDITOR | Eagle Dynamics \n \nThe Tool Bar \nWhen creating a mission, the Tool Bar will probably be the most important tool you will be \nusing.  This bar provides quick access to common actions like unit placement, creating triggers, \nsetting trigger zones, setting goals, and file management. \n \nCreate New Mission \n \nOpen Mission File \n \nSave Mission File \n \nCreate Mission Briefing \n \nCreate Weather Conditions \n \n \nSet Rules for Triggers \n \n \nDefine Mission Goals \n \n \nSet Mission Options \n \n \nFly Mission \n \n \nPlace Airplane Group \n \nPlace Helicopter Group \n \nPlace Naval Group \n \nPlace Ground Vehicle Group \n \nPlace Static Object \n \nCreate Area Trigger Zone \n \nCreate Template \n \nArea Trigger Zone List \n \nUnit List \n \nDelete Unit/Object \n \nMap Options \n \n \nDistance Tool \n \n \nClose Editor \n \n \nCreate IP Navigation Point \n \nEdit Bullseye Locations \n \nBattlefield Commanders \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  107 \n \nThe below sections will review each of these Tool Bar elements in detail. \nCreate New Mission \n \nSelecting Create New Mission will allow you to exit the current mission loaded and start a new \none from scratch as mentioned in the File part of The System Bar chapter. \nOpen Mission File \n \nSelecting Open will display the Open Mission window.  This window allows you to browse your \nlocal disk(s) and select and load saved missions. See description in the File part of The System \nBar chapter. \nSave Mission File \n \nThe Save As function. See description in the File part of The System Bar chapter. \nCreate Mission Briefing \n \nUpon selecting the Create Briefing button, the BRIEFING window will be displayed on the right \nside of the screen.  From this window you can create the general mission briefing, individual \nbriefings for Red and Blue sides, set briefing images for Red and Blue sides. \n• \nAt the top of the window is the SORTIE.  Here you may enter a name/title for the \nmission.  When you open the mission briefing to play it, this text will appear in the Title \nfield. \n• \nNext is the RED coalition field and this will automatically list the factions assigned to the \nred coalition. \n• \nBelow that is the BLUE coalition field and this will automatically list the factions assigned \nto the blue coalition. \n\n\nED [DCS USER MANUAL] \n \n108 \nMISSION EDITOR | Eagle Dynamics \n \n• \nBelow the data fields is the BRIEFING IMAGES PANEL, which consists of two boxes \nthat allow you to assign unique briefing images for Red and Blue sides. To add a briefing \nimage, click on the (+). Upon doing so, a file/folder browser will be displayed (much like \nthe open and save dialogs), and from here you may select an image file.  From the TYPE \ndrop down you can select the image format (*.jpg; *.jpeg; *.png). The image should be \n512x512 pixels minimum, recommended 1024х1024 pixels and the content can be of \nyour choosing. For example, you may wish to include an image of the flight route, target \narea, specific target, or a unit type.  Note that when in the simulation you can press the \nPrint Screen button to capture an image that will be deposited in your Screen Shots \nfolder.  From there you may use an image editor to crop it, resize it, and annotate it.  \nOnce you select the image, a small version of it will be displayed in the box on the \nBriefing tool window. To remove a briefing image, click the red basket icon in the right \ncorner above the cell. \nGraphic files are saved in the mission file. \nFor different language locales, you can add the corresponding graphic files. \n \n \n \nYou can change a group's starting time using the group properties panels (described in detail \nfurther). Also note, the calendar starts with June 1st as day 0. For example, to set the mission \ndate to July 1, set the day value to 30. To set the mission date to November 1, set the day \nvalue to 153. The default starting time for all missions is 12:00:00/0 (12:00 pm, June 1st). \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  109 \n \nChanging the starting time and date will affect the position and motion of the sun, moon and \nstars to correspond to the time of day and year set. \nNote: If you wish to adjust the darkness of night missions, you can adjust the mission start \ndate to a date when the moon is less visible. \n• \nThe three text boxes that comprise the lower portion of the window allow you to enter a \ngeneral mission briefing and individual briefings for Red and Blue sides (handy for \nmultiplayer missions).  Enter or copy [CTRL+C → CTRL+V] text in the SITUATION box \nand this text will appear in the SITUATION field when the mission briefing is displayed.  \n• \nEnter or copy [CTRL+C → CTRL+V] text in the RED TASK and BLUE TASK boxes to \nhave unique text for each side that will be displayed in the OBJECTIVE field of each \nmission briefing. \n \n \nKneeboard \nIn addition to the standard airfield layouts, you can put graphic files with mission-relevant \ncontent, such as briefings, start / stop procedures, take-off / landing, etc., on the [RShift + K] \nkneeboard. Custom cards will be displayed at the end of the standard list. To access them \nimmediately, cycle backwards through kneeboard cards. To add custom cards to the kneeboard, \nthe mission creator must first create a folder named “Kneeboard” in the directory \nC:\\Users\\<User Name>\\Saved Games\\DCS\\Kneeboard. Then, in this folder, create individual \nfolders for each required module. The folder names must match the ones found in C:\\Program \nFiles\\Eagle Dynamics\\DCS World\\Mods\\aircraft. Afterwards, place the required image files \n(*.jpg; *.png) into the individual module folders. Filenames must not contain any non-latin \nscript letters and must be 1024x680 or 1024x768 in size. While in the cockpit, bring up the \nkneeboard by pressing [RShift + K]. Press [  or  ]  to move back or forward a page. \n\n\nED [DCS USER MANUAL] \n \n110 \nMISSION EDITOR | Eagle Dynamics \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  111 \n \n \n \n \n \n\n\nED [DCS USER MANUAL] \n \n112 \nMISSION EDITOR | Eagle Dynamics \n \nCreate Weather Conditions \n \nThe weather tool panel provides two options for setting the weather for the mission: Static \nconditions and Dynamic conditions. \n1. Static conditions - standard static weather formed by user settings. \n2. Dynamic conditions - weather formed by differences in the atmospheric pressure and \ndynamically changing during the mission. \nStatic conditions \nThe weather panel is divided into six functional sections: Season, Clouds and Atmosphere, Wind, \nTurbulence, Fog, Dust Smoke and Weather Templates. \nSTART.  The top of the window consist of the Start section and allows you to set the season \nthe mission will take place in, and the sea level air temperature (in Celsius).  The left side drop \ndown menu allows you to select from the four seasons: Summer, Winter, Spring, and Fall.  The \nprimary effect of changing the season will be to change how the terrain looks in the simulation.  \nAdditionally, many ground vehicles will have matching camouflage for the set season. \nThe right-side field allows you to set the sea level temperature of the mission. The value can be \nchanged by either using the left and right arrows or manually typing the value into the field.  \nNote that air temperature will affect aircraft performance. \nCLOUDS AND ATMOSPHERE. This section allows you to define the cloud environment of the \nmission.  Note that the cloud environment for the mission will be static and does not change \nduring the course of the mission.  From top to bottom, the cloud settings consist of the following \ncontrols: \n• \nBASE. Defines the altitude above sea level that will form the bottom of the cloud layer. \nThis can be set between 300 and 5,000 meters and is indicated in the right-side field.  \nUse the left and right arrows to change the value or drag the slider bar in the left field. \n• \nTHICKNESS. Defines cloud layer thickness from the base level.  For example, if the \nBase were set at 2,000 meters and the Thickness was set to 1,000 meters, you would \nhave clouds between 2,000 and 3,000 meters above sea level.  Note that thickness only \napplies to a solid cloud deck (Density 9 and 10) and not scattered clouds (Density 1 \nthrough 8).  The cloud layer thickness can be adjusted using the left and right arrows or \nthe slider bar. The selected thickness is displayed in the right-side field in meters. \n• \nDENSITY. The Density defines the population density of clouds in the mission.  Note \nthat cloud cover is uniform throughout the simulation world.  Density is according to a 0 \nto 10 scale.  0 defines no clouds; 1 through 8 defines scattered clouds with increasing \nlevels of density; and 9 and 10 define a solid cloud layer deck (overcast).  Use the left \nand right arrows to select the desired density setting. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  113 \n \n• \nPRECPTNS (Precipitations). The precipitation drop down menu allows you to set what \ntype, if any, of precipitation will fall during the mission.  Choices include: None, Rain, \nThunderstorm, Snow, and Snowstorm.  The selections will vary according to the selected \nseason, temperature and cloud density.   \n• \nQNH.  Also referred to as “Q Code”, this value sets the barometric air pressure in the \nmission. This is in reference to mmHg (millimeters of mercury) with Russian altimeters. \n \n \n \nStart date and time \n \nClouds and \nAtmosphere settings \n \n \nWind settings \nTurbulence settings \n \nFog settings \n \nWeather Templates \n \nDust Smoke \n \nTemperature setting \n \nSwitching weather \nconditions \n \n\n\nED [DCS USER MANUAL] \n \n114 \nMISSION EDITOR | Eagle Dynamics \n \nWIND.  Rather than a single wind direction and speed, the wind function allows you to set four \ndistinct wind altitude bands: 10 – 500 – 2,000 – 8,000 meters.  These are indicated by the three \nlines within the Wind section of the Weather Tool.  To set the speed in meters per-second \n(m/s), use the left and right arrows.  Note that wind will be as a constant force without gusting.  \nTo the right of the wind speed setting is the wind direction setting.  This can be set in two ways.  \nThe first is to click on the radial dial to denote the direction you want the wind to blow in (North \nis indicated as the top of the dial). The second option is to input the value using the left and \nright arrow buttons.  The set direction that wind will blow in is indicated in the right field in \ndegrees. For example, when set to 0 degrees (due north), the wind in the mission will blow from \nthe south to the north. \nTURBULENCE. You may set air turbulence at 0.1 m/s increments at ground level. Turbulence \nwill then decrease as altitude increases.  \nFOG.  The fog setting controls: \n• \nFOG ENABLE. Set fog on or off. \n• \nVISIBILITY. Visibility in meters of objects obscured by fog. \n• \nTHICKNESS. Use the scroll bar or left and right arrows to set how thick the fog layer \nwill be.  A 0 (zero) setting denotes sea level.  For example, setting a value of 50 would \nplace a uniform fog layer in the simulation world from 0 to 50 meters from sea level. \nDUST SMOKE. Dust smoke setting parameters: \n• \nDUST SMOKE ENABLE. Checkbox that enables or disables the dust smoke effect. \n• \nVISIBILITY. Sets the visibility range (in meters) of objects during a dust storm. \nWEATHER TEMPLATES.  Rather than require you to create weather conditions each time you \ncreate a mission, the editor provides you the means to load saved weather templates and even \nmodify them.  These can be useful tools to save time when creating missions for a campaign.  \nThe Weather Template section has the following elements: \n• \nTemplate List.  On the left side of the template section is a drop-down list of saved \nweather templates.  To select a template, you must left mouse click on it.  Once \nselected, you will then need to click the LOAD button to load the template into the \nWeather settings tool. \n• \nLOAD selected template button. Once you have selected a weather template from \nthe template list, press this button to LOAD \n the template into the Weather settings \ntool. \n• \nSAVE button. If after loading a template you change its settings, you may then click \nthe SAVE button \n to save those changes to the template. \n• \nREMOVE button. To remove a template from the Template List, select the template \nand then click the REMOVE button \n. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  115 \n \nDynamic conditions \nThe Dynamic Conditions panel is divided into five functional sections: Start, Dynamic Weather, \nTurbulence, Fog, and Weather Templates. \n \nUsing the dynamic weather panel, you can create a weather system (areas of different \natmospheric pressures), which will result in dynamic wind and cloud generation in the mission. \nSTART.  The top of the window consist of the Start section and allows you to set the season \nthe mission will take place in, and the sea level air temperature (in Celsius).  The left side drop \ndown menu allows you to select from the four seasons: Summer, Winter, Spring, and Fall.  The \nprimary effect of changing the season will be to change how the terrain looks in the simulation.  \nAdditionally, many ground vehicles will have matching camouflage for the set season. \nThe right-side field allows you to set the sea level temperature of the mission. The value can be \nchanged by either using the left and right arrows or manually typing the value into the field.  \nNote that air temperature will affect aircraft performance. \nDYNAMIC WEATHER. Settings of the dynamic weather system parameters. \n• \nBARIC SYSTEM.  Selection between cyclone (low pressure systems), anticyclone (high \npressure systems) or none. \n• \nSYSTEMS QUANTITY. Quantity of baric systems on the map. \n\n\nED [DCS USER MANUAL] \n \n116 \nMISSION EDITOR | Eagle Dynamics \n \n• \nPRESSURE DEVIATION. Pressure deviation in the center of the selected pressure \nsystem from ISA International Standard Atmosphere, in Pascals. \nGENERATE. Generate a randomized weather system using the set parameters. \nClouds and winds are generated on the entire map dynamically in the mission according to the \ntype, locations and pressure deviations of the pressure systems. Wind conditions evolve during \nthe mission according to the changes in the pressures and locations of the pressure systems. \nTURBULENCE. You may set air turbulence at 0.1 m/s increments at ground level. Turbulence \nwill then decrease as altitude increases.  \nFOG.  The fog setting controls: \n• \nFOG ENABLE. Set fog on or off. \n• \nVISIBILITY. Visibility in meters of objects obscured by fog. \n• \nTHICKNESS. Use the scroll bar or left and right arrows to set how thick the fog layer \nwill be.  A 0 (zero) setting denotes sea level.  For example, setting a value of 50 would \nplace a uniform fog layer in the simulation world from 0 to 50 meters from sea level. \nDUST SMOKE. Dust smoke setting parameters: \n• \nDUST SMOKE ENABLE. Checkbox that enables or disables the dust smoke effect. \n• \nVISIBILITY. Sets the visibility range (in meters) of objects during a dust storm. \nWEATHER TEMPLATES.  Rather than require you to create weather conditions each time you \ncreate a mission, the editor provides you the means to load saved weather templates and even \nmodify them. These can be useful tools to save time when creating missions for a campaign.  \nThe Weather Template section has the following elements: \n• \nTemplate List.  On the left side of the template section is a drop-down list of saved \nweather templates.  To select a template, you must left mouse click on it.  Once \nselected, you will then need to click the LOAD button to load the template into the \nWeather settings tool. \n• \nLOAD selected template button. Once you have selected a weather template from \nthe template list, press this button to LOAD \n the template into the Weather settings \ntool. \n• \nSAVE button. If after loading a template you change its settings, you may then click \nthe SAVE button \n to save those changes to the template. \n• \nREMOVE button. To remove a template from the Template List, select the template \nand then click the REMOVE button \n. \n \nYou can also cancel the window by pressing the yellow X in the top right corner of the window. \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  117 \n \nSet Rules for Triggers \n \nAn important part of making a good mission is the ability to script actions during the mission \nthat lead to a more immersive experience for the player.  By setting actions that respond to the \nplayer and other AI units in an intelligent manner, the simulated battlefield can have a much \nmore interactive and interesting environment.  Such actions could be the activation of units, \ntext, and voice messages, or setting a flag state.  The conditions that are used to trigger such \nactions can range from units going in and out of defined areas of the map, units being \ndestroyed or damaged, specified times, flag states, and even random states.  Using these tools \nand an active imagination, you can create your own engaging missions that no automatic \nmission generator can match.  The missions and campaigns use the same scripting system. \nThe trigger system is not an \"event\" type system, but rather a \"condition\" type system; this \nmeans that a trigger does not occur when something occurs, but rather when a condition \nbecomes TRUE.   \nSetting a trigger condition is a three step process: \n1. Create a NEW trigger \n2. Create the condition(s) for the trigger \n3. Create the action(s) that will result from the trigger when the condition(s) are true. \n \nUpon selecting the set Triggers button, the TRIGGERS window will appear.  There are four \nprimary elements to creating a mission trigger and each has its own pane in the window: \nTrigger List, Trigger Conditions, Trigger Actions and Initialization Script. For convenience, \nindividual triggers may be assigned a color from the color palette provided below. \n \n\n\nED [DCS USER MANUAL] \n \n118 \nMISSION EDITOR | Eagle Dynamics \n \n \n \nThe CREATE button found under each list is used for the creation of new elements.  \nInitialization Script \nThe INITIALIZATION SCRIPT column is located on the lower block (of the mission editor.) This \nis used to load and reset the LUA script file in the mission to set the conditions for random \nspawning of unit groups. In the CONDITION field in the aircraft / helicopter / sea / ground \ngroup panel, the expression is written to the LUA using SSE tools. \n \n \n \n \n \nTrigger List \n \n \nTrigger Conditions \n \nTrigger Actions \n \nInitialization Script \n \n \nOpen new script file \nReset script file \nScript file name \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  119 \n \nOPEN. Opens a selection panel for LUA script files. \nRESET. Resets the installed script file. \nThe LUA script selection panel is shown below: \n \n \n \n \n\n\nED [DCS USER MANUAL] \n \n120 \nMISSION EDITOR | Eagle Dynamics \n \nTrigger List \nThis left-most pane is used to create new triggers and list existing ones.  In the triggers listing \npane, each trigger will be listed as a Type of trigger and then the name of the trigger in \nparenthesis.  For example: “ONCE (Set Area 01)”. \n \n \n \nAt the bottom and top of the trigger list panel there are four controls that allow you to control \ntriggers: \nNEW button.  Press the NEW button to create a new trigger.  When you create a new trigger, \nyou will need to set the TYPE and give it a unique name that briefly describes its function.  Be \ncareful in naming your triggers so that there is not mass-confusion when you have a long list of \ntriggers! \nDELETE button.  Press the DELETE button to remove a trigger from the list.  You will first need \nto click on the trigger you wish to remove before pressing the DELETE button. \nCLONE button. Used to create an identical copy of the selected trigger in the list. \nUp and Down arrows. Used to move the selected trigger up or down in the list. \n \nTYPE drop down field.  Using this drop down, you can set when and how the trigger event will \nbe cued.  For example, you may want the trigger to only happen once, or you may want it to \nhappen each time defined conditions are met.  You have four options: \n1. ONCE. The trigger will be executed only once after the condition is evaluated as true.  \nOnce set as true, the condition is removed from memory.  For example, if you want a \nTrigger cloning \n \nTrigger list \nCreate a new trigger \n \nMoving the trigger down the \nlist \n \nMoving the trigger up in the \nlist \n \n \nDelete trigger \n \nTrigger type \n \nTrigger name \n \nThe event surrounding \nthe trigger \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  121 \n \nmessage to show only the first time an aircraft enters an area, you would use the ONCE \noption. \nTrigger Behavior: \nCondition: Evaluated Continuously, until it is evaluated as \"True\". Then removed from \nthe list of evaluations. \nAction: Activated Once, when condition is \"true\". \nExample: \nYou want to spawn a AAA backup-group when another Armor-group is dead. \n• \nAdd a \"ONCE\" Trigger. \n• \nAdd a \"Group Dead\" condition and select the Armored-group that must be dead. \n• \nAdd a \"Activate Group\" and select the AAA-group you want to activate. \nThe group being activated will be activated once when the first group is dead. \nHint: Remember to set the AAA-group to 23-hours of delay, so it stays inactive until \nactivated. \n2. REPETITIVE ACTION. The Repetitive Action trigger checks the trigger's conditions \neach second. Each second the conditions return true, the actions are performed; each \nsecond the conditions are false, no action is not performed. \n \nTrigger-Behavior: \nCondition: Evaluated Continuously. \nAction: Repeated every time as long as the conditions stays \"True\". \nExample: \nYou want to set up a (short) alarm-sound after a group of units have entered a Zone. \n• \nAdd a \"REPETITIVE ACTION\" trigger. \n• \nAdd a \"Unit in Zone\" condition, select the appropriate unit and zone to enter. \n• \nAdd a \"Sound\" action, select the <nnn-sound> in the sound browser. \nThe sound will now replay every 1 second after the unit has entered the Zone. \n3. SWITCHED CONDITION.  The trigger will perform the set action(s) every time the \ntrigger’s condition is checked and evaluated as true and its previous state was false.  For \nexample, such a trigger can be used to show a text message whenever a particular unit \nenters a trigger zone. The first time the unit enters the zone, the trigger action will be \nactivated, because the previous check of the trigger conditions was evaluated as false \n(unit was not in zone). The trigger will not activate any longer as long as the unit is \ninside the zone, because the previous check of the trigger conditions will be evaluated as \ntrue (unit remains inside zone). However, if the unit exists the zone and then re-enters it \nagain, the conditions will have once again switched from false to true and the trigger \naction will be activated.  \n\n\nED [DCS USER MANUAL] \n \n122 \nMISSION EDITOR | Eagle Dynamics \n \nTrigger Behavior: \nCondition: Evaluated Continuously.  \nAction: Repeatable, Once per condition-set changes from \"False\" -> \"True\". Actions will \nbe performed again on the next \"Switched state-change\". \nExample: \nYou want to perform a action each time a unit enters a zone. This differs from them \n\"being in a zone\". \n• \nAdd a \"SWITCHED CONDITION\" trigger. \n• \nAdd a \"Unit in Zone\" condition, select a unit and zone to check. \n• \nAdd a \"Message\" of \"A unit is trespassing our Zone!\" \nNow each time the unit enters the Zone you will get the message Once. The unit needs \nto leave and reenter the Zone again to show the message again. \n4. MISSION START. The trigger will only be checked at mission start. For example, if you \nwanted to set multiple units to a random activation, you would use this option to \nevaluate this condition and determine which units are included in the mission according \nto the set percentage. \nTrigger Behavior: \nCondition: Evaluated Once, at mission startup. \nAction: Performed Once, at mission startup. \nExample: \nYou want to activate a random group at startup of the mission. \n• \nAdd a \"MISSION START\" Trigger. \n• \nAdd a \"RANDOM\" condition, set it to 10% \n• \nAdd a \"Activate group\" action, select the group you want to give 10% chance. \nNAME field. Manually enter the name of the trigger in this field. \nEVENT field. Setting an event for a trigger limits the trigger's conditions to being evaluated only \nwhen the set events occur. With no event set, trigger conditions are evaluated once per second \nthroughout the duration of the mission, unless already expired and removed from memory. In a \ntrigger-heavy mission, this can cost considerable CPU cycles and affect gameplay performance. \nSetting triggers to events can reduce the CPU workload and also provide some unique trigger \nmechanisms. The following events are available: \n• \nNO EVENT. There's no event. \n• \nON DESTROY. Trigger's conditions are evaluated whenever any unit is destroyed. \n• \nON SHOT. Trigger's conditions are evaluated whenever any weapon is fired. \n• \nON CRASH. Trigger's conditions are evaluated whenever the player crashes. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  123 \n \n• \nON EJECT. Trigger's conditions are evaluated whenever the player ejects. \n• \nON REFUEL. Trigger's conditions are evaluated whenever the player begins to air refuel. \n• \nON PILOT DEAD. Trigger's conditions are evaluated whenever the player is killed. \n• \nON BASE CAPTURED. Trigger's conditions are evaluated whenever an airbase or FARP is \ncaptured. \n• \nON TAKE CONTROL. Trigger's conditions are evaluated whenever the player takes \ncontrol of an aircraft. \n• \nON REFUEL STOP. Trigger's conditions are evaluated whenever the player stops to air \nrefuel. \n• \nON FAILURE. Trigger's conditions are evaluated whenever the player's aircraft suffers a \nsystem failure. \n• \nON MISSION START. Trigger conditions are evaluated whenever a mission starts. \n• \nON MISSION ENDS. Trigger conditions are evaluated whenever the mission ends. \n \n \n \n\n\nED [DCS USER MANUAL] \n \n124 \nMISSION EDITOR | Eagle Dynamics \n \nTrigger Conditions \nThe central unit of the trigger panel contains a list of trigger conditions. \n \n \n \nOnce you have created a trigger, you will then need to set the conditions that govern when the \ntrigger will be set to true or false.  To do so, you first need to click on the trigger you want to \nset conditions for by clicking on it from the trigger list.  Upon doing so, press the NEW button \nbelow the CONDITIONS pane. \n \nNEW button.  Press the NEW button to create a new condition for the selected trigger.  Please \nnote that you can create multiple conditions for a single trigger!  When you create a new \ncondition, you will need to set the TYPE and define additional data that varies according to the \nTYPE. Each new condition you create will be listed in the condition pane list. \nWhen multiple trigger conditions are set, they operate with an \"AND\" operator. In other words, \nall of the conditions must be true for the trigger to be activated. To separate conditions with an \n\"OR\" operator, press the OR button in the conditions pane. In this case, the condition(s) either \nabove or below the \"OR\" operator will activate the trigger. \nDELETE button.  Press the DELETE button to remove a condition from the list.  You will first \nneed to click on the condition you wish to remove before pressing the DELETE button. \nCLONE button. Used to create an identical copy of the selected condition in the conditions list. \nUp and Down arrows. Used to move the selected condition up or down in the condition list. \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  125 \n \nBelow is a list of available rules in the drop-down list of TYPEs: \n• \nALL OF COALITION IN ZONE. When creating a Trigger Zone, you can set a trigger to \ntrue when all of the set coalition units (aircrafts, vehicles, ships) are inside a defined \ntrigger zone.  Upon selecting this condition, two new fields will be displayed.  The \nCOALITION drop down menu allows you to select the coalition that when inside the \nselected trigger zone will set the condition to true.  The ZONE drop down will list all the \ntrigger zones you have created according to the names you created for them. \n \n• \nALL OF COALITION OUT OF ZONE. This condition works the same as the ALL OF \nCOALITION IN ZONE, but the condition will be set to true when the all coalition's units \nare outside the defined zone. \n \n• \nALL OF GROUP IN ZONE. When creating a Trigger Zone, you can set a trigger to true \nwhen all units of the set group are inside a defined trigger zone.  The GROUP drop down \nmenu allows you to select the group that when inside the selected trigger zone will set \nthe condition to true.  The ZONE drop down will list all the trigger zones you have \ncreated according to the names you created for them. \n \n• \nALL OF GROUP OUT OF ZONE. This condition works the same as the ALL OF GROUP \nIN ZONE, but the condition will be set to true when the all group's units are outside the \ndefined zone. \n \n• \nBOMB IN ZONE. Checks to see if a bomb has been dropped and is currently in a trigger \nzone. When choosing this condition, the mission creator must also specify the type and \nquantity of the bomb to be checked, as well as the trigger zone. \n\n\nED [DCS USER MANUAL] \n \n126 \nMISSION EDITOR | Eagle Dynamics \n \n \n• \nCARGO UNHOOKED IN ZONE. Checks to see if a cargo object has been unhooked \nwithin a trigger zone. The cargo object and trigger zone must be specified when \nchoosing this condition. \n \n• \nCOALITION HAS AIRDROME. If the set coalition has captured set airfield, the \naction(s) will be activated. \n \nAll airfields with no aircraft assigned for take-off or landing and with no ground units of \neither coalition within a 2,000 m. radius are neutral. Any ground unit present within a \n2,000 m. radius of an airfield will capture the airfield for the coalition of the ground unit. \nIf ground units of both coalitions are present within a 2,000 m. radius of an airfield, the \nairfield is contested and not assigned to either coalition. In cases when armed ground \nunits of one coalition are present within a 2,000 m. radius of an airfield at the same time \nas unarmed ground units of the other coalition, the coalition of the armed units will \ncapture the airfield. \n• \nCOALITION HAS HELIPAD.  If the set coalition has captured set FARP, the action(s) \nwill be activated. \n \nNote, FARP capture rules are identical to airfield capture rules (see above). \n• \nDEAD ZONE. Trigger rule for the condition of the specified zone. When choosing this \ncondition, you must specify the name of the trigger zone. \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  127 \n \n• \nFLAG EQUALS. This condition checks whether the value of a set flag is equal to the set \nvalue. \n \n• \nFLAG EQUALS FLAG. This condition checks whether the value of one set flag is equal \nto the value of another set flag. \n \n• \nFLAG IS FALSE.  When selected, a FLAG field is displayed below.  By either using the \nleft and right arrows or typing in the field, set the flag number that when set to false will \nset the condition to false. \n \n• \nFLAG IS LESS. When selected, FLAG and VALUE fields are displayed below. By either \nusing the left and right arrows or typing in the field, set the flag number to check the \nvalue for and the flag value, below which the trigger condition will be true. \n \n• \nFLAG IS LESS THAN FLAG. This condition checks whether one set flag has a smaller \nvalue than another set flag. \n \n• \nFLAG IS MORE. When selected, FLAG and VALUE fields are displayed below. By either \nusing the left and right arrows or typing in the field, set the flag number to check the \nvalue for and the flag value, above which the trigger condition will be true. \n\n\nED [DCS USER MANUAL] \n \n128 \nMISSION EDITOR | Eagle Dynamics \n \n \n• \nFLAG IS TRUE.  When selected, a FLAG field is displayed below.  By either using the \nleft and right arrows or typing in the field, set the flag number that when set to true will \nset the condition to true. \n \n• \nGROUP ALIVE.  When selected, a GROUP drop down menu will be displayed below.  \nFrom this list, select the group that will activate the trigger as long as at least one unit of \nthe group is alive.  Groups are listed according to their “NAME” from the unit placement \nwindows. \n \n• \nGROUP ALIVE LESS THAN. When selected, a GROUP drop down list and \"%\" field will \nbe displayed below.  From the GROUP list, select the group that will activate the trigger \nwhen the number of live units in the group corresponds to the per cent value set in the \n\"%\" field. \n \nFor example, if the group has 10 units and you entered 40%, the trigger will activate \nwhen 3 units remain alive. \n• \nGROUP DEAD.  When selected, a GROUP drop down menu will be displayed below.  \nFrom this list, select the group that will activate the trigger when all units of the group \nare destroyed (dead).  Groups are listed according to their “NAME” from the unit \nplacement windows. \n \n• \nLUA PREDICATE. When selected, you can write the code in the LUA script syntax.  \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  129 \n \nExample code: \n \nlocal _group = Group.getByName('your_group_name'); \nif not (_group and _group:isExist()) then return false; end \nlocal _controller = _group:getController(); \nlocal _targets = _controller:getDetectedTargets(); \nfor _index, _target in ipairs(_targets) do \n            if _target.visible then return true; end -- I see the enemy!!! \nend \nreturn false; -- I don't see the enemy... \n \n \n- If you type this text into the condition, the trigger will be triggered each time the \nspecified group sees an adversary. \n• \nMAP OBJECT IS DEAD. This trigger condition checks if the map object (building, \nconstruction, bridge, etc.) is destroyed. When selecting this condition, you must specify \nthe name of the trigger zone, which has been assigned to the map object via RMB click \non it. \n \n• \nMISSILE IN ZONE. Checks to see if a missile has been launched and is currently in a \ntrigger zone. When choosing this condition, the mission creator must also specify the \ntype and quantity of the missile to be checked, as well as the trigger zone. \n \n• \nMISSION SCORE HIGHER THAN.  If the set coalition has a score higher than the set \namount, the action(s) will be activated. \n\n\nED [DCS USER MANUAL] \n \n130 \nMISSION EDITOR | Eagle Dynamics \n \n \n• \nMISSION SCORE LOWER THAN.  If the set coalition has a score lower than the set \namount, the action(s) will be activated. \n \n• \nPART OF COALITION IN ZONE. The trigger will be set to true if any of coalition's unit \nwill appear inside the selected trigger zone. The COALITION drop down menu allows you \nto select the coalition.  The ZONE drop down will list all the trigger zones you have \ncreated according to the names you created for them. \n \n• \nPART OF COALITION OUT OF ZONE. This condition works the same as the PART OF \nCOALITION IN ZONE, but the condition will be set to true when the any of coalition's \nunit are outside the defined zone. \n \n• \nPART OF GROUP IN ZONE. The trigger will be set to true if any of group's unit will \nappear inside the selected trigger zone. The GROUP drop down menu allows you to \nselect the group. The ZONE drop down will list all the trigger zones you have created \naccording to the names you created for them. \n \n• \nPART OF GROUP OUT OF ZONE. This condition works the same as the PART OF \nGROUP IN ZONE, but the condition will be set to true when the any of group's unit are \noutside the defined zone. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  131 \n \n \n• \nPLAYER SCORES LESS. When selected, a SCORES field is displayed below.  By either \nusing the left and right arrows or typing in the field, enter the score, below which the \ncondition will become true. \n \n• \nPLAYER SCORES MORE. When selected, a SCORES field is displayed below.  By either \nusing the left and right arrows or typing in the field, enter the score, above which the \ncondition will become true. \n \n• \nPLAYER’S UNIT ARGUMENT IN RANGE. Trigger rule for using the argument player \n3D model's animation within the specified range. When choosing this condition, enter the \nargument number and its minimum / maximum response values in the additional fields. \n \n• \nRANDOM. The Random condition allows you to set a percentage chance of action(s) \nassigned to the trigger from happening.  Use the left and right arrows or type directly \ninto the field to adjust the value.  Values can range from 0 (no chance) to 100 (certain) \nas a percentage.  The most common action you will use this condition with is Activate \nGroup.  This will allow you to set a random appearance of units in a mission. \n \n• \nTIME LESS.  When selected, a SECONDS field is displayed below.  By either using the \nleft and right arrows or typing in the field, enter the time in seconds when the condition \nwill become false.  For example, if you set a value of 120, the condition will become false \ntwo minutes into the mission. \n\n\nED [DCS USER MANUAL] \n \n132 \nMISSION EDITOR | Eagle Dynamics \n \n \n• \nTIME MORE. When selected, a SECONDS field is displayed below.  By either using the \nleft and right arrows or typing in the field, enter the time in seconds when the condition \nwill become true.  For example, if you set a value of 120, the condition will become true \ntwo minutes into the mission. \n \n• \nTIME SINCE FLAG.  When selected, FLAG and SECONDS fields are displayed below.  \nBy either using the left and right arrows or typing in the field, set the flag number that \nwhen set to true will set the condition to true in the FLAG field.  In the SECONDS field, \nenter the delay in seconds that the condition will be set to true after the flag is set to \ntrue. \n \n• \nUNIT ALIVE.  When selected, a UNIT drop down menu will be displayed below.  From \nthis list, select the unit that will activate the trigger as long as the unit is alive.  Units are \nlisted according to their “UNIT NAME” from the unit placement windows. \n \n• \nUNIT DAMAGED.  When selected, a UNIT drop down menu will be displayed below.  \nFrom this list, select the unit that will activate the trigger when the unit is damaged.  \nUnits are listed according to their “UNIT NAME” from the unit placement windows. \n \n• \nUNIT DEAD.  When selected, a UNIT drop down menu will be displayed below.  From \nthis list, select the unit that will activate the trigger when the unit is destroyed (dead).  \nUnits are listed according to their “UNIT NAME” from the unit placement windows. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  133 \n \n \n• \nUNIT HITS. Checks to see if the player unit has achieved successful hits on an object. \nThe target object and number of hits required must be specified. \n \n• \nUNIT INSIDE MOVING ZONE.  This trigger allows you to attach a trigger area zone to \na unit and the zone will move along with the assigned unit. Note, the trigger zone can be \nplaced anywhere on the map, but will in fact be always attached to the center of the \nassigned unit in-game.  When selected, you should first select the unit that the area \ntrigger will be attached to by selecting it from the ZONE UNIT drop down list.  Next, \nselect the area trigger zone that will be attached to the unit from the ZONE drop down \nlist.  Lastly, you need to set the unit that will set the trigger to true when it enters the \nzone unit’s zone.  Do this by selecting a unit from the UNIT drop down list. \n \n• \nUNIT INSIDE ZONE. When creating a Trigger Zone (discussed later in this document), \nyou can set a trigger to true when a defined unit enters a defined trigger zone.  Upon \nselecting this condition, two new fields will be displayed.  The UNIT drop down menu \nallows you to select the unit that when inside the selected trigger zone will set the \ncondition to true.  The ZONE drop down will list all the trigger zones you have created \naccording to the names you created for them. \n \n• \nUNIT OUTSIDE MOVING ZONE.  This trigger allows you to attach a trigger area zone \nto a unit and the zone will move along with the assigned unit.  Note, the trigger zone \ncan be placed anywhere on the map, but will in fact be always attached to the center of \nthe assigned unit in-game. When selected, you should first select the unit that the area \ntrigger will be attached to by selecting it from the ZONE UNIT drop down list.  Next, \nselect the area trigger zone that will be attached to the unit from the ZONE drop down \nlist.  Lastly, you need to set the unit that will set the trigger to true when it is outside the \nzone unit’s zone.  Do this by selecting a unit from the UNIT drop down list. \n\n\nED [DCS USER MANUAL] \n \n134 \nMISSION EDITOR | Eagle Dynamics \n \n \n• \nUNIT OUTSIDE ZONE.  This condition works the same as the UNIT INSIDE ZONE, but \nthe condition will be set to true when the unit is outside the defined zone. \n \n• \nUNIT’S AGL ALTITUDE HIGHER THAN. Checks to see if a unit (aircraft or ground \nunit) has achieved an altitude higher than a certain value. The checked unit and target \naltitude must be specified. \n \n• \nUNIT’S AGL ALTITUDE LOWER THAN. Checks to see if a unit (aircraft or ground \nunit) has achieved an altitude lower than a certain value. The checked unit and target \naltitude must be specified. \n \n• \nUNIT’S ALTITUDE HIGHER THAN. This condition allows you to set a unit and altitude \nin meters (MSL). If the set unit flies above the set altitude, the trigger will be set to true. \n \n• \nUNIT’S ALTITUDE LOWER THAN. This condition allows you to set a unit and altitude \nin meters. If the set unit flies below the set altitude, the trigger will be set to true. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  135 \n \n \n• \nUNIT’S ARGUMENT IN RANGE. Trigger rule for using the argument of the unit 3D \nmodel's animation within the specified range. For example, you can determine that the \ncargo doors on a helicopter are open by changing the animation argument of the cargo \ndoors. When choosing this condition, you must enter the object, the argument number \nand its minimum / maximum trigger values. \n \n• \nUNIT'S BANK IN LIMITS. When selected, a UNIT drop down list, MIN and MAX fields \nwill be displayed below.  From UNIT list, select the unit that will activate the trigger \nwhen the bank angle is within the MIN and MAX values set in the corresponding fields.  \nNote, negative angles denote left bank and positive angles denote right bank. \n \n• \nUNIT'S HEADING IN LIMITS. When selected, a UNIT drop down list, MIN and MAX \nfields will be displayed below.  From UNIT list, select the unit that will activate the trigger \nwhen the unit's heading is within the MIN and MAX values set in the corresponding \nfields. \n \n• \nUNIT'S LIFE LESS THAN. When selected, a UNIT drop down list and \"%\" of life will be \ndisplayed below.  From the UNIT list, select the unit that will activate the trigger when \nthe per cent of \"life\" of the unit corresponds to the value set in the \"%\" field. \n\n\nED [DCS USER MANUAL] \n \n136 \nMISSION EDITOR | Eagle Dynamics \n \n \n• \nUNIT'S PITCH IN LIMITS. When selected, a UNIT drop down list, MIN and MAX fields \nwill be displayed below.  From UNIT list, select the unit that will activate the trigger \nwhen the pitch angle is within the MIN and MAX values set in the corresponding fields.  \nNote, negative angles denote negative pitch (nose down) and positive angles denote \npositive pitch (nose up). \n \n• \nUNIT’S SPEED HIGHER THAN. This condition allows you to set a unit and speed in \nindicated meters per second. If the set unit flies faster than set speed, the trigger will be \nset to true. \n \n• \nUNIT’S SPEED LOWER THAN. This condition allows you to set a unit and speed in \nindicated meters per second. If the set unit flies under than set speed, the trigger will be \nset to true. \n \n• \nUNIT'S VERTICAL SPEED IN LIMITS. When selected, a UNIT drop down list, MIN \nand MAX fields will be displayed below.  From UNIT list, select the unit that will activate \nthe trigger when the vertical velocity in meters per second is within the MIN and MAX \nvalues set in the corresponding fields. \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  137 \n \nAll conditions with the \"X\" prefix are designed for use in creating cockpit triggers and intended \nfor training missions. See description next. \n \n \n \n\n\nED [DCS USER MANUAL] \n \n138 \nMISSION EDITOR | Eagle Dynamics \n \nTrigger Actions \nOnce you have defined the condition(s) that will determine when a trigger will be true or false, \nyou now define the actions that will result. \nTo create one or more actions for a trigger, click the NEW button at the bottom of the pane. \nWith a new action created, new functions will be displayed at the bottom on the actions pane: \n \n \n \nNEW button. Press the NEW button to create a new action for the selected trigger.  Please note \nthat you can create multiple actions for a single trigger!  When you create a new action, you will \nneed to set the ACTION and define additional data that varies according to the action. Each new \naction you create will be listed in the actions pane list. \nDELETE button.  Press the DELETE button to remove an action from the list.  You will first need \nto click on the action you wish to remove before pressing the DELETE button. \nACTION drop down field.  Using this drop down, you can set an action for the trigger.  \nActions include: \n• \nAI TASK PUSH. Performs the action set in the TRIGGER ACTIONS panel while planning \ntasks for an AI unit group. When creating this condition, the mission creator must set the \ntask to be fulfilled by the AI unit group. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  139 \n \n \n• \nAI TASK SET.  An AI action set in the TRIGGERED ACTIONS panel of the AI Group \nProperties Advanced Actions menu will be executed.  The desired AI action identified by \nits name should be selected from drop down list. \n \n• \nBEGIN PLAYING ACTOR. This action generates an action from the player. When \nselecting this action, a player number must be set. \n \n• \nDO SCRIPT. Runs a LUA script as entered in the TEXT filed. \n \n• \nDO SCRIPT FILE. Runs a LUA script file that is linked to in the TEXT field. \n \n• \nEFFECT – SMOKE. Generates a smoke effect within the trigger zone. A trigger zone, \nsmoke effect preset, and density value must be set when selecting this action. \n \n• \nEND MISSION. If you wish to have the mission end according one or more specified \nconditions being set to true, you can use this action. This can be a handy action to end a \nmission after all mission objectives have been met. In the text box, you can also enter \ntext that will appear when one side has won the mission. \n\n\nED [DCS USER MANUAL] \n \n140 \nMISSION EDITOR | Eagle Dynamics \n \n \n• \nEXPLODE UNIT. From this action, select a unit that you wish to explode as a result of \nthis action. You can use the volume setting to determine the size of the explosion. \n \n• \nEXPLOSION. To have an explosion appear in the mission based on a resulting action, \nyou can use this action. The three values you need to set include the name of the zone \nthat the explosion will occur in, the altitude the explosion will occur, and the size \n(volume) of the explosion. \n \n• \nFLAG DECREASE. This action allows you to set a defined flag to decrease in value. Use \nthe FLAG field left and right arrows to set the flag number or manually enter it in the \nfield. Use the VALUE field left and right arrow keys to set the value by which to decrease \nor manually enter it in the field. \n \nExample. Flag 5 is indicated (with a current value of 10) and given value 4. When the \naction is triggered, the current value of 10 will be reduced by the given value, 4, and as \na result, the resulting value of the flag will be 6. \nThe flag value may have negative numbers. If, as a result of subtraction, the flag value \nbecomes equal to 0, the flag will be removed. \n• \nFLAG INCREASE. This action allows you to set a defined flag to increase in value. Use \nthe FLAG field left and right arrows to set the flag number or manually enter it in the \nfield. Use the VALUE field left and right arrow keys to set the value by which to increase \nor manually enter it in the field. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  141 \n \n \nExample. Flag 5 is indicated (with current value 1) and given value 10. When the action \nis triggered, the given value of 10 will be added to the current value of 1, and as a \nresult, the flag value will then be 11. \n• \nFLAG OFF.  This action allows you to clear a defined flag number to false.  Use the \nFLAG field left and right arrows to set the flag number or manually enter it in the field. \nThe value of the removed flag is 0. \n \n• \nFLAG ON.  This action allows you to set a defined flag number to be true.  Use the FLAG \nfield left and right arrows to set the flag number or manually enter it in the field. \nIn the current implementation, flags have two attributes: the flag name (natural number) \nand the flag value (natural number). When a flag is created, the name is set in the field \nlabelled FLAG, and the default assigned value is 1. \n \nExample. Flag 5 has a value of 1. \nYou can increase or decrease the value of the flag with the corresponding actions. \n• \nFLAG SET RANDOM VALUE. This action allows you to set a defined flag to a random \nvalue. Use the FLAG field left and right arrows to set the flag number or manually enter \nit in the field. Use the VALUE LIM MIN and VALUE LIM MAX fields left and right arrow \nkeys to set the range of possible values for the flag or manually enter them in the fields. \n \nExample. Flag 1 is specified with the minimum value of 10 and maximum value of 20. \nWhen the action is triggered, flag 1 will be assigned a random value from 10 to 20, for \nexample 12. \n• \nGROUP ACTIVATE. By default, units appear automatically in a mission once the \nmission starts.  However, using the Activate group action, you can set unit groups to \n\n\nED [DCS USER MANUAL] \n \n142 \nMISSION EDITOR | Eagle Dynamics \n \nonly appear in the mission according to the set conditions.  Common rules to govern the \nappearance of an Activated group are TIME MORE, FLAG IS TRUE, UNIT IN ZONE and \nRAMDOM.  IMPORTANT: FOR A GROUP TO BE ACTIVATED VIA A CONDITION YOU \nMUST SET THE GROUP’S START TIME BEYOND ANY ANTICIPATED PLAY TIME IN THE \nMISSION, SUCH AS AT LEAST 1 DAY AFTER THE MISSION STARTS!  For example, if the \nmission starting time is 12:00:00/1 (default mission start time), you can set the group to \nstart at 12:00:11/2. \n \n• \nGROUP AI OFF. Disable the artificial intelligence of all units in the selected group.  The \ngroup will stop all movement, sensor operations and will not engage in combat. \n \n• \nGROUP AI ON. Activate the artificial intelligence of all units in the selected group.  Only \npossible after use of the GROUP AI OFF action on the group. \n \n• \nGROUP DEACTIVATE. To have a group removed from a mission while in progress, you \ncan use this action tied to a condition. When enabled, the specified group will disappear \nfrom the mission.  \n \n• \nGROUP RESUME. This action orders to group to resume movement along its planned \nroute. \n \n• \nGROUP STOP. This action sends the ground unit group an order to halt movement. A \ntarget group must be specified when selecting this action. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  143 \n \n \n• \nILLUMINATING BOMB. For night missions, you can use this action to have an \nillumination bomb appear in a specified zone at a specified altitude. You can use this to \nsimulate artillery fired illumination rounds. The flash bomb provides illumination for a \nperiod of 2 minutes, during which it descends to the ground by parachute for a distance \nof approximately 1000 meters. \n \n• \nLOAD MISSION. This is a very useful action that allows you to load a new mission in \nmultiplayer, as a result of the rule conditions.  As such, you could have different missions \nloaded depending on what is happening in the mission. In this way, you can use this \naction to create multiplayer campaigns. Working in the multiplayer only. \n \n• \nMARK TO ALL. This action generates visual markers on the F10 map for all players in \nthe session. When selecting this option, a value, text message, zone, read-only value, \nand comment must be set. \n \n• \nMARK TO COALITION. This action generates visual markers on the F10 map for all \nplayers of the selected coalition. When selecting this option, a value, text message, zone, \ncoalition, read-only value, and comment must be set. \n\n\nED [DCS USER MANUAL] \n \n144 \nMISSION EDITOR | Eagle Dynamics \n \n \n• \nMARK TO GROUP. This action generates visual markers on the F10 map for all players \nof the selected unit group. When selecting this option, a value, text message, zone, \ngroup, read-only value, and comment must be set. \n \n• \nMESSAGE TO ALL. To have a trigger display a text message on the screen, you will use \nthis action.  Upon selecting this action, a TEXT entry box will appear.  Type the message \nyou wish to be displayed here. Below the text box you can set how long you wish the \nmessage to be displayed in seconds. Checkbox CLEARVIEW erases a previous message \nfrom the screen. Increases convenience in some cases by allowing mission developer not \nto worry about the exact time the previous message was displayed, leaving it on the \nscreen deliberately long as user wants, until new message comes. The START DELAY \nfield is responsible for the delay in seconds before the text appears. \n \n• \nMESSAGE TO COALITION. This action allows a text message to just be sent to the \ndefined coalition. As with the Message action, you can enter text and message duration. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  145 \n \nCheckbox CLEARVIEW erases a previous message from the screen. Increases \nconvenience in some cases by allowing mission developer not to worry about the exact \ntime the previous message was displayed, leaving it on the screen deliberately long as \nuser wants, until new message comes. The START DELAY field is responsible for the \ndelay in seconds before the text appears. \n \n• \nMESSAGE TO COUNTRY. This action allows a text message to just be sent to the \ndefined country. As with the Message action, you can enter text and message duration. \nCheckbox CLEARVIEW erases a previous message from the screen. Increases \nconvenience in some cases by allowing mission developer not to worry about the exact \ntime the previous message was displayed, leaving it on the screen deliberately long as \nuser wants, until new message comes. The START DELAY field is responsible for the \ndelay in seconds before the text appears. \n \n• \nMESSAGE TO GROUP. Display a custom text message only to a set unit group (useful \nfor multiplayer). Checkbox CLEARVIEW erases a previous message from the screen. \nIncreases convenience in some cases by allowing mission developer not to worry about \nthe exact time the previous message was displayed, leaving it on the screen deliberately \nlong as user wants, until new message comes. The START DELAY field is responsible for \nthe delay in seconds before the text appears. \n\n\nED [DCS USER MANUAL] \n \n146 \nMISSION EDITOR | Eagle Dynamics \n \n \n• \nPLAY ARGUMENT.  Turn on a graphics animation argument (such as turning of a radar \nantenna) of the selected static object.  \n \n• \nRADIO ITEM ADD. This action allows you to add a custom radio message to the \nplayer's radio communications menu in-game. Enter the desired radio message in the \nRADIO TEXT field. In the FLAG field, set the flag number that will be set to ON when the \nplayer selects this radio message. \n \nNote, this trigger does not work in multiplayer. \n• \nRADIO ITEM ADD FOR COALITION. This action adds a radio item (command) in the \nF10 OTHER radio menu for players of the chosen coalition. When creating this action, a \ncoalition and item name must be set, as well as the flag the value of which will be raised \nwhen the command is issued. \n \n• \nRADIO ITEM ADD FOR GROUP. This action adds a radio item (command) in the F10 \nOTHER radio menu for players of the chosen unit group. When creating this action, a \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  147 \n \nunit group and item name must be set, as well as the flag the value of which will be \nraised when the command is issued. \n \n• \nRADIO ITEM REMOVE. Delete a custom radio message from the player's radio \ncommunications menu created earlier using the RADIO ITEM ADD action. \n \n \n• \nRADIO ITEM REMOVE FOR COALITION. This action removes a radio item from the \nradio menu for the selected coalition. When creating this action, a coalition must be \nselected, and radio item to be removed must be specified. \n \n• \nRADIO ITEM REMOVE FOR GROUP. This action removes a radio item from the radio \nmenu for the selected unit group. When creating this action, a unit group must be \nselected, and radio item to be removed must be specified. \n \n• \nRADIO TRANSMISSION. Allows the user to define a sound file to play and the \ntransmitter's location, emission power, frequency and modulation. \n\n\nED [DCS USER MANUAL] \n \n148 \nMISSION EDITOR | Eagle Dynamics \n \n \nZONE: From the drop-down menu, select the zone in which the transmission will be \nbroadcast. \nMODULATION: From the drop-down menu, select a modulation value for the FM or AM \nradio station. \nLOOP: Select the playback mode of the file: single (OFF) or multiple (ON). \nFREQ, MHz: Specify the frequency of the radio station. To listen in on this frequency, it \nmust be included in the operating range of the player aircraft's radio station. \nPOWER, W: specify the power of the radio station. The more powerful the radio station, \nthe further it can be heard. The typical power of military radio stations is tens of watts. \nNAME: sets the name of the radio transmitter. \nSTART DELAY: sets the delay in seconds before turning on the radio. \n• \nREMOVE MARK. Removes a marker from the F10 map. A value must be specified when \nselecting this action. \n \n• \nSCENERY DESTRUCTION ZONE. This action reproduces the destruction of zone \nobjects, for example, after an artillery barrage. When selecting this action, it is necessary \nto select a target zone and the level of destruction (in %) of the objects within this zone. \n \n• \nSCENERY REMOVE OBJECTS ZONE. This action despawns objects from the map, for \nexample, in order to lessen the system load caused by rendering these objects after an \nartillery barrage or aerial bombardment. When selecting this action, the following values \nmust be set: target zone (area in which objects will be despawned) and target object \ntype (ALL, TREES ONLY, OBJECTS ONLY). \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  149 \n \n \n• \nSET ACTIVE HELPER GATE TO POINT. This action generates arcade-style flight gates \nto the selected object's waypoint. These are green squares through which the player \nneeds to fly, typically present in training and certain quick missions. When choosing this \naction, you must specify the target object (unit) and the waypoint number. \n \n• \nSET BRIEFING. This action This action displays a briefing message in the game window \nfor the selected coalition players (RED or BLUE). When creating this action, you must \nselect a coalition in the appropriate fields, enter the briefing text to be displayed and if \nnecessary, select one image file to be displayed. (*.jpg; *.jpeg; *.png). \n \n• \nSET FAILURE. This action is used to setup system failures for the player's aircraft. \nSelect the system to fail in the FAILURE drop down menu. Set the probability of failure in \nper cent in the PROBABILITY % field. Set the desired time span after the trigger \nconditions are true for the failure to occur in the WITHIN field. \n \n• \nSET FLAG VALUE. This action sets the selected flag to a specified value. The flag \nnumber and the target value must be specified when selecting this action. \n \n\n\nED [DCS USER MANUAL] \n \n150 \nMISSION EDITOR | Eagle Dynamics \n \n• \nSET INTERNAL CARGO. This action adds the mass of the virtual cargo to the mass of \nthe helicopter simulating the loading of the cargo compartment. When creating this \naction, you must specify the mass of the cargo in kilograms. \n \n• \nSHELLING ZONE. This action creates an artillery bombardment event inside a specified \nzone. When creating this action, the following must be specified in the additional fields: \nbombardment zone, amount of TNT released during the explosion of one shell, and the \nnumber of shells that will strike the target zone. \n \n• \nSHOW HELPER GATES. This action generates arcade-style flight gates - green squares \nthrough which the pilot must fly. These elements are in some training missions and quick \nmission presets. When creating this action, you must specify the location coordinates \nand the course direction of the gates. \n \n• \nSHOW HELPER GATES FOR UNIT. This action generates arcade-style flight gates for \nthe selected unit. When choosing this action, you must select the unit (object) and the \nflag number. \n \n• \nSIGNAL FLARE. Use this action to have signal flares (flare gun) fired from a specified \nzone. You can also select the color of the flare. This can be a useful action to allow \nfriendly units to mark their location to avoid friendly fire. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  151 \n \n \n• \nSIGNAL FLARE ON UNIT. This works the same as the previous action, but the signal \nflare is fired from the location of a specified unit. This should be used when the unit is \nmoving. \n \n• \nSMOKE MARKER. To have a white phosphorous (WP) marker appear in the mission, \nyou can use this action. When activated, a white WP marker will appear in the specified \nzone and at the specified altitude. This can be a useful tool when creating Forward Air \nController (FAC) missions. \n \n• \nSMOKE MARKER ON UNIT. This acts the same as the previous action, but instead of \noccurring within a specified zone, it will appear on a specified unit. \n \n• \nSOUND TO ALL.  The Sound action enables you to add an audio file to play as a trigger \nfunction.  This is often used in conjunction with a Message action to add voice messages \nwith subtitles to the mission.  Once selected, a FILE field will be displayed along with an \nOPEN button.  Press the open button and then use the file/folder browser to select the \ndesired file (\"*.ogg\" or \"*.wav\" formats).  The name of the audio file will then be \ndisplayed in the FILE field. The START DELAY field is responsible for the delay in seconds \nbefore playing an audio file. \n\n\nED [DCS USER MANUAL] \n \n152 \nMISSION EDITOR | Eagle Dynamics \n \n \n• \nSOUND TO COALITION. This action allows an audio file to just be play to the defined \ncoalition. Once selected, a FILE field will be displayed along with an OPEN button.  Press \nthe open button and then use the file/folder browser to select the desired file (\"*.ogg\" or \n\"*.wav\" formats).  The name of the audio file will then be displayed in the FILE field. The \nSTART DELAY field is responsible for the delay in seconds before playing an audio file. \n \n• \nSOUND TO COUNTRY. This action allows an audio file to just be play to the defined \ncountry. The START DELAY field is responsible for the delay in seconds before playing an \naudio file. \n \n• \nSOUND TO GROUP. Play a custom sound (\"*.ogg\" or \"*.wav\" formats) only to a set \ngroup (useful for multiplayer). The START DELAY field is responsible for the delay in \nseconds before playing an audio file. \n \n• \nSTART PLAYER SEAT LOCK. Used for multi-seat aircraft, this action forces the player \nto the spot corresponding to the specified number and binds them to it. When creating \nthis action, you must the pilot's cockpit seat number. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  153 \n \n \n• \nSTATIC ACTIVATE. This action generates the delayed activation of static objects that \nare present in the mission file but will not spawn in the mission until the moment of \nactivation. When creating this action, you must specify the group of static objects. \n \n• \nSTOP AND DEPLOY TO TEMPLATE. Using this action, an AI group can be made to \nstop movement along its route and take up a position as defined by a formation template \n(for example, an artillery battle position). To create a custom template, see the \nTemplates panel in the Tool Bar of the mission editor. \n \n• \nSTOP LAST SOUND. This action forcibly stops the audio played by the previous trigger. \n \n• \nSTOP PLAYER SEAT LOCK. This action removes the bind previously set by the START \nPLAYER SEAT LOCK command, giving the chosen player the opportunity to transfer to \nanother seat in a multi-seat aircraft.  \n \n• \nSTOP PLAYING ACTOR. The action automatically ends on behalf of the player. \n \n• \nSTOP RADIO TRANSMISSION. This action turns off the virtual radio station playing \nsound files to any unit (air, ground, sea). When creating this action, you must specify the \nname of the radio transmitter. \n\n\nED [DCS USER MANUAL] \n \n154 \nMISSION EDITOR | Eagle Dynamics \n \n \n• \nUNIT AI OFF.  Disable the artificial intelligence of the selected unit. The unit will stop all \nmovement, sensor operations and will not engage in combat. \n \n• \nUNIT AI ON.  Activate the artificial intelligence of the selected unit. Only possible after \nuse of the UNIT AI OFF action on the unit. \n \n• \nUNIT EMISSION OFF. This action switches on radar emission from the specified unit \nor aircraft, for example, when the unit is approaching an enemy unit or entering a \ncombat zone. When choosing this action, you must select a unit. \n \n• \nUNIT EMISSION ON. This action switches off radar emission from the specified unit or \naircraft, for example, when the unit is distancing from enemy units or exiting the combat \nzone. When choosing this action, you must select a unit. \n \nAll actions with the \"X\" prefix are designed for use in creating cockpit triggers and intended for \ntraining missions. See description next. \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  155 \n \nCockpit Triggers Guide \nThe cockpit triggers utilized in ED Simulators allow a mission designer to create a wide variety of \ntriggers that evaluate the state of cockpit switches and instruments. This data can be used to \nprovide feedback and instruction to the player using text and voice prompts, as well as 3D \ngraphical highlights of cockpit elements. \nAlthough cockpit triggers are considered a developer's tool, most of their functionality is open to \nthe player. There are some examples, however, which require the use of the in-game console, \nwhich is disabled in public builds. \nCockpit triggers are utilized similarly for all DCS flyable aircraft. A number of aircraft script files \n(.LUA) are used to obtain data used by the triggers. Each DCS aircraft includes a collection of \nscript files in its own dedicated folder, found in X:\\DCS\\Mods\\aircrafts\\Aircraft \nName\\Cockpit\\Scripts. The specific .LUA files used by cockpit triggers will be referenced below. \nTo ease the workload of a mission designer working with cockpit triggers, a cockpit arguments \nguide has been prepared for the A-10C cockpit and can be found here: A-10C Cockpit \narguments. \n.LUA files should only be opened with a proper code editor, such as Notepad++. When working \nwith the scripts, the Search function [Ctrl +F] can be very helpful in locating the desired \nsections of code. \nCONDITIONS \nThe conditions and actions of the triggers use the command numbers, which can be found in \nthe corresponding Scripts folder of each aircraft along the path DCS\\Mods\\aircraft\\Aircraft \nName\\Cockpit\\Scripts: \n\\Mods\\aircraft\\Aircraft Name\\Cockpit\\Scripts\\command_defs.lua – command numbers; \n\\Mods\\aircraft\\Aircraft Name\\Cockpit\\Scripts\\clickabledata.lua – button command numbers; \n\\Mods\\aircraft\\Aircraft Name\\Cockpit\\Scripts\\devices.lua – device ID numbers in the cockpit. \n \nX: COCKPIT ARGUMENT IN RANGE. The position of every cockpit control and instrument is \ndefined by a custom argument ID and valid value range. This trigger checks for a set cockpit \nargument to be within a set value range. This is most often used to evaluate switch and button \nstates with discrete argument values (such as ‘0’ for off and ‘1’ for on or in decimal values \nbetween 0 and 1 for multi-position switches). However, it can also be used to evaluate the \nposition of needle instruments, such as airspeed or vertical velocity, etc. \n\n\nED [DCS USER MANUAL] \n \n156 \nMISSION EDITOR | Eagle Dynamics \n \n \n• \nARGUMENT – sets the ID number of the cockpit argument to check. Clickable cockpit \nfunctions (switches, buttons, knobs, etc.) are described in DCS\\Mods\\aircrafts\\Aircraft \nName\\Cockpit\\Scripts\\clickabledata.lua. Non-clickable cockpit arguments, such as \ninstruments are described in DCS\\Mods\\aircrafts\\Aircraft \nName\\Cockpit\\Scripts\\mainpanel_init.lua. The variable “arg” describes the argument ID. \nThe variable “arg_value” describes the increment of each movement of the argument. \nThe variable “arg_limit” describes the limits of the argument’s range of movement.  \n• \nMIN – sets the minimum value of the set argument, which will satisfy the condition to \nexecute the trigger. Valid value range is -1 to 1. \n• \nMAX – sets the maximum value of the set argument, which will satisfy the condition to \nexecute the trigger. Valid value range is -1 to 1. \nNote, to successfully evaluate an argument, you may need to enter a MIN and MAX range that \nis inclusive of the desired value. For example, when evaluating an argument to equal to “0.5”, \nenter “0.49” for MIN and “0.51” for MAX. \nX: COCKPIT HIGHLIGHT IS VISIBLE. Checks for a set cockpit highlight to be displayed. \nEach cockpit highlight is assigned an ID by the mission designer. This trigger evaluates whether \na specific highlight is displayed in the cockpit. \n• \nID – sets the ID value of the cockpit highlight to check (as set by X: COCKPIT \nHIGHLIGHT ELEMENT/INDICATION/POINT trigger actions). \n \nX: COCKPIT INDICATION TEXT IS EQUAL TO (requires console) – checks the contents of a \nset cockpit digital indication string. Digital indicators in the cockpit are individually identified by \nan ID number in the .LUA files. Each indicator displays a collection of display elements. This \ntrigger evaluates whether a specific display element of a set indicator matches the desired string \nof characters. This is a very useful method of evaluating whether the correct avionics \nparameters are set-up on the digital displays. \n• \nINDICATOR ID – sets the ID value of the cockpit indicator containing the desired \nelement. Indicator ID’s are described in DCS\\Mods\\aircrafts\\Aircraft \nName\\Cockpit\\Scripts\\device_init.lua. To quickly locate the indicator ID’s in the .LUA file, \nperform a search function for “indicators”. Indicator ID's begin with ‘0’ at the top of the \ntable and are increased by 1 with each subsequent indicator in the table. For example, \nthe HUD ID for A-10C is ‘5’. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  157 \n \n• \nELEM NAME (element name) – sets the name of the display element containing the \ndesired string. To obtain an element name, run a mission with the desired element string \ndisplayed in the cockpit, open the game console and execute the \n“console.out(list_indication(n))” command (where ‘n’ is the desired indicator’s ID). The \ngame console can be accessed by pressing the “`” command in-game. The \nconsole.out(list_indication(n)) console command will list all currently displayed elements \nwith their associated strings for the set indicator. Note, the element name entry must \nmatch the element name exactly, including capitals and spaces (spaces may be present \nas initial characters). \n• \nVALUE – sets the character string, which will satisfy the condition to execute the trigger. \nNote, the string entry must match the element string exactly, including capitals and \nspaces (spaces may be present as initial characters). \n \nEXAMPLE: To setup a trigger in A-10C that checks for the TAD map range to be set to 40 miles, \nenter “1” for indicator ID to set this to the left MFCD, enter “TAD_scale” as the element name \nand enter “40” as the desired string. \nX: COCKPIT PARAM EQUAL TO (requires console) – checks for the desired setting of a set \ncockpit parameter. This trigger evaluates a number of specially-designed cockpit parameter \ntrackers for the A-10C (such as TGP zoom level, steerpoint name, etc.). \n \n• \nPARAM (parameter) – sets the name of the parameter to check. To obtain a parameter \nname, run a mission with the desired parameter active, open the game console and \nexecute the “console.out(list_cockpit_params())” command. The game console can be \naccessed by pressing the “`” command in-game. The console.out(list_cockpit_params()) \nconsole command will display the current states of all cockpit parameters. \n• \nVALUE – sets the parameter setting, which will satisfy the condition to execute the \ntrigger. Note, depending on the parameter, the value may be a numerical or alphabetical \nstring. \nX: COCKPIT PARAM IN RANGE (requires console) – checks for the set cockpit parameter to \nbe within the set value range. This trigger evaluates a number of specially-designed cockpit \nparameter trackers (such as TGP zoom level, steerpoint name, etc.). \n• \nPARAM (parameter) – sets the name of the parameter to check. To obtain a parameter \nname, run a mission with the desired parameter in effect, open the game console and \nexecute the “console.out(list_cockpit_params())” command. The game console can be \n\n\nED [DCS USER MANUAL] \n \n158 \nMISSION EDITOR | Eagle Dynamics \n \naccessed by pressing the “`” command in-game. The console.out(list_cockpit_params()) \nconsole command will display the current states of all cockpit parameters. \n• \nMIN – sets the minimum value of the set parameter, which will satisfy the condition to \nexecute the trigger. Valid value range is -1^9 to 1^9. \n• \nMAX – sets the maximum value of the set parameter, which will satisfy the condition to \nexecute the trigger. Valid value range is -1^9 to 1^9. \n \nX: COCKPIT PARAM IS EQUAL TO ANOTHER – checks for the set parameter value to be \nidentical to another parameter’s value. This trigger can be used in conjunction with the X: \nCOCKPIT PARAM SAVE AS action in order to compare parameter values at different points in the \nmission. \n \n• \nPARAM (parameter) – sets the name of the first parameters to evaluate. To obtain a \nparameter name, run a mission with the desired parameter in effect, open the game \nconsole and execute the “console.out(list_cockpit_params())” command. The game \nconsole can be accessed by pressing the “`” command in-game. The \nconsole.out(list_cockpit_params()) console command will display the current states of all \ncockpit parameters. \n• \nPARAM (parameter) – sets the name of the second parameter to evaluate. \nNote, one of the two parameter variables may be a custom parameter name saved using the   \nX: COCKPIT PARAM SAVE AS action. \nACTIONS \nThe conditions and actions of the triggers use the command numbers, which can be found in \nthe corresponding Scripts folder of each aircraft along the path DCS\\Mods\\aircraft\\Aircraft \nName\\Cockpit\\Scripts: \n\\Mods\\aircraft\\Aircraft Name\\Cockpit\\Scripts\\command_defs.lua – command numbers; \n\\Mods\\aircraft\\Aircraft Name\\Cockpit\\Scripts\\clickabledata.lua – button command numbers; \n\\Mods\\aircraft\\Aircraft Name\\Cockpit\\Scripts\\devices.lua – device ID numbers in the cockpit. \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  159 \n \nX: COCKPIT HIGHLIGHT ELEMENT – enables a cockpit highlight of the specified cockpit \ncontrol (switch, button, knob, etc.). \n• \nID – sets the ID of the highlight. The ID can be referenced by other triggers to evaluate \nthe status of or remove the highlight. \n• \nELEM NAME (element name) – sets the name of the cockpit control to highlight. \nClickable cockpit functions (switches, buttons, knobs, etc.) are described in \nScripts\\Aircrafts\\Aircraft Name\\Cockpit\\clickabledata.lua. \n• \nSIZE OF BOX – sets the span of the highlight in meters. A setting of ‘0’ will \nautomatically conform the highlight to the 3D shape of the cockpit control. \n \nX: COCKPIT HIGHLIGHT INDICATION (required console) – enables a cockpit highlight of \nthe specified digital indication element (such as HUD display elements). \n• \nID – sets the ID of the highlight. The ID can be referenced by other triggers to evaluate \nthe status of or remove the highlight. \n• \nINDICATOR ID – sets the ID value of the cockpit indicator containing the desired \nindication. Indicator ID’s are described in DCS\\Mods\\aircrafts\\Aircraft \nName\\Cockpit\\Scripts\\device_init.lua. To quickly locate the indicator ID’s in the lua file, \nperform a search function for “indicators”. Indicator ID’s begin with ‘0’ at the top of the \ntable and are increased by 1 with each subsequent indicator in the table. For example, \nthe HUD ID for A-10C is ‘5’. \n• \nELEM NAME (element name) – sets the name of the display element to highlight. To \nobtain an element name, run a mission with the desired element string displayed in the \ncockpit, open the game console and execute the “console.out(list_indication(n))” \ncommand (where ‘n’ is the desired indicator’s ID). The game console can be accessed by \npressing the “`” command in-game. The console.out(list_indication(n)) console \ncommand will list all current element strings of the set indicator. \n• \nSIZE OF BOX – sets the span of the highlight in meters. \n \nX: COCKPIT HIGHLIGHT POINT – enables a cockpit highlight centered at the specified 3D \ncockpit coordinates. This action allows you to specify the 3D dimensions of the highlight, which \n\n\nED [DCS USER MANUAL] \n \n160 \nMISSION EDITOR | Eagle Dynamics \n \ncan be useful for creating “flat” 2D highlights of panel instruments in either horizontal or vertical \nplanes. \n• \nID – sets the ID of the highlight. The ID can be referenced by other triggers to evaluate \nthe status of or remove the highlight. \n• \nX (FWD/AFT) – sets the highlight position on the X (forward/aft) axis of the cockpit in \nmeters. \n• \nY (UP/DN) – sets the highlight position on the Y (up/down) axis of the cockpit in \nmeters. \n• \nZ (RGT/LFT) – sets the highlight position on the Z (right/left) axis of the cockpit in \nmeters. \n• \nBOX DIM, X – sets the span of the highlight’s X axis in meters. \n• \nBOX DIM, Y – sets the span of the highlight’s Y axis in meters. \n• \nBOX DIM, Z – sets the span of the highlight’s Z axis in meters. \n \nX: COCKPIT PARAM SAVE AS (requires console) – save the current value of the specified \ncockpit parameter as a new parameter. This trigger allows you to save the state of a parameter \nfor later evaluation during the mission. \n• \nSOURCE – sets the name of the parameter for which the value will be saved. To obtain \na parameter name, run a mission with the desired parameter in effect, open the game \nconsole and execute the “console.out(list_cockpit_params())” command. The game \nconsole can be accessed by pressing the “`” command in-game. The \nconsole.out(list_cockpit_params()) console command will display the current states of all \ncockpit parameters. \n• \nDESTINATION – sets the name of the new parameter, under which the value of the \nsaved parameter will be stored while the mission is running. \n \nX: COCKPIT PERFORM CLICKABLE ACTION – sets the specified cockpit control to the \nspecified position. This trigger can be used to force-set a required cockpit control (for example \nto engage autopilot mode). \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  161 \n \n• \nCOCKPIT DEVICE – sets the ID value of the cockpit device manipulated by the \nrequired control. Device ID’s are described in DCS\\Mods\\aircrafts\\Aircraft \nName\\Cockpit\\Scripts\\devices.lua. Device ID’s begin with ‘1’ at the top of the table and \nare increased by 1 with each subsequent device in the table. For example, the ID for \nautopilot is ‘38’. \n• \nCOMMAND – sets the command value for the required control, starting with a base \nvalue of 3000. Command values are described in DCS\\Mods\\aircrafts\\Aircraft \nName\\Cockpit\\Scripts\\clickabledata.lua, using the argument \n“device_commands.Button_n” (where ‘n’ is the command value of interest). To quickly \nlocate a desired command in the .LUA file, perform a search for relevant terms (such as \n“autopilot” or “MFCD”). For example, the command to engage the autopilot in A-10C is \nscripted as “device_commands.Button_2”. As such, it would be entered in the Command \nfield as “3002”. \n• \nVALUE – sets the argument value (control position in the cockpit). Control arguments \nare described in DCS\\Mods\\aircrafts\\Aircraft Name\\Cockpit\\Scripts\\clickabledata.lua. The \nvariable “arg” describes the argument ID (not necessary for this trigger). The variable \n“arg_value” describes the increment of each movement of the argument. The variable \n“arg_limit” describes the limits of the argument’s range of movement. \n \nX: COCKPIT REMOVE HIGHLIGHT – removes the specified cockpit highlight. \n• \nID – sets the ID of the cockpit highlight to remove. \n \nX: PREVENT CONTROLS SYNCHRONIZATION – This trigger can be used at the start of the \nmission to disable synchronization of cockpit controls with the actual controls on the player's \ninput hardware. When enabled in the player's Options > Miscellaneous tab, control \nsynchronization may negatively affect missions with cockpit triggers by automatically setting \ncockpit controls to positions other than default. \n \nX: SET COMMAND – inputs the specified game command. \n\n\nED [DCS USER MANUAL] \n \n162 \nMISSION EDITOR | Eagle Dynamics \n \n• \nCOMMAND – sets the ID value of the command to input. The command ID can be \nobtained in the OPTIONS>CONTROLS screen by hovering the mouse over the command \ndescription (left side of the screen). This functionality can be enabled in Mission \nEditor/Mission Editor.lua by changing the \n“OPTIONS_ADD_COMMAND_CODES_TO_TOOLTIP” line from “false” to “true”. \n \nX: SET COMMAND WITH VALUE – inputs the specified game command with the specified \nvalue. \n• \nCOMMAND - sets the value of the command to input. The command value can be \nobtained in the Game Options>Controls screen by hovering the mouse over the \ncommand description (left side of the screen). This functionality can be enabled in \nMission Editor/Mission Editor.lua by changing the \n“OPTIONS_ADD_COMMAND_CODES_TO_TOOLTIP” line from “false” to “true”. \n• \nVALUE – sets the value with which to enter the command. \n \nX: START LISTEN COCKPIT EVENT – start listening for the specified cockpit event to set the \nspecified flag to on. Cockpit events are limited to the Ka-50. \n• \nEVENT – sets the event name to listen to. The following events are currently scripted in \nthe engine. \no \"setup_HMS\" \no \"setup_NVG\" \no \"DisableTurboGear\" \no \"GroundPowerOff\" \no \"EnableTurboGear\" \no \"GroundPowerOn\" \no \"OnNewNetHelicopter\" \no \"initChaffFlarePayload\" \no \"switch_datalink\" \no \"OnNewNetPlane\" \no \"WeaponRearmFirstStep\" \no \"WeaponRearmComplete\" \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  163 \n \no \"initChaffFlarePayload\" \no \"repair\" \no \"LinkNOPtoNet\" \no \"UnlinkNOPfromNet\" \n• \nFLAG – sets the flag number to set to on when the specified event occurs. \n \nX: START LISTEN COMMAND – start listening for the specified input command to set the \nspecified flag to on. \n• \nCOMMAND – sets the value of the command to listen to. The command value can be \nobtained in the Game Options>Controls screen by hovering the mouse over the \ncommand description (left side of the screen). This functionality can be enabled in \nMission Editor/Mission Editor.lua by changing the \n“OPTIONS_ADD_COMMAND_CODES_TO_TOOLTIP” line from “false” to “true”. \n• \nFLAG - sets the flag number to set to on when the specified event occurs. \n• \nHIT COUNT – sets the number of times the command must be entered before the \nspecified flag is set to on. \n• \nVAL LIM MIN – sets the minimum value of the command input. \n• \nVAL LIM MAX – sets the maximum value of the command input. \n• \nCOCKPIT DEVICE – cockpit system ID number. \n \nX: START WAIT USER RESPONSE – start listening for input of the SPACE BAR key to set the \nspecified flag to on. This can be a convenient way to progress a training mission based on the \nplayer’s signal. Using this trigger will prevent an input command normally mapped to the Space \nBar key (usually fire gun). \n• \nFLAG – sets the flag number to set to on when the SPACE BAR key is pressed while the \naction is in effect. \n\n\nED [DCS USER MANUAL] \n \n164 \nMISSION EDITOR | Eagle Dynamics \n \n \nX: STOP WAIT USER RESPONSE – stop listening for input of the SPACE BAR key. This trigger \ndisables the START WAIT USER RESPONSE action. \n \nThis action can be useful when creating mission scenarios where the player is to command AI \ngroups to perform various actions, such as advance forward or hold position, by binding the \ndesired AI actions to the flag number of the corresponding custom radio message. \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  165 \n \nTrigger Practical Exercise \nNow that we have reviewed the mechanics of the Trigger system, we will create a basic mission \nusing trigger scripting.  In this mission, we will do the following: \n \n1. Player will fly to battle area, and when nearing this area, friendly artillery will bombard \nan enemy position. \n2. As the player flies closer, they will receive a Forward Air Controller message about tasked \ntargeting. \n3. When the player destroys enemy armor in the target area, friendly ground forces will \nadvance. \n4. When friendly forces reach their objective, they will radio the player of a successful \nmission. \n \nThe first thing we will do is set up the Zone triggers.  So, I will create three different trigger \nzones, and I will call these Start Artillery, FAC Message, and Mission Success.  I will set the TYPE \nas ONCE for each of them. \n \n \n \nI will now set up the conditions and actions for each of these triggers. \n\n\nED [DCS USER MANUAL] \n \n166 \nMISSION EDITOR | Eagle Dynamics \n \n \nFor the Start Artillery trigger, I will create a NEW condition and set the TYPE to UNIT INSIDE \nZONE.  In the UNIT field I will select the player’s aircraft (Player) and in the ZONE I will select \nStart Artillery.  The Start Artillery zone is one I created with the trigger zone creation tool that \nwe’ll discuss later. \n \n \nTo set the action, I will press NEW and then select GROUP ACTIVATE as the ACTION. With that \nselected, I will set the Arty-01 as the Group.  Because this is to be an activated group, I set its \nSTART TIME in the Group Properties to a time past the anticipated mission start time. \n \nThe next trigger zone we will script is the FAC Message.  To do so I will select the FAC Message \nfrom the triggers list and then click the NEW button in the Conditions pane.  Again, I will select \nUNIT IN ZONE as the TYPE and the UNIT as PLAYER.  However, for this trigger I will set the \nZONE as FAC Message. \n \nFor the action, I want both a text message and audio message to play.  So, I will first press the \nNEW button in the Actions pane and check that the MESSAGE TO ALL action is selected.  I will \nthen enter a text message in the TEXT box. \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  167 \n \n \n \nI now need to set the second (audio) action for this trigger by pressing the NEW button again \nbut this time selecting the SOUND TO ALL option as my ACTION.  I will then press the OPEN \nbutton and use the browser to select the audio file I wish to play. \n \nThe third trigger zone condition action we will create will be for the Mission Success message.  \nThis will trigger when the friendly ground forces reach the objective.  The objective will be \ndefined as one of the trigger zones I had created. \n \nI will create a NEW condition and set the TYPE to UNIT IN ZONE.  In the UNIT field, I will select \none of the friendly armor units (BTR-01) and in the ZONE field, I will select Objective. \n \n\n\nED [DCS USER MANUAL] \n \n168 \nMISSION EDITOR | Eagle Dynamics \n \n \n \nFor the action, I want both a text message and audio message to play.  So, I will first press the \nNEW button in the Actions pane and check that the MESSAGE TO ALL action is selected.  I will \nthen enter a text message in the TEXT box.  I now need to set the second (audio) action for this \ntrigger by pressing the NEW button again but this time selecting the SOUND TO ALL option as \nmy ACTION.  I will then press the OPEN button and use the browser to select the audio file I \nwish to play. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  169 \n \n \n \nThe next trigger we will create is one that allows the friendly ground units to advance from their \nstarting location once the blocking enemy force is destroyed.  To do so, we will first create a \nnew trigger as a ONCE TYPE and call it Advance.  Now we will create a NEW condition and set \nthe TYPE to GROUP DEAD.  From there, we will set the UNIT to the enemy armor units that are \nblocking our path (Objective-01).  For the Action, we will create a new one by clicking the NEW \nbutton and then setting the ACTION to GROUP ACTIVATE.  From the GROUP drop down list I \nwill select our friendly ground force platoon that will activate and advance when the blocking \nforce is destroyed.  Remember that I needed to set the START TIME value of the friendly \nground forces (BTR-01) to a time past the mission play time. \n \nThe final trigger we will place in this example is an enemy air defense that is assigned a random \nchance of appearing in the mission.  We will create a new ONCE trigger and call it Random AAA.  \nNext, we will create a NEW condition and set the TYPE to RANDOM.  In the % field, we will \nchoose 50 (as in 50%).   \n \n\n\nED [DCS USER MANUAL] \n \n170 \nMISSION EDITOR | Eagle Dynamics \n \n \n \nTo set the action, we will create a NEW action and set the ACTION to GROUP ACTIVATE.  From \nthe GROUP drop down we will select the enemy air defense vehicle I placed in the mission called \nAAA.  In the unit placement window, there is also the option to have activated unit visible or \ninvisible before it is active in the world. \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  171 \n \nDefine Mission Goals \n \nWhen evaluating a mission for success, draw, or failure, the simulation uses point totals that are \nassigned by the mission builder.  If total points at the end of a mission are 49 or less, the \nmission is a failure; if total points equal 50, the mission is a draw.  If total points are 51 or \nhigher, the mission is deemed a success.  This point total is also used to define which stage and \nmission may be chosen next in a campaign. \nThe same set of conditions used in the Trigger system is also used to define mission goals.  In \nthe Goal window, the list of all created goals is displayed in the top pane.  Once a goal is \nselected by clicking on it, the conditions of the goal are listed in the bottom pane. \n \n \n \nTo create a New goal, press the NEW button under the MISSION GOALS pane.  Upon doing so, \nfunctions are displayed beneath the pane: \n• \nNEW button.  Press this button to create/add a new Goal to the Goal List. \n• \nDELETE button.  To remove a Goal from the list, click on it from the list and then click \non the DELETE button. \nGoal List \n \n \nSelected Goal's Condition(s) \n \n \n\n\nED [DCS USER MANUAL] \n \n172 \nMISSION EDITOR | Eagle Dynamics \n \n• \nCLONE button.  Press this button to clone the selected Goal into the Goal list. \n• \nNAME. Type in the name you wish to assign to the Goal.  This name, along with its \nscore and assignment, will be displayed in the Goal List. \n• \nSCORE. Each goal may be assigned a point score by either using the left and right \nbuttons or manually entering it into the field. \nThe bottom drop down field allows you to assign who the points will be awarded to.  There are \nthree options: \n• \nOFFLINE.  This setting is used for single player missions; points are only in regards to \nthe Player. \n• \nRED.  A Goal assigned to RED will result in the assigned points awarded to the RED side. \n• \nBLUE.  A Goal assigned to BLUE will result in the assigned points awarded to the BLUE \nside. \nOnce a Goal has been created, you must click the NEW button under the CONDITIONS pane to \ndetermine the conditions by which the Goal is based.  The creation of Goal conditions is the \nsame as that used to create Trigger conditions. \nNEW button.  Press the NEW button to create a new Goal condition.  When you create a new \nGoal you will need to set the TYPE.  You may create multiple conditions for a single Goal. \nDELETE button.  Press the DELETE button to remove a condition from the Goal.  You will first \nneed to click on the condition you wish to remove before pressing the DELETE button. \nCLONE button.  Press the CLONE button to clone the selected Goal condition. \nTYPE drop down field.  Using this drop down, you can set the condition by which the Goal is \naccomplished.   \nEnter or select additional parameters depending on the type of condition. \nThe mission is considered completed when all its specified conditions are met. If even one of \nthese conditions is not yet satisfied, the mission will not be completed. \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  173 \n \nBattlefield Commanders \n \nThe Battlefield Commanders button opens the BATTLEFIELD COMMANDERS panel of the Mission \nEditor. This panel allows you to set the various roles for single and multiplayer missions. \n \nPILOT CAN CONTROL VEHICLES. This checkbox enables/disables the ability of a player \nassigned to an aircraft to assign movement and targeting commands to AI ground units via the \nF10 map view during the mission. If you are creating a single player mission, you will probably \nwant to enable this. \nMISSION/MULTIPLAYER ROLES (Red, Blue). This table sets the number of slots open in a \nmultiplayer mission for each side: \n• \nGAME MASTER. This allows the player to observe and play as JTAC and control ground \nunits for both sides. The Game Master can view all units. As a Game Master, you can \ndynamically alter the ground war during the mission.  \n \nNote 1: Although there are both Red and Blue side Game Master roles, both \nsides act the exact same and  \nboth control units from both sides. \n \nNote 2: For Head-to-Head multiplayer matches, it is best not to enable any \nGame Master roles. \n• \nTACTICAL CMDR (COMMANDER). This allows players to strategically control ground \nunits from the F10 Command Map. This includes indirect fire systems like artillery and \nmultiple rocket launcher systems. This also allows first person vehicle control, including \nJTAC capability. \n• \nJTAC/ Operator. This allows first person vehicle control, including JTAC capability, but \ndoes not have strategic control over ground units. \n• \nOBSERVER. Players cannot play as JTAC or control ground units, but it has unlimited \ncamera access to observe the action.  \nOnce a mission has been started, each player will choose which command role to play from the \nChoose Role window. Once you select the desired role, press the Start button. \n\n\nED [DCS USER MANUAL] \n \n174 \nMISSION EDITOR | Eagle Dynamics \n \nAircraft that are set to human control will also be listed. \n \n \n \nSet Mission Options \n \nThe Mission Options panel has been described in detail previously in the System Bar chapter of \nthe manual.  \nFly Mission \n \nPress the green flight button to exit the Mission Editor and open the mission Briefing menu in \npreparation for the flight. \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  175 \n \nTask Planning for Unit Groups \nFundamental Concepts \nMission building involves creating unit groups, planning of group routes and combat tasks, and \ndeveloping a dynamic battlefield atmosphere using triggered events, mission weather and time \nof day settings. \nWhen designing a mission, you can choose one of two basic approaches to creating battle \nscenarios: \n1. Simple: Place and route groups with minimal adjustments of default route and task \nsettings (actions to determine behavior will be created automatically). \n2. Advanced: Use the Advanced Actions Panel of the Group Properties Menu for precise \nmanual control over group actions. \nThe first method requires minimum use of the interface to create simple missions with the idea \nthat AI groups will act generally as envisioned by the designer, but using automatic behavior \nactions programmed into the AI based on factors such as presence of enemy units, contact \nrange, etc. In this approach, the AI will generally move along its route and engage enemy units \nas soon as they are within engagement range, which can vary based on the unit type and task \n(in case of aircraft groups). \nHowever, the automated AI actions created by default may not always produce the desired \nresults. In particular, if the mission calls for complex AI actions, for example attacking only \ncertain types of ground units in different target areas or restrictions on the use of particular \nweapons, the desired behavior may be achieved more effectively by using the Advanced Actions \nPanel to create and configure group actions in detail. Although more time consuming and \ncomplex, this allows for much greater flexibility and control in scripting AI behavior in the \nmission. \nActions refer to the various behaviors a mission designer can script for the AI to perform in the \nmission. Before we describe all of the advanced actions in detail, you should understand the \nfollowing terms: Group Artificial Intelligence, Task, Enroute Task, Command and Option. \nTasks and Enroute Tasks are the primary combat actions and include a number of different \ntargeting and engagement options for air, ground and naval groups. For example, a task to \nattack an enemy group or to act as a Forward Air Controller (FAC) in providing targeting \ncommands to other friendly units. All Tasks and Enroute Tasks are actions performed over a \nperiod of time. Commands are instantaneous actions, such as setting a radio frequency for the \ngroup. Options are rules or limitations imposed on the group in executing an action. \nAll actions include a number of conditions the mission designer can set to control the starting \nand ending of the action. These include setting a mission time for starting and/or ending the \naction, action duration time, flag states (on/off), action activation probability, and custom \nscripting in LUA code language. \n \n\n\nED [DCS USER MANUAL] \n \n176 \nMISSION EDITOR | Eagle Dynamics \n \nGroup Artifical Intelligence (AI) \nGroup Artificial Intelligence is a virtual object (represented by the lead unit of a group) that \ncontrols game units or a group of units. The AI executes the actions set for the group in the \nmission editor. In doing so, the object follows behavior rules programmed into the simulation by \nthe developers, however its behavior can also be adjusted by the mission designer using the \ntasking options available in the Advanced Actions Panel. Note, actions are set for entire groups \nonly and not for individual units within a group. \n \nWhen creating a group route, the mission designer can add or edit the actions for the group to \nperform at each waypoint (WP) of the route. Actions of a given waypoint are activated once the \ngroup leader reaches the waypoint. The actions are performed sequentially based on their order \nand/or priority setting. Priority is set as a whole number, starting with 0 as the highest priority \nvalue. Actions can also be set in the Trigger Menu of the mission editor to be activated \nindependently of the route waypoints. \nPerform Task \nTask actions involve combat engagement, targeting and maneuvering. By setting a Perform \nTask, the mission designer commands the AI to perform a specific combat function at a specific \npoint in the mission. For example: orbit on station, engage an enemy group, provide targeting \nto other groups as a FAC. Tasks have the highest execution priority for the AI and are generally \nused to set the primary group action for a waypoint. The AI will perform multiple Tasks one at a \ntime according to their order or priority setting. \nTask execution can be ended either by the AI automatically in-game or according to the action \nstop conditions set by the mission designer. For example, the AI will cease to attack a \ndesignated group of enemy vehicles when all of the vehicles in the group are destroyed or the \nAI group has exhausted its supply of usable weapons. Alternatively, the AI can be forced to \ncease the attack by setting an action stop condition, such as an action duration time limit. \nStart Enroute Task \nLike Perform Tasks, Start Enroute Tasks are combat actions that involve targeting or \nengagement actions. However, Start Enroute Tasks are designed to be active for the length of \nthe group's route and can be executed multiple times and in multiple locations as long as the \nconditions for executing the Start Enroute Task are in effect and the AI is able to execute the \naction. As such, Start Enroute Tasks assume periodic interruptions of route navigation to \nperform the action, such as attacking \"pop-up\" enemy units detected along the route. \nWhereas Tasks involve definitely known and pre-set targets, Start Enroute Tasks allow for some \nuncertainty in target type or location. The key phrase to keep in mind when using Start Enroute \nTasks is \"Search For...\". This means the AI will actively search for the target and perform an \nattack only when the target is detected. \nStart Enroute Tasks can only be ended by action stop conditions set by the mission designer. \nOtherwise, an Start Enroute Task will be active for the duration of the AI's \"life\" in the mission. \nNumerous Start Enroute Tasks can be active simultaneously, however only one Start Enroute \nTask can be executed at a time. If conditions for multiple Start Enroute Tasks are true (for \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  177 \n \nexample, enemy groups designated in two different Start Enroute Tasks are detected \nsimultaneously), one Start Enroute Task will be selected by the AI to perform based on its order \nor priority setting.  \nNote, any Task will always have a higher priority over any concurrent Start Enroute Task (unless \nset otherwise manually by the mission designer). As such, an Start Enroute Task can be \ninterrupted by a Task and resumed after its completion. \nPerform Command \nA Command is an instantaneous group action that is executed immediately upon activation. For \nexample, a Set Frequency command action will change the group's radio communications \nfrequency. Like Tasks and Enroute Tasks, the conditions for executing Commands can be \ncustomized by the mission designer and include mission time, flags state, command activation \nprobability, and custom scripting in LUA code language. \nSet Option \nOptions set rules for the group for the duration of the mission, unless started and ended at \nspecific waypoints. Options are set using the format:<variable>=<value>, such as \nFormation=Trail. Using such options, the mission designer can control the AI's use of sensors \nand weapons when performing actions. For example, the <Radar Use> option setting to \n<Never> can be used to script a radar-silent intercept. \n \nAll actions can be tied to route waypoints or set independently of the route using the AI Task \naction of the Trigger Menu of the mission editor. In the latter case, the action will be executed \nwhen the rules of the trigger are in effect, as opposed to passing a waypoint. \n \nA more thorough overview of all AI actions will be provided below. \n \nPanel Flags \n\"Flag\" variables in the form of a checkbox are used extensively to enable/disable various options \nin the panels of the Group Properties Menu. Do not confuse this with the FLAG ON/FLAG OFF \ntrigger rule and action in the Trigger Menu of the mission editor. You can think of panel flags as \n\"locks\". \n \n \n \nSpeed lock checkbox \n\n\nED [DCS USER MANUAL] \n \n178 \nMISSION EDITOR | Eagle Dynamics \n \nIn conclusion, some of the main steps in creating a mission include: creating unit groups, \nplacing the group routes on the map, setting up group main tasks (for aircraft groups), \nconfiguring the group actions using the Advanced Actions Panel (Tasks, Enroute Tasks, \nCommands, Options), creating triggers to script certain group actions in addition to those set \nwith route waypoints. \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  179 \n \nGroup Route Planning \nWhen placing group routes, one of the basic functions to set will be the desired speed \n(\"SPEED\") and estimated time of arrival (\"ETA\") for each waypoint. \n \n \n \nDepending on the plans of the mission designer, one, both or neither of these values can be \n\"locked\" at each waypoint using the panel flags. When either value is locked by the user, the \nmission editor automatically calculates the other value based on the known range between \nconsecutive waypoints. \nLocking speed and ETA values requires a logical consistency between waypoint lock settings as \nnot every combination of speed and ETA lock is always possible. The route waypoint locks must \nbe arranged such that the AI always retains a reference time value somewhere along the route. \nUsing an example of a relatively simple route consisting of 4 waypoints, the following 6 \ncombinations of lock settings are valid. \nThe Red Coalition has the following three designations for WP: \n1. SP – Starting Point, \n2. WP … – Waypoint Route Number, \n3. DP – Destination Point. \nSpeed and ETA for the \nselected waypoint \n \nSelected waypoint # \n \n\n\nED [DCS USER MANUAL] \n \n180 \nMISSION EDITOR | Eagle Dynamics \n \nThe Blue Coalition has all its WP set to zero by default. \nExample 1 \nUser locks: \n• \nGroup start time (Т0), i.e. ETA for WP0; \n• \nETA for the final waypoint (Т3); \nIn this case, the user doesn't control the speed and ETAs for waypoints 1 and 2 or the speed for \nWP3. These values are calculated by the mission editor automatically. The mission editor \ncalculates the average speed for the route to reach WP3 at the designated ETA. Note that the \ndesired speed refers to the speed to the waypoint, i.e. the speed the AI group will assume once \nit passes the preceding waypoint. \nThe AI group will attempt to adjust its speed for WP1, WP2 and WP3 as necessary to arrive at \nWP3 at the locked ETA. \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  181 \n \n \n \nIf the user unlocks the ETA for either WP0 or WP3, the route will no longer be valid, because \nthe mission editor will not have a time reference for calculating the desired speeds for WP1 and \nWP2. When a route is invalid, the speed and ETA checkboxes become framed in red to indicate \nan error and a corresponding message appears when the user attempts to close the Group \nProperties Menu or save the mission. \nIn order to unlock both the speed and ETA of a waypoint, at least one preceding and \nsubsequent waypoint must have a locked ETA! \nExample 2 \nUser locks: \n• \nGroup start time (Т0), i.e. ETA for WP0; \n• \nSpeed (V0 – V3) for each waypoint; \nIn this case, the user doesn't control the ETAs for any waypoints after the initial waypoint, but \nwants to ensure the group maintains a desired speed along the route. The mission editor \nautomatically calculates the ETAs for WP1, WP2, WP3 based on the known range and locked \ndesired speed of the waypoints: \n\n\nED [DCS USER MANUAL] \n \n182 \nMISSION EDITOR | Eagle Dynamics \n \n \n \n \n \nExample 3 \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  183 \n \nUser locks: \n• \nGroup start time (Т0), i.e. ETA for WP0;  \n• \nETA for all other waypoints (Т1, Т2, Т3); \nIn this case, the user wants to ensure the waypoints are reached at the designated ETAs. The \nAI group will attempt to maintain speed for each waypoint such that it arrives at each waypoint \nat the designated ETA. \nThe mission editor calculates the desired speed for each waypoint based on the known range \nand ETA between consecutive waypoints: \n \n \n \n\n\nED [DCS USER MANUAL] \n \n184 \nMISSION EDITOR | Eagle Dynamics \n \n \nExample 4 \nUser locks: \n• \nGroup Start time (Т0), i.e. ETA for WP0; \n• \nDesired speed for WP1 and WP3 (V1, V3); \n• \nETA for WP2 (Т2); \nIn this case, the user controls the ETA for WP2 and the travel speed for WP1 and WP3. \nThe mission editor automatically calculates the ETAs for WP1 and WP3, as well as the speed for \nWP2: \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  185 \n \n \n \nExample 5 \nUser locks: \n• \nGroup start time (Т0), i.e. ETA for WP0; \n• \nETA for the final waypoint (Т3); \n• \nDesired speed for WP1 and WP3 (V1, V3); \nIn this case, the user controls the ETA for WP3 and also the travel speed for WP1 and WP3. \nSuch a route is valid, because there is at least one waypoint (in this case WP2) between the \nstarting and ending waypoints, which has both the speed and ETA unlocked, allowing the \nmission editor to automatically calculate both values as needed to meet the desired settings for \nWP0, WP1 and WP3. \nThe AI group will attempt to adjust its speed for WP2 such that it will arrive at WP3 at the \ndesignated ETA and desired speed. \nThe mission editor automatically calculates the ETA for WP1 and WP2, as well as the desired \nspeed for WP2: \n\n\nED [DCS USER MANUAL] \n \n186 \nMISSION EDITOR | Eagle Dynamics \n \n \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  187 \n \nExample 6 \nUser locks: \n• \nETA for the final waypoint (Т3); \n• \nDesired speed for WP1 – WP3 (V1 - V3); \nIn this case, the mission editor automatically calculates the starting time (ETA for WP0):  \n \n \n \n\n\nED [DCS USER MANUAL] \n \n188 \nMISSION EDITOR | Eagle Dynamics \n \n \nIf the SPEED or ETA value is outside of the valid range for the particular unit (such as desired \nspeed below the minimum flying speed), the SPEED and ETA checkboxes become framed in red \nto indicate an invalid value warning and a corresponding message appears when the user \nattempts to close the Group Properties Menu or save the mission. To correct such an error, \nenter a valid value in the locked field. \n \nIf the user attempts to set an invalid route, for example lock the speed for all waypoints and at \nthe same time lock the ETA for the starting and final waypoints, the SPEED and ETA checkboxes \nbecome framed in red to indicate a flag error warning and a corresponding message appears \nwhen the user attempts to close the group properties panel or save the mission: \n \nTo correct such an error, set waypoint locks to a valid route combination. \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  189 \n \nHints \n• \nTo avoid repetitive error messages when closing the group properties panel, use the \nwaypoint edit panel to cycle between waypoints rather than selecting waypoints on the \nmap: \n \n• \nTo correct invalid SPEED or ETA value warnings (red font), enter a valid value. \n• \nTo correct invalid flag warnings (red checkboxes), set the SPEED and ETA locks to a valid \nroute combination. \n• \nEvery route must have at least one waypoint with a locked ETA! This can be the initial \nwaypoint to set the group starting time or any subsequent waypoint. \n• \nThe Mission Editor does not prevent you from setting any combination of speed and ETA \nlocks, however it informs you when an invalid combination is set with either an invalid \nvalue warning or invalid flag warning. A warning window will pop-up if attempt to save \nthe group properties or the mission whenever an invalid route is present. \n \n \n\n\nED [DCS USER MANUAL] \n \n190 \nMISSION EDITOR | Eagle Dynamics \n \nPlace Airplane and Helicopter Group \n \nAt the top of the Object (OBJ) Tool Bar are the Place Airplane and Place Helicopter buttons. You \nwill use these buttons to place aircraft groups in the mission, set their routes, and the actions \nthey will take. When placing an aircraft group, it is important to remember that the groups can \nconsist of one to four units (aircraft). Because the placement functions of fixed wing and rotary \nwing (helicopters) are very similar, we will discuss them jointly. \nNote, the mission editor supports group copy/paste functionality. To copy a group, select it and \npress [CTRL+C]. To paste the group with identical properties, position the mouse over the \ndesired point on the map and press [CTRL+V]. \nThe aircraft Group Properties Mode consist of numerous functions, which are described below. \nWe will discuss them from top to bottom. \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  191 \n \nNAME. In the Name field, you may enter in a unique name for the aircraft group. If you do not \nenter one, a default name will be generated. The Name you create will be used when assigning \nsome types of Triggers such as a Group Dead condition. Always be careful not to assign more \nthan one group with the same Name.  \nCONDITION. The condition for the random spawning of a group in a mission. For this, LUA \nexpressions used in the Simulator Scripting Engine Documentation are entered into the field. \nFirst, the initialization script should be loaded in the trigger panel. The script is executed before \nthe mission is loaded and its result is used to set the conditions for the random group spawn. \nCOUNTRY. The Country drop down list will display all the countries that have been assigned to \neither the RED or BLUE sides when the mission was initially created by use of the CREATE NEW \nMISSION button. The Country selected will filter the TYPE of aircraft available.  \nTASK. The Task drop down menu allows you to select the group task. This setting will be in \neffect for the group for the duration of the mission. Note, the group task serves as a filter of \navailable and automatically generated actions in the Advanced Actions Panel as well as the \ndefault payloads available. \n \n \n \n• \nNothing. This mission task assumes a non-combat flight along a route. Such an aircraft \ndoes not take part in any active actions against enemy forces and just follows its route. \nUnder the threat of an enemy attack the aircraft will try to evade it. \n• \nAFAC. The Airborne Forward Air Controller (AFAC) mission task will set the assigned \naircraft to mark targets with smoke rockets or illumination flares. For night missions, this \ncan be a useful task to assign an airplane to support a player flying a Close Air Support \n(CAS) mission. \n\n\nED [DCS USER MANUAL] \n \n192 \nMISSION EDITOR | Eagle Dynamics \n \n• \nAnti-ship Strike. A mission task to attack enemy marine vessels using anti-ship \nmissiles. \n• \nAWACS. (Airborne Warning and Control System). The AWACS aircraft flies according to \na planned straight or circular route using looped waypoints, and it alerts allied aircraft, \nSAM sites, and ships when it detects enemy aircraft. Certain SAM systems can receive \ntargeting data directly from the AWACS even when their own acquisition radar systems \nhave been destroyed. Note that AWACS detection can be limited by range, very low \ntarget altitudes, and terrain masking. \n• \nCAP (Combat Air Patrol). The CAP mission task implies flying a large race-track pattern \nusing looped waypoints around a defined route to defend an area from enemy aircraft \nincursion. This type of task does not involve spotting and destroying enemy ground \ntargets or a significant deviation from the planned route to intercept aircraft. Be aware \nthat a high-altitude CAP will make life for low level interdiction easier for your aircraft. A \ncombination of a high/low CAP sandwich is the most balanced deployment. The crucial \nfactor while patrolling will be the fuel load limiting the distance and duration of the CAP. \nUnless manually disabled by the mission designer in the Advanced Actions Panel, all AI \naircraft will stop patrolling and return to base in a straight route as soon as their fuel \nfalls to the guaranteed minimum required for the return flight (Bingo fuel state).  \n• \nCAS (Close Air Support). CAS involves actively searching for enemy ground targets on \nthe battlefield and destroying them in support of friendly ground units under fire. This \ntask is most suitable for dedicated attack aircraft and helicopters. \n• \nEscort. This mission task is allocated to fighters and attack helicopters and involves \nescorting allied aircraft (transport aircraft, bombers, or attack aircraft) and defending \nthem along the route from possible attacks of enemy aircraft and air defense systems. In \ndoing so, the escorts should not engage in fights with the enemy if they do not pose a \nthreat or are significantly off the course line. \n• \nFighter Sweep. The fighter sweep mission task is a combat task that involves \npenetrating enemy air space to attack enemy fighters or other types of aircraft. The \nmain objective of a fighter sweep is winning air superiority and to ensure unimpeded use \nof the air space by friendly aircraft. Since the aircraft taking part in a fighter sweep may \nfind themselves at a considerable distance from their airfields and take part in prolonged \ndogfights, their fuel load will be a crucial factor. \n• \nGround Attack. This mission task is used to attack enemy ground targets using a \nvariety of air to surface weapons. This type of mission usually involves unguided bombs \nweighing from 500 to 20000 lbs. and unguided rockets. Unless otherwise set in the \nadvanced tasking options, the AI will generally prioritize use of longer-range weapons, \nsuch as guided air-to-surface missiles, over shorter-range weapons, such as unguided \nrockets and cannon. \n• \nIntercept. This is a defensive mission task whereby the aircraft must carry out an active \nsearch of incoming enemy aircraft and/or receive targeting data from ground based or \nairborne radar. This type of combat task is reserved for large scale defense and active \npatrolling and you should not use it while defending a small area or a local installation. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  193 \n \nWhile chasing the enemy, the interceptor may deviate far from its planned route and the \narea that is to be defended will be left undefended. \n• \nPinpoint Strike. The Pinpoint strike mission task involves detecting and attacking \nsurface targets using precision-guided weapons. \n• \nReconnaissance. The aircraft will fly directly over the assigned Reconnaissance Task \nwaypoint to best acquire intelligence. \n• \nRefueling. This mission task is reserved for aerial tankers. An aircraft assigned this \nmission will refuel any thirsty allied aircraft during its flight. \n• \nRunway Attack. This is a specialized form of ground attack that will allow the aircraft \nto automatically align the axis of its attack along the length of the targeted runway. This \nis most useful when deploying runway denial weapons. To do so, set the Targeting area \nover the airfield to attack and select Airfields from the Target Categories. \n• \nSEAD (Suppression of Enemy Air Defenses). Similar to the CAS Task, this mission task \nallows you to use attack aircraft in a more specialized role to attack enemy air defense \nsites with anti-radar missiles or other weapon types. \n• \nTransport. An aircraft assigned to a Transport mission task does not take part in any \nactive actions against enemy forces and just follows its route. Under the threat of an \nenemy attack the aircraft will try to evade it. \nUNIT. The Unit selection is composed of two fields and they allow you to select how many \naircraft units will be part of the flight group (1 to 4). The right field is used to set the total \nnumber of airplanes in the group; to do so, use the left and right arrow buttons. The left field is \nused to select an airplane within the group; to do so, use the left and right arrow keys. \nTYPE. Depending on the Country and Task selections, a list of appropriate aircraft is listed in \nthis pull-down list. \nSKILL. The Skill level allows you to select how competent the aircraft pilot is when flown by the \nartificial intelligence. This setting can control such factors on how much G the pilot can pull, at \nwhat range it will attack, and how accurate its weapon delivery skills are. There are five Skill \noptions for AI aircraft: \n• \nAverage – an AI pilot with average training. \n• \nGood – an AI pilot with good training. \n• \nHigh – an AI pilot with high training. \n• \nExcellent – an AI pilot with excellent training. \n• \nRandom – This option will randomly select from one of the four options above.  \n \nFor non-AI groups, you have two selections: \n• \nClient – If you wish the aircraft to be flown by a human in a multiplayer game, set it as \nClient. Do not set aircraft to Player in a multiplayer game.  \n• \nPlayer – Set the aircraft to Player when you want it to be flown by a human player in a \nsingle-player mission/campaign.  \n\n\nED [DCS USER MANUAL] \n \n194 \nMISSION EDITOR | Eagle Dynamics \n \nNote that a unit's skill level will affect its detection ranges, reaction times and targeting errors. \nPILOT. Enter a unique name for each unit within the aircraft Group. If you do not, a default \nname will be created automatically. This name is important because it will be used to set Trigger \nConditions. For example, if you create a condition based on the destruction of a unit, the unit \nwill be selected from a list using its PILOT name. \nTAIL #. Enter in this field either a three- or two-digit number you wish to have displayed on the \naircraft.  \nCOMM. Frequency for radio communications in MHz. The AI group will conduct radio \ncommunications at the specified frequency. Example: 124 MHz AM means a frequency of 124 \nMHz in the AM (amplitude modulation) band. \nCALLSIGN. Type in the callsign of the aircraft you wish it to use. For Russian aircraft, a three-\ndigit number is used. This callsign will be used in communications with the flight, AWACS, and \nground controllers. \nHIDDEN ON MAP. check box. After creating a mission, you may wish to hide certain units so \nthat people playing your mission cannot see them. For example, you may want to hide mobile \nenemy units from being seen by the player on the briefing and F10 maps. Press this check box \nto hide the selected aircraft group from the ME World Map and F10 view. You can view all \nhidden groups using the Units List window (discussed later in this manual).  \nUNCONTROLLED.  When setting an AI group to a “Takeoff from Ramp” (cold start) waypoint, \nthe Uncontrolled check box can be used to have the AI group appear at their starting location \non the ramp, but not begin the spool up sequence until initiated by an AI TASK trigger as set by \nthe START Command in the Triggered Actions of the group. In this case, the group aircraft will \nappear in the mission in parked configuration and remain as such until triggered to “come alive”. \nHIDDEN ON PLANNER. This option hides aircraft from the mission map in the mission \nplanner. This option can be useful if you need to hide an object from the player. \nLATE ACTIVATION. This option spawns a group of aircraft in the mission after a certain time \nafter reaching any condition or event. \n \nModal Buttons \nThe following modal buttons are displayed on the lower half of the Group Properties Panel:  \nFor AI groups: \n \n• \nroute, \n• \npayload, \n• \ntriggered actions, \n• \nroute summary. \nFor player-controlled aircraft: \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  195 \n \n \n• \nroute, \n• \npayload, \n• \ntriggered actions, \n• \nroute summary, \n• \nINU fix point, \n• \nnavigation target points, \n• \nfailures, \n• \nwaypoint properties, \n• \nradio presets. \nRoute Mode \n \nWhen in Route mode, the data in the lower half of the Group Properties Menu is in regards to \nwaypoint management. Waypoints are arbitrary points on the map (Lat, Long, and altitude) that \ncan be chained together to create a flight route. During the course of a mission, the group will \nfly from one waypoint to the next along the route line and at each waypoint you can assign \nunique characteristics.  \nTo place a new aircraft group, you will need to be in the Route mode and have an aircraft \nselected. You may then left click on the map to place the groups starting point, which will also \nbe waypoint 1. When you place a group, its waypoint marker (circle with its waypoint number \nnext to it) and route line will be colored appropriately: \n White - Selected unit.  \n Red - A Red side unit that is not selected.  \n Blue - A Blue side unit that is not selected.  \nAt the starting waypoint, there will be a unit icon instead of a standard waypoint circle. Different \nicons denote different types of units: \n \n \n \n\n\nED [DCS USER MANUAL] \n \n196 \nMISSION EDITOR | Eagle Dynamics \n \nAircraft Editor Icons (Russian/Western) \nRussia \nNATO \nUnit Type \n \n \nUtility helicopter \n \n \nAttack helicopter \n \n \nReconnaissance helicopter \n \n \nAnti-ship/Anti-submarine helicopter \n \n \nFighter aircraft \n \n \nAttack aircraft \n \n \nReconnaissance aircraft  \n \n \nBomber aircraft \n \n \nTransport aircraft \n \n \nAWACS (Airborne Early Warning and Control) \n \n \nAnti-ship/Anti-submarine aircraft \n \n \nTanker \n \n \nUAV (Unmanned Aerial Vehicle) \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  197 \n \n \nFor each waypoint of the route, the following options can be set in the waypoint control panel \nas described above. \n \nWAYPOINT. The WAYPOINT fields allow you to cycle between waypoints you have created, \nand by left clicking on the World Map you will add a waypoint. The left field displays the \ncurrently selected waypoint and you can cycle it by pressing the left and right arrow buttons. \nThe field on the right displays the total number of waypoints in the route. The circle and \nwaypoint number of the selected waypoint will be colored yellow on the map. \nNAME. For each waypoint you can assign a unique name. Type the name of the waypoint in \nthis field and this name will then appear next to the waypoint on the map. \nTYPE. Each waypoint can be assigned a type of action that the aircraft will perform when it is at \nthat waypoint. These include: \n\n\nED [DCS USER MANUAL] \n \n198 \nMISSION EDITOR | Eagle Dynamics \n \n• \nTurning point. This is the most common and basic waypoint and will result in the \naircraft performing a lead turn ahead of the actual waypoint location to complete the \nturn on course for the following waypoint. \n \n• \nFly over point. Much like a Turing Point, a Fly Over Point will sequence the aircraft \nfrom the preceding waypoint to the next, but only after passing directly over the \nwaypoint location. This will result in a course correction required to come on course for \nthe following waypoint. \n \n• \nTakeoff from runway. This type is only available when waypoint 1 is selected and it \nallows the aircraft to start on the runway threshold with all systems up and running. \nWhen set to Takeoff, the waypoint will snap to the nearest airfield or FARP. \n• \nTakeoff from ramp. This type is only available when waypoint 1 is selected and it \nallows the aircraft to start on the parking apron (ramp) with all systems shut down. \nWhen set to Takeoff, the waypoint will snap to the nearest airfield or FARP. \n• \nTakeoff from parking hot. This type is only available when waypoint 1 is selected and \nit allows the aircraft to start on the parking apron (ramp) with all systems up and \nrunning. When set to Takeoff, the waypoint will snap to the nearest parking apron \n(ramp). \n• \nLandingReFuAr. This type is available when selecting any waypoint other than 1. When \nset to LandingReFuAr, the waypoint will snap to the nearest airfield or FARP. \n• \nLanding. This type is only available when the last waypoint in the route is selected; the \nwaypoint will automatically snap to the nearest airfield or FARP. \n• \nTakeoff from ground. This type is only available when waypoint 1 is selected and it \nallows the aircraft to start from the ground with all systems shut down. In this case, it \ntakes some time to prepare for takeoff. \n• \nTakeoff from ground hot. This type is only available when waypoint 1 is selected and \nit allows the aircraft to start from the ground with all systems up and running. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  199 \n \nALTITUDE. The altitude setting will set the altitude in meters that the aircraft will be at when it \nreaches the waypoint. To set this, you can either use the left and right arrow buttons or type it \ninto the field. \n• \nAltitude type. Altitude can be set in meters above Mean Sea Level (MSL) - altitude \nmeasured relative to sea level (constant) or in meters Above Ground Level (AGL) - \naltitude measured directly over the ground below. Because terrain elevations vary \nthroughout the theater, setting an AGL altitude will result in the aircraft following the \nterrain contours along the route leg for the waypoint. On the other hand, setting an MSL \naltitude will result in level flight at the set altitude, unless obstructed by terrain (such as \nwhen attempting to maintain a low-level MSL altitude in mountainous terrain). \nSPEED. Indicates the desired ground speed for the waypoint as set by the user when the speed \nis locked or as automatically calculated by the mission editor when the speed is unlocked. Note, \nat high altitudes the ground speed is significantly different (higher) than indicated airspeed, \nwhich is displayed in the aircraft cockpit. \nGS (GROUND SPEED LOCK CHECKBOX). Selects between manual and automatic entry of the \ndesired speed for the waypoint. Not applicable to a starting waypoint.  \nIf the speed is locked, the group will attempt to maintain the desired speed on the route leg \nfrom the preceding waypoint to the current one.  \nMACH. The Mach number shows the ratio of the speed of the aircraft relative to the speed of \nsound. Depends on the height, temperature and pressure specified in the editor. It is shown \nonly in the aircraft group panel. \nSTART/ETA (Estimated Time of Arrival). Indicates the desired arrival time for the waypoint (or \ngroup start time in the case of the initial waypoint). This is set by the user if the ETA is locked or \ncalculated automatically by the mission editor if the ETA is unlocked. \nFix Time (ETA LOCK CHECKBOX). Selects between manual and automatic entry of the desired \nETA for the waypoint. The ETA is locked for the initial waypoint (group start time) by default. \nWhen locked, the ETA field can be used to set a delayed group activation in the mission by \nsetting an ETA for the initial waypoint at a time past the mission starting time. For example, if \nthe mission is set to start at 12:00:00/1 and the user wishes to have the group appear in the \nmission 15 minutes after the mission starts, he can lock the ETA for waypoint-1 at 12:15:00/1. \nFurthermore, if the user wishes for the group to appear in the mission based on a triggered \nevent of unknown time, he can set the ETA for the starting time past any likely mission time, \nsuch as 100 days later (12:00:00/100). In such a scenario, the group will not appear until \ntriggered by the scripted event or the starting ETA is reached. \nIf the ETA for the waypoint results in calculated speeds that are too slow or too fast for the \naircraft type, the font will become red to indicate an invalid entry and a corresponding error \nmessage will appear when the user attempts to close the properties panel or save the mission. \nSee above for more information. \n \n \n \n\n\nED [DCS USER MANUAL] \n \n200 \nMISSION EDITOR | Eagle Dynamics \n \nWaypoint Mode Buttons \nThese three buttons allow you to add, edit and delete route waypoints. \n \n• \nADD – In ADD mode, each press of the left mouse button over the map adds a new \nwaypoint. This mode is selected on by default when a Group Properties Mode is open.  \n• \nEDIT – In EDIT mode, existing waypoints can be selected on the map for editing in the \nwaypoint properties panel.  \n• \nDEL – Pressing this buttons deletes the selected waypoint. \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  201 \n \nPayload Mode \n \nThe Payload screen allows you to set the aircraft's external stores (weapons, fuel tanks, and \npods), internal fuel, quantities of chaff, flares and gun rounds, and the paint scheme. \n \n \n \nAt the top of the Payload page is a drawing of the aircraft (head-on) that illustrates the station \nnumber assigned to each station. Stations can load weapons, fuel tanks, and pods according to \nthe aircraft and station.  \nBelow the illustration is the Loading Chart and this lists each loading payload package as a \nseparate line. To the left of each line is the name of the payload package, and each column to \nthe right represents a different station and what is loaded on it. To select a payload package, \nclick on it and it will be highlighted. If you right click your mouse on a station box in the chart, a \npop-up window lists the possible types of payloads that can be hung on that station and by then \nmoving your mouse to the right you can select the specific payload to load on that station. At \nthe bottom of the pop-up window is the Remove option that allows you to clear the station.  \nBelow the Loading Chart is a group of five buttons that allow you to manage the chart. These \ninclude: \nAircraft stations \n \n \nPayload options \n \n \nInternal loading \n \n \n\n\nED [DCS USER MANUAL] \n \n202 \nMISSION EDITOR | Eagle Dynamics \n \n• \nNEW. In addition to the existing payload packages, you may press the NEW button at \nthe bottom of the Loading Chart to create your own. Upon doing so, a pop-up window \nwill prompt you to create a name for the new package. After you create a name and \npress the OK button to accept it, a new line on the loading chart with the name you \nentered will be displayed. You may then load each station using the right-mouse click \nfunction on each station.  \n• \nCOPY. You may also create new payload packages by making a copy of an existing one \nand then modifying it. To do so, select the package you want to use as a base and then \npress the COPY button. When you do so, you will be prompted to create a new name for \nthe package. Once you do so, a new payload package line will be created with the new \nname but using the package assignment of the base-payload you selected.  \n• \nDELETE. To remove a payload package from the chart, select the package you want to \nremove and then press the DEL (delete) button.  \n• \nRENAME. If you are not satisfied with the name of a payload package, you may select \nthe package and then press the Rename button. You will then be prompted to enter a \nnew name for the package. Once you press OK, the package will be renamed.  \n• \nEXPORT. When you create an aircraft group and set its TASK, a group of payload \npackages will be automatically associated with that task. The Export button allows you to \nassociate a payload package with another Task. For example, if you have an all-ATGM \npackage in the CAS Task that you also want to use as a Ground Attack Task package, \nyou could select the package in CAS and then Export it to Ground Attack. The next time \nyou create a Ground Attack Tasked group, the package would then appear as one of the \npayload options. \n \nTo the right of the Payload screen is a set of controls that allow you to adjust the internal \nloading of the aircraft and the paint it will wear. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  203 \n \n \n• \nINTERNAL FUEL (slider). The INTERNAL FUEL slider can be dragged left/right to set \nthe amount of fuel loaded on the aircraft in percent of maximum. \n• \nFUEL WEIGHT. Loaded internal fuel as a kilogram (kg) value.  \n• \nEMPTY. Empty weight of the aircraft without fuel and payload package in kilograms.  \n• \nWEAPONS. Total weight of all loaded stores on stations in kilograms.  \n• \nMAX. This field displays the maximum, safe total weight of the aircraft in kilograms. \n• \nTOTAL. Total weight of aircraft to include empty weight, fuel weight, and payload \npackage weight in kilograms.  \nThe non-interactive slider bar below the MAX and TOTAL fields provides a visual indication of \nthe maximum percent of loading on the aircraft as a percentage. \nNon-fuel internal loading of the aircraft is listed next: \n• \nCHAFF. Number of chaff bundles loaded. This can be decreased/increased using the \"<\" \n- \">\" arrow buttons.  \n• \nFLARE. Number of flares loaded. This can be decreased/increased using the \"<\" - \">\" \narrow buttons.  \n \nNote, the total number of chaff and flares is limited by the number of countermeasure cartridges \non the aircraft, so increasing one will decrease the other. \n \n\n\nED [DCS USER MANUAL] \n \n204 \nMISSION EDITOR | Eagle Dynamics \n \n• \nGUN. Percent of maximum number of cannon rounds that can be loaded.  \n• \nAMMO TYPE. Selection of the ammunition type loaded for the gun. \n• \nROPE LENGTH. Adjuster of the length of the rope of the cargo transported on the \nexternal suspension of the helicopter. \n• \nPAINT SCHEME. Selection of the aircraft paint scheme (\"skin\"). The number of choices \ndepends on the aircraft. \nTriggered Actions Mode \n \nThe Triggered Actions button opens the Triggered Actions Panel. This panel can be used to add \nor edit group actions analogous to the Advanced Actions Panel, but activated based on trigger \nrules as scripted in the Triggers Menu using the AI TASK trigger action. \nRoute Summary Mode \n \nThe Summary panel provides information on the entire flight route of the selected air group. \n \nSTART TIME. The mission start time for the group in Hour:Minute:Second/Day.  \nROUTE TIME. How long it will take the aircraft to fly the route, assuming no departures from \nthe planned route. This is indicated in Hour:Minute:Second/Day format.  \nROUTE LENGTH. Total distance of the route in meters.  \nAVERAGE SPEED. The average indicated airspeed of the route by totaling the assigned \nairspeed of each route leg and then dividing by the number of legs.  \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  205 \n \nINU Fix Point Mode \n \nThe INU Fix Point button opens the INU FIX POINT panel. This panel is used to place reference \npoints with known earth coordinates for the Inertial Navigation Unit (INU) of the player aircraft. \nThese points can be used to update the INU when flying over or designating them using the \ntargeting system. Usually visible landmarks are used as update locations, such as bridges or \nother easily identified landmarks. \n \n \n \nThe coordinates of the point will appear in the INU FIX POINT panel. Fix Points can be placed \ndirectly on the map using the mouse in ADD mode or moved over the map in EDIT mode. \nPressing the DEL button will delete the fix point.  \n \n \n\n\nED [DCS USER MANUAL] \n \n206 \nMISSION EDITOR | Eagle Dynamics \n \nTarget Point Mode \n \nThe Target Point mode allows you to set target points for the navigation system. \nTarget Points can be used by the mission designer to designate coordinate points on the ground \nas targets. These points can be selected by the pilot in flight using the \"OT\" button on the \nnavigation system and are indicated on the PVI-800 and ABRIS displays. \n \nADD. Add a new Target Point. \nEDIT. In EDIT mode, the Target Point can be moved over the map by clicking and dragging the \npoint. \nDEL. Delete the selected Target Point. \n \nThe Target Point panel indicates the latitude/longitude coordinates of the selected Target Point. \nThe Comment field allows you to add a custom comment for the selected Target Point. \nNote, the navigation system of the Ka-50 can store up to 10 Target Points. \nIn flight, Target Points 0 - 9 can be selected on the PVI control panel. \nTarget Points Panel \nTarget Point Number \nTarget Point \nCoordinates \nComment \nTarget \nTarget Point #1 \nstored as \"TRG01\" \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  207 \n \n \n \nA detailed description of operations using the operational points panel is given in the pilot's \nmanual of the aircraft equipped with the operational points function. \n \nFailures Mode \n \nThe FAILURES Panel allows you to set the aircraft's failures. The list of failures depends of \naircraft type. \nYour aircraft might be damaged in combat as the result of a missile or shell hit. To be ready for \nsuch a situation and to be able to fly the aircraft when onboard systems have failed, this tool \nallows you to simulate such failures. Select the Failures button and specify in the failures panel \nthe device you want to fail. Specify the exact failure time for the device or a Time Between \nFailure (TBF) if you wish to simulate failures without an exact failure time, but will occur within \nthat specified time frame. For example: if you specify 30 in the Within field for the left engine, \nthis means that your left engine will fail within the next 30 minutes. If you were to specify 0:15 \nin the After field, the failure will occur with set probability within the next 30 minutes after 15 \nminutes after takeoff.  \nTarget Point Mode \n \nSelected Target Point \nindicationon the PVI \n \nSelected Target Point \nindication on the ABRIS \n \n\n\nED [DCS USER MANUAL] \n \n208 \nMISSION EDITOR | Eagle Dynamics \n \nAdditionally, you can adjust the probability of failures by adjusting the Probability (%) field using \nthe arrow buttons. The Probability ranges between 0% (no chance) to 100% (certain failure). \nNote that failure(s) only apply to the Player aircraft. \n \n \nAlong the left side of the window is the DEVICE list that can be used to set an in-mission failure.  \nTo the right of each device line is a set of fields that allow you to set a time frame from mission \nstart that the failure will occur and the probability that the failure will occur. \n• \nAFTER (hh:mm). Input the hour and minutes from mission start that the failure will \noccur.  \n• \nWITHIN (mm). Use the third field to determine the time that the failure may happen.  \n• \nThe PROBABILITY (%) field allows you to enter the probability as a percentage (0 – \n100) that the failure will occur in the mission. \nThe steps needed to set aircraft failures include: \n1. Check the checkbox of the desired failure. \n2. Set the time at or after which the failure is to take place (hh:mm). \n3. Set the time within which the failure is to take place (mm). \n4. Set the probability for the failure to occur (%). \nFor example, to set a left engine failure an hour into the flight within a 15-minute time span and \na 50% probability, check the L-ENGINE Device box, enter 01:00 in the After field, enter 15 in \nthe Within field, and enter 50 in the Probability field. \nAt the bottom of the window are two additional controls: \n• \nRAND. Pressing the random button will randomly select devices to fail and set random \ntime windows and probabilities.  \n• \nCLEAR. The clear button will disable all failures and set all time windows and \nprobabilities to zero.  \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  209 \n \nNote, the mission editor supports group copy/paste functionality. To copy a group, select it and \npress [CTRL+C]. To paste the group with identical properties, position the mouse over the \ndesired point on the map and press [CTRL+V]. \nWaypoint Properties Mode \n \n \nA detailed description of the operations for using the waypoint parameters panel is given in the \nmanual for the NS 430 navigator and the pilot's manual of the aircraft equipped with the \nwaypoint function. \nExample for А-10С. Attributes define the steering modes selected for the desired steerpoint. \nThese steering modes are; scale, steer, vertical navigation (2D/3D), vertical angle (when in 3D \nmode only), and selected vertical angle (when in 3D mode only). \n \n \n \n\n\nED [DCS USER MANUAL] \n \n210 \nMISSION EDITOR | Eagle Dynamics \n \nRadio Presets Mode \n \n \nThe panel is used to preset frequencies on the channels of the radio stations on this type of \naircraft. User-set frequencies are saved to the mission file. \n \n \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  211 \n \nAdvanced Actions Mode (aircraft groups) \n \nPressing the Advanced tab open the Advanced Actions Panel, which lists the actions associated \nwith the selected waypoint: \n \nThis panel is used to set (add/edit/delete) group actions (Perform Task, Start Enroute Task, \nPerform Command, Set Option), which are tasked to the AI at this waypoint by the user or \ngenerated automatically by the Mission Editor.  \nPanel Interface Controls \nThe following buttons are located at the bottom of the Advanced Actions Mode: \n• \nADD – Adds a new action to the list. When pressed, a default No Task action is created, \nwhich can be edited in the Action Settings pop-up panel to the left. \n• \nINS – Inserts a new action above the currently selected one. \n• \nEDIT – Opens the Action Settings pop-up panel to display and edit the settings of the \naction. The same functionality is duplicated when clicking on any route waypoint on the \nmap. \n• \nDEL – Deletes the selected action. \n• \nUP – Moves the selected action up the list. \n• \nDOWN – Moves the selected action down the list. \n• \nCLONE – Clones the selected action down the list. \n\n\nED [DCS USER MANUAL] \n \n212 \nMISSION EDITOR | Eagle Dynamics \n \nActions List \nThe Actions list includes all Perform Tasks, Start Enroute Tasks, Perform Commands, and Set \nOptions associated with the currently selected waypoint (to be more precise, associated with \narrival at the currently selected waypoint by lead AI unit of the group). The actions are executed \nsequentially or as prioritized once the group leader reaches the waypoint. \nAs discussed previously, Perform Tasks and Start Enroute Tasks are executed as processes, i.e. \nrequite time to complete. Perform Commands are executed instantaneously. Options set rules \nand limitations for the group. \nOnly one Task can be performed at a time. Some additional priority rules apply when triggered \nactions are present in addition to standard waypoint actions, which we will discuss below.   \nMultiple Start Enroute Tasks can be active at the same time, but only one can be executed at a \ntime. All Start Enroute Tasks are stopped if a Task needs to be performed. If an Start Enroute \nTasks is stopped to perform a Task, the Start Enroute Task is reactivated upon completion of \nthe Task. \nCommands and Options are executed instantaneously according to the order in the actions list \nor priority setting. \nAll actions listed in the actions list are displayed using a standard format of Action Number, \nAction Type with parameter(s), Action Name, Action Attribute: \n<number>.<type>(<parameter #1>, <parameter #2>, … <parameter #n>)“<name>” -\n<attribute #1> -<attribute #2> …-<attribute #n> \nThe Action Name is an optional custom name for the action for easier identification in the \nactions list. This field can be left blank (empty). \nThe Action Attributes are used to reference one or more of the following possible attributes: \n• \n“-x” – disabled action; \n• \n“-a” – automatically generated action; \n• \n“-!” – invalid action. This attribute indicates an incorrect action, usually resulting from \nthe action being incompatible with the group's mission task as set in the Group \nProperties Panel. This may be due to the mission designer changing the group's mission \ntask after creating the action; \n• \n“-?/” – action includes a start condition; \n• \n“-/?” – action includes a stop condition; \n• \n“-?/?” – action includes both a start and stop condition; \n• \n“-ref” – action was started at a previous waypoint. \nAdditionally, black, grey and red font colors are used to denote: \ngrey – automatically generated action; \nwhite – valid action; \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  213 \n \nred – invalid action. \n \nExample of actions for an Su-25 attack group at WP1. \n \n \n \n \n \n \n \n \n \n \nAutomatically generated \naction CAS (gray) \n \nTask, orbit \n \nTask, Attack group \nCommand, set frequency \n \nOption, flare using \n \nAction was started at a \nprevious waypoint \n \nStop condition enabled \n \n \nStart condition enabled \n \n \nDisabled action \n \n \nAutomatically generated \naction \n \nNumber \n \nAction \n \nParameter \n \nName \n \nAttributes \n\n\nED [DCS USER MANUAL] \n \n214 \nMISSION EDITOR | Eagle Dynamics \n \n \nLet's examine a sample scenario of 6 actions to better understand the execution sequencing \nbased on the action type, list order, and priority setting: \n \n \n \n \n \n \n \n \n \nAt mission start, the AI has two concurrent actions: action #1 (Enroute Task 1 <Search Then \nEngage in Zone>) and action #2 (Task 1 <Attack Group>). Unless set otherwise by the mission \ndesigner, any Task has a higher priority over any Enroute Task, so the AI begins to execute \naction #2, while storing action #1 in memory. Once action #2 is completed (or is no longer \nexecutable), the AI proceeds to execute action #3 (Command <Set Frequency>), action #4 \n(Option <Flare Using>), action #6 (Task <Attack Unit>), while also starting #5 (Enroute Task 2 \nP\nr\ni\no\nr\ni\nt\ny \nTime \n \nTask 1 \nCommand execute \nOption execute \n \nTask 2 \n \nStart enroute task 2 (pending) \n \nEnroute task 2 \nexecute \n \nStart enroute task 1 (pending) \n \nEnroute \ntask 1 \nexecute \n \n \nEnroute task 1 execute \n \nEnroute \ntask 1 \n(pending) \n \n#2. Task 1 (Attack Group) \n \n#5. Enroute Task 2 (Search Then Engage Group) Priority=0 \n \n#3. Command (Switch Frequency) \n \n#4. Option (Flare Using) \n \n#6. Task 2 (Attack Unit) \n \n#1. Enroute Task 1 (Search Then Engage in Zone) \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  215 \n \n<Search Then Engage Group>) and storing it in memory. Although both action #1 and action \n#5 (enroute tasks) are now running in the background, they cannot be executed while action \n#6 (a task) is underway. Once action #6 is completed (or is no longer executable), the AI can \nreturn its attention to actions #1 and #5. The conditions for action #1 become true first, so the \nAI begin to execute this action. However, action #5 has the higher priority setting of <0>, so \nwhen the conditions for both action #1 and action #5 are in effect, action #1 is stopped and \naction #5 is executed. Once action #5 is completed, the AI can return to executing action #1. \n \nTriggered Tasks \nTasks activated by a trigger will have a higher execution priority over waypoint Tasks. For \nexample, if a triggered Task is activated while a waypoint Task is underway, the waypoint Task \nwill be stopped and stacked in memory while the AI switches to the triggered Task. Once the \ntriggered Task is completed (or skipped due to not being possible), the previously running \nwaypoint Task will be resumed. \nTriggered Enroute Tasks \nEnroute Tasks activated by a trigger will be added to the list of currently active Enroute Tasks. \nAs with waypoint Enroute Tasks, triggered Enroute Tasks remain active until stopped by a stop \ncondition. \n \n \n \n\n\nED [DCS USER MANUAL] \n \n216 \nMISSION EDITOR | Eagle Dynamics \n \nAction Properties Panel \n \n \n \nThe Action Properties Panel is used to configure the properties of the action selected in the \nactions list. The panel can be opened by pressing the ADD, INS or EDIT buttons in the action \nlist, or by double-clicking an action. By default, pressing the ADD button adds a \"No Task\" action \nand opens a black Action Properties Panel. In the Action Properties Panel, the actions in the \nactions list can be cycled using the NUMBER </> buttons in the properties panel. \nUpper Action Properties Panel \nThe Upper Action Properties Panel is used to set the main action properties, including the action \ntype, as well as access the start and stop condition panels of the action: \nTYPE – action type drop-down menu.  \n \nUpper Action Properties Panel \n \nLower Action Properties Panel \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  217 \n \n• \nPerform Task – set a Task action; \n• \nStart Enroute Task – start an Enroute Task action; \n• \nPerform Command – set a Command action; \n• \nSet Option – set an Option action. \nACTION – action drop down menu to select the specific action of the action type chosen in the \nTYPE menu (specific actions discussed below). \nNUMBER – indicates the selected action's sequence number in the actions list panel.  \n \nENABLE TASK (check-box) – removing the check disables the selected action and adds an \"-x\" \nattribute in the actions list panel. This function allows you to test AI behavior with and without \nthe selected action without having to delete and re-create it in the actions list. \nNAME (input string) – input in this field is optional and can be used to enter a custom action ID \nto ease navigation and identification of the action for the mission designer or other potential \nusers. \n \nCONDITION – this button opens and closes the Start Conditions Panel. Start conditions can be \nused to set rules for the selected action to begin and can include: mission time, logical variable \n(flag state), probability, and custom scripting in LUA code language. \n \nAll of the start condition operate using a \"OR\" rule. When multiple conditions are set, any one \nbeing true will activate the action. \nTIME MORE – sets the in-game mission time after which this condition is in effect. \nIS USER FLAG – sets a flag number and status (on/true or off/false) as a start condition. The \nflag number can be entered manually or cycled using the left/right arrow keys. The flag state is \nset using the checkbox to the right of the flag number. If the box is checked, the flag needs to \nbe on/true for the condition to be in effect. If the box is unchecked, the flag needs to be \n\n\nED [DCS USER MANUAL] \n \n218 \nMISSION EDITOR | Eagle Dynamics \n \noff/false for the condition to be in effect. Flags can be set on and off using the trigger functions \nin the Trigger Menu. \n \nIf flag 2 is ON/TRUE \n \nIf flag 2 is OFF/FALSE \nPROBABILITY – sets the probability in per cent of the action being started. \nCONDITION (LUA PREDICATE) – this window can be used to enter a custom expression for \nthe action using Lua code language. The code entered will be generated as a function: \nfunction <generated_name>() \nreturn <lua code> \nend, \nThis function will be run periodically by the simulation and used as a start condition for the \naction. \n \nSTOP CONDITION – this button opens and closes the Stop Conditions Panel. Stop conditions \ncan be used to set rules for the selected action to end and can include: mission time, logical \nvariable (flag state), custom scripting in Lua code language, duration in time since the action \nwas started, and a route waypoint (for Enroute Tasks only). \nWhile Tasks can be stopped either by a stop condition or by the AI in-game when the task is \ncompleted (or skipped), Enroute Tasks are designed to be in effect for the duration of the route, \nso can only be stopped using a stop condition. \nThe Stop Conditions Panel varies slightly between Tasks and Enroute Tasks: \n \nStop Conditions \nPanel for Tasks \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  219 \n \n \n \nThe TIME MORE, IS USER FLAG, PROBABILITY and CONDITION (LUA PREDICATE) functions are \nidentical to the Start Conditions Panel. \n \nThe DURATION function sets the maximum duration in time for the action to be active. The \naction will be stopped once the set duration time is exceeded. This can be a useful condition for \nOrbit tasks to limit the AI's time on station. \nThe LAST WPT functions sets the waypoint at which the action will be stopped. \n \n \nStop Conditions \nPanel for Enroute Tasks \n\n\nED [DCS USER MANUAL] \n \n220 \nMISSION EDITOR | Eagle Dynamics \n \nConfiguring Advanced Actions \nOnce an action is selected in the ACTION drop down menu of the Upper Action Properties Panel, \nthe action properties appear in the Lower Action Properties Panel and can be customized by the \nmission designer.  \nThe specific actions available for selection depend on the type of group being edited and the \ngroup task (CAS, Intercept, etc.). If the group task is changed after initial group creation, it may \nconflict with the actions already set in the actions list. In such cases, the invalid action(s) will be \npresented in red font and a \"-!\" attribute will be added to indicate an invalid action. An error \nwindow will also pop up if the user attempts to close the group Properties Panel or save the \nmission. \n \n \n \n \n \n \n \nAltered group task \n \n \nInvalid actions after altered group task \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  221 \n \nAutomatic Actions \nAn air group's task setting (CAS, Intercept, etc.) does not affect its behavior in-game, but only \nserves to filter the available actions in the Advanced Actions Panel. \nTo allow users to build missions without involving themselves with the Advanced Actions Panel, \nan initial action is automatically generated for the air group at the initial waypoint. This action \nappears as a repeater of the group task, however in this case it does determine the groups \nbehavior in-game. Any automatic action includes the \"-a\" attribute in the actions list. This action \nis automatically repeated as a reference with a \"-ref\" attribute at all other route waypoints. \n \n \n \nIf the group task is changed after creation, the automatic actions are automatically changed \naccordingly. The group task actions can also be added manually using the Advanced Actions \nPanel. \nThe following group tasks generate automatic actions of the same type: \"AWACS\", \"Refuleing\", \n\"CAS\", \"CAP\", \"Fighter Sweep\", \"SEAD\" and \"Anti-ship\". In all cases other then \"AWACS\" and \n\"Refueling\", the automatic actions are in fact Enroute Tasks to search for then engage targets \nappropriate to the task. Because these actions are automatic, the properties of these actions are \npre-determined and cannot be edited. \n \n \n\n\nED [DCS USER MANUAL] \n \n222 \nMISSION EDITOR | Eagle Dynamics \n \nPerform Task \nAs mentioned above, the Perform Tasks available for a group depend on the group type and the \ngroup task. \nThe following Perform Tasks may be available, depending on the group task: \n• \nNo Task \n• \nAerobatics \n• \nAttack Group \n• \nAttack Map Object \n• \nAttack Unit \n• \nBombing \n• \nBombing Runway \n• \nCargo Transportation \n• \nEmbarking \n• \nDisembarking \n• \nEscort \n• \nFollow \n• \nGround Escort \n• \nFAC – Assign Group \n• \nOrbit \n• \nLand \n• \nRefueling \n• \nWW2: Big Formation \n• \nWW2: Carpet Bombing \nNo Task \nAvailable for all group types and all mission tasks. A No Task action does not set any action for \nthe group to perform. \nAerobatics \nThe action is designed to perform maneuvers and aerobatic figures. Applicable to:  \nGroup type(s): fixed-wing groups; \nGroup Task(s): \"Nothing\", \"CAP\", \"CAS\", \"Fighter Sweep\", \"Ground Attack\", \"Intercept\", \n\"Reconnaissance\", \"Transport\". \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  223 \n \n \nDuring aerobatic task selection, a panel opens, showing a list where you can select the \nnecessary maneuver and add (+) them to the Maneuver sequence column. The buttons below: \nDEL, UP, DOWN – are used to set the required sequence of maneuvers. The SAVE PRESET and \nLOAD PRESET buttons save and load preset series of aerobatic figures and maneuvers, \nrespectively. \nManeuver parameters: \nRepeatQty. Number of repetitions. \nInitAltitude. Initial altitude for maneuver execution. \nInitSpeed. Initial speed for maneuver execution.  \nUseSmoke. Enables smoke. \nStartImmediately. Executes the maneuver immediately after mission start. \nFlight time. Sets the time for maneuver execution. \n \nAttack Group \nAttack a specific enemy air, ground or naval group as designated by the mission designer. \nApplicable to:  \nGroup type(s): fixed-wing and helicopter groups; \n\n\nED [DCS USER MANUAL] \n \n224 \nMISSION EDITOR | Eagle Dynamics \n \nGroup Task(s): \"SEAD\", \"CAS\", \"AFAC\" (can only designate ground groups as targets), \"Anti-\nship\" (can only designate naval groups as targets), \"Intercept\" (can only designate air groups as \ntargets). \n \n \nThe target group can be designated by selecting it from the GROUP drop-down menu in the \nLower Action Properties Panel or by left-clicking over the target group on the map. \nWhen designated as the target, a red triangle appears over the target group and a dashed line \nconnects the target triangle to the waypoint of the action. \nThe Lower Action Properties Panel also allows you to set the specific weapon type for the \nattacking group to employ against this target or, alternatively, leave this choice up to the AI \nusing the default \"Auto\" setting. If a specific weapon type is set, but the attack is not possible \nusing this weapon type (for example, if the weapon type is missing from the payload or has \nbeen exhausted), the attack will not be performed. \nTarget Panel: \nGROUP. Drop down menu to select the target group from all applicable enemy groups available \nin the mission. \nWEAPON. Drop down menu to select the weapon types cleared to use for this action. \nDepending on the task to be performed for the AC AI, the list of weapons in the menu may \ndiffer. Below is a complete list of available weapons for AI in the game and its description. Each \nmenu item assigns a specific category/type of weapon to use. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  225 \n \n \n \n• \nAuto. Automatic selection of weapons by the AI. \n• \nUnguided. Unguided bombs, rockets, cannon. \no Cannon. Cannon only. \no Rockets. Unguided rockets only. \n▪ \nSmoke rockets. Smoke rockets only. \n▪ \nLight rockets. Low-caliber unguided rockets. \n▪ \nCandle rockets. Illumination rockets only. \n▪ \nHeavy rockets. High-caliber unguided rockets. \no Bombs. Unguided bombs only. \n▪ \nIron bombs. General-purpose free-fall bombs. \n▪ \nCluster bombs. Cluster bombs only. \n▪ \nCandle bombs. Illumination bombs only. \n• \nGuided. Guided munitions (bombs, missiles). \no Guided bombs. Guided bombs only. \n\n\nED [DCS USER MANUAL] \n \n226 \nMISSION EDITOR | Eagle Dynamics \n \no Missiles. The use of all air-to-surface and air-to-air guided missiles aboard an \naircraft. \no ASM. Application of tactical guided missiles of air-surface class of all types on board \nthe aircraft. The surface can be water and land. \n▪ \nATGM. Anti-tank guided missiles only. \n▪ \nStandard ASM. Guided missiles on ground targets only. \n▪ \nARM. Anti-radiation missile only. \n▪ \nAntiship missiles. Antiship missiles only. \n▪ \nCruise missiles. Cruise missiles only. \no AAM. Use of air-to-air guided missiles of all types on board aircraft. \n▪ \nSR AAM. Guided short-range missiles only. \n▪ \nMR AAM. Guided medium-range missiles only. \n▪ \nLR AAM. Guided long-range missiles only. \nNote, by limiting the AI on the types of weapons cleared for use in the action, you may prevent \nthe AI from successfully executing it (for example, when the weapon type has been exhausted). \nREL QTY. The amount of payload cleared to expend in executing this action. \nMAX ATTACK QTY. The maximum number of attack runs cleared for this action. \nGROUP ATTACK. When checked, the entire flight group will participate in the attack of the \ntarget. By default, each aircraft in a flight group is assigned one target. \nDIRECTION FROM. Allows you to set the course (azimuth) of the aircraft group for reaching \nthe target for an attack. \nALTITUDE ABOVE. Sets the altitude of the aircraft group on approach to target. \n \nAttack Map Object \nAttack a specific structure or object on the map, such as a bridge, bunker, etc., based on a map \ncoordinate position. Applicable to: \nGroup Type(s): fixed-wing and helicopter groups; \nGroup Task(s): \"Pinpoint Strike\", \"Ground Attack\", \"Runway Attack\".  \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  227 \n \n \nBecause world structures are not individually selectable on the map, this Task designates a \ntarget point on the map with a red triangle and dashed line connecting the target point to the \nTask waypoint. You can drag the target point using the mouse to position it over the desired \ntarget on the map. Once the Task is initiated, the AI will attempt to find the closest structure or \nobject to the target point and attack it using the weapons set in the task properties. \nTarget Panel: \nWEAPON. Drop down menu to select the weapon types cleared to use for this action. \nREL QTY. The amount of payload cleared to expend in executing this action. \nMAX ATTACK QTY. The maximum number of attack runs cleared for this action. \nGROUP ATTACK. When checked, the entire flight group will participate in the attack of the \ntarget. By default, each aircraft in a flight group is assigned one target. \nDIRECTION FROM. Allows you to set the course (azimuth) of the aircraft group for reaching \nthe target for an attack. \nALTITUDE ABOVE. Sets the altitude of the aircraft group on approach to target. \n \nAttack Unit \nSimilar to the Attack Group Task, but allows the mission designer to designate a specific unit \nwithin the target group to attack. Applicable to:  \n\n\nED [DCS USER MANUAL] \n \n228 \nMISSION EDITOR | Eagle Dynamics \n \nGroup Type(s): fixed-wing and helicopter groups; \nGroup Task(s): \"Pinpoint Strike\", \"Ground Attack\", \"Runway Attack\". \n \nIn addition to selecting a specific group unit as a target, the Attack Unit Task can be  used to \ndesignate a static object as a target using the STATIC drop-down menu or by left-clicking a \nstatic object on the map. This task also allows the mission designer to set the amount of \nmunitions to expend and number of attacks runs. \nTarget Panel: \nGROUP. Drop down menu to select the target group from all applicable enemy groups available \nin the mission. \nUNIT. Drop down menu to select the specific unit of the target group to attack. \nSTATIC. Drop down menu to select a static object as the target (bunker, FARP, etc.) \nWEAPON. Drop down menu to select the weapon types cleared to use for this action. \nREL QTY. The amount of payload cleared to expend in executing this action. \nMAX ATTACK QTY. The maximum number of attack runs cleared for this action. \nGROUP ATTACK. When checked, the entire flight group will participate in the attack of the \ntarget. By default, each aircraft in a flight group is assigned one target. \nDIRECTION FROM. Allows you to set the course (azimuth) of the aircraft group for reaching \nthe target for an attack. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  229 \n \nALTITUDE ABOVE. Sets the altitude of the aircraft group on approach to target. \n \nBombing \nDeliver air-to-ground ordnance onto the map coordinate as designated by the mission designer. \nApplicable to: \nGroup Type(s): fixed-wing and helicopter groups; \nGroup Task(s): \"Pinpoint Strike\", \"Ground Attack\", \"Runway Attack\". \n \nUnlike the Attack Map Object Task, the Attack Coordinate Task will set the AI to attack the \nspecific point on the map and not the closest map object in the vicinity. In other words, if you \nplace the target point over an empty piece of dirt, the AI will attempt to deliver weapons onto \nthis particular point. \nAs with other attack Tasks, you can configure the Task properties, including the weapons to be \nemployed. \nTarget Panel: \nWEAPON. Drop down menu to select the weapon types cleared to use for this action. \nREL QTY. The amount of payload cleared to expend in executing this action. \nMAX ATTACK QTY. The maximum number of attack runs cleared for this action. \n\n\nED [DCS USER MANUAL] \n \n230 \nMISSION EDITOR | Eagle Dynamics \n \nGROUP ATTACK. When checked, the entire flight group will participate in the attack of the \ntarget. By default, each aircraft in a flight group is assigned one target. \nDIRECTION FROM. Allows you to set the course (azimuth) of the aircraft group for reaching \nthe target for an attack. \nALTITUDE ABOVE. Sets the altitude of the aircraft group on approach to target. \nDIVE BOMB. May be used against targets against which it is impossible to perform low-altitude \nattacks due to the following factors: terrain, target type, lack of necessary ammunition. \n \nBombing Runway \nAttack enemy airbase runways. Applicable to: \nGroup Type(s): fixed-wing groups; \nGroup Task(s): \"Runway Attack\". \n \nThe target airbase can be selected from the RUNWAY drop-down menu or by selecting the \ntarget airbase on the map using the mouse. \nTarget Panel: \nRUNWAY. Drop down menu to select the target airbase. \nWEAPON. Drop down menu to select the weapon types cleared to use for this action. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  231 \n \nREL QTY. The amount of payload cleared to expend in executing this action. \nMAX ATTACK QTY. The maximum number of attack runs cleared for this action. \nGROUP ATTACK. When checked, the entire flight group will participate in the attack of the \ntarget. By default, each aircraft in a flight group is assigned one target. \nDIRECTION FROM. Allows you to set the course (azimuth) of the aircraft group for reaching \nthe target for an attack. \nALTITUDE ABOVE. Sets the altitude of the aircraft group on approach to target. \n \nCargo Transportation \nThe action is used to organize the transportation of cargo by a helicopter group to the specified \nzone. Applicable to: \nGroup Type(s): helicopter groups; \nGroup Task(s): \"Anti-ship Strike\", \"CAS\", \"Transport\", \"Escort\". \n \nGROUP. Selection of cargo to be transported by the helicopter group. \nZONE. Delivery trigger zone. \n\n\nED [DCS USER MANUAL] \n \n232 \nMISSION EDITOR | Eagle Dynamics \n \nWhen this action is selected, the triangular marker will be automatically set to the selected \ncargo group. The helicopter will then fly up to the cargo, carry out its pick-up and then deliver it \nto the specified delivery area. \n \nEmbarking \nThe action is for organizing the embarkation of assault personnel. Applicable to: \nGroup Type(s): helicopter groups; \nGroup Task(s): \"Ground Attack\", \"CAS\", \"Transport\". \n \nON LAND. This flag activates the helicopter group's set waiting time on the ground for \npersonnel embarkation, in the format (hours: minutes: seconds / day). The helicopter group will \nremain grounded for the entirety of the specified duration even when personnel embarkation \nhas already been completed successfully. If the flag is unchecked, the helicopters will take off \nimmediately after finishing embarkation. \nDistribution. Selects the helicopter pilot for the embarkation task. \nList of divisions. List of infantry squads for embarkation. In order to be able to add a ground \ngroup to the list of squads, each infantry squad must be set to \"Perform Task – Embark to \ntransport\", and must have the flag – \"TRANSPORTABLE\" activated in the vehicle group panel. \nADD. The button adds the infantry unit (selected from the list above) into the embarkation list \nbelow. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  233 \n \nREMOVE. Removes the selected infantry unit from the embarkation list. \nTotal size …/… . The total number of infantrymen in the squads and the total possible number \nof loading places in the helicopter group. \nCurrent size …/… . The number of infantrymen in the added (selected) infantry unit, and the \npossible number of loading places in one helicopter from the group. \nWhen you select this action, a triangular marker will automatically appear near the waypoint, \nconnected to it by a line. This marker must be dragged with the mouse to the map point chosen \nfor the personnel embarkation. \n \nVEHICLE GROUP. Selects the vehicle group for the embarkation task. \nZONE RADIUS. The radius of the embarkation area of the infantry squads, in meters. \nAfter the helicopter group lands at the indicated point (in the radius of the zone), the landing \nwill begin its loading: \n\n\nED [DCS USER MANUAL] \n \n234 \nMISSION EDITOR | Eagle Dynamics \n \n \n \nThere are currently no in-game models for infantrymen in-transit (located inside the helicopter \ncabin). \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  235 \n \nDisembarking \nThis action is for organizing the disembarkation of assault personnel. Applicable to: \nGroup Type(s): helicopter groups; \nGroup Task(s): \"Ground Attack\", \"CAS\", \"Transport\". \n \nList of divisions. Shows a list of infantry squads available for unloading. In order to be able to \nadd an infantry group this list, the infantry group must have the main task \"Embarking\". \nADD. The button adds the infantry unit (selected from the list above) into the disembarkation \nlist below. \nREMOVE. Removes the selected infantry unit from the disembarkation list. \nWhen you select this action, a triangular marker will automatically appear near the waypoint, \nconnected to it by a line. This marker must be dragged with the mouse to the map point chosen \nfor the personnel disembarkation. \nThe helicopter group will drop off the infantry groups in the specified zone, after which it will \ntake off and continue to follow its route and assigned tasks. \n\n\nED [DCS USER MANUAL] \n \n236 \nMISSION EDITOR | Eagle Dynamics \n \n \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  237 \n \nEscort \nAir group to escort other air group. Escort group will engage threats to escorted air group. \nApplicable to: \nGroup Type(s): fixed-wing groups. \nGroup Task(s): \"Escort\", \"SEAD\", \n \nThe target air group can be selected from the GROUP drop-down menu or by selecting the air \ngroup to escort on the map using the mouse. \nTarget Panel: \nGROUP. Drop down menu to select the air group. \n• \nDistance - Formation forward and back location of group to group being followed. \n• \nElevation - Formation altitude difference of group to group being followed. \n• \nInterval - Formation side-to-side location of group to group being followed. \nLAST WPT. Waypoint at which Follow action ends. \nENGAGE DIST. Distance between threat and escorted flight that will cause the escort flight to \nengage the threat. \nThreat Type List. Check types of threats that escort flight is cleared to engage as part of \nescort task. \n\n\nED [DCS USER MANUAL] \n \n238 \nMISSION EDITOR | Eagle Dynamics \n \nFollow \nAir group to follow other air group. Applicable to: \nGroup Type(s): fixed-wing and helicopter groups; \nGroup Task(s): All. \n \nThe target air group can be selected from the GROUP drop-down menu or by selecting the air \ngroup to follow on the map using the mouse. \nTarget Panel: \nGROUP. Drop down menu to select the air group. \n• \nDistance - Formation forward and back location of group to group being followed. \n• \nElevation - Formation altitude difference of group to group being followed. \n• \nInterval - Formation side-to-side location of group to group being followed. \nLAST WPT. Waypoint at which Follow action ends. \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  239 \n \nGround Escort \nThis action is for organizing the aerial escort (performed by a helicopter group) of a ground unit \ngroup along the ground unit group's travel route. Applicable to: \nGroup Type(s): helicopter groups; \nGroup Task(s): \"CAS\", \"Ground Attack\", \"Escort\". \n \nTarget Panel: \nGROUP. Selects the ground unit group to be escorted by the helicopter group. \nLAST WPT. Waypoint at which Follow action ends. \nFORWARD DISTANCE. Forward distance to the ground unit group's target area, in meters.  \nThe target ground group can be selected from the GROUP drop-down menu or by selecting the \nground group to follow on the map using the mouse. \n \n \n\n\nED [DCS USER MANUAL] \n \n240 \nMISSION EDITOR | Eagle Dynamics \n \nFAC – Assign Group \nThis task creates an Airborne Forward Air Controller (AFAC) to direct friendly aircraft onto a \ntarget group designated by the mission designer. Applicable to: \nGroup Type(s): fixed wing and helicopter groups in BLUE coalition only; \nGroup Task(s): \"AFAC\". \n \nTargeting actions will begin when friendly units arrive in the area and establish communication \nwith the AFAC. \nNote: the FAC: Assign Group Task assumes full situational awareness for the AFAC. The target's \nlocation will always be known and the AFAC will always attempt prosecute the attack if \nconditions permit, even when the target has not been independently detected by the AFAC. \nTarget Panel: \nGROUP. Drop down menu to select the target group from all applicable enemy groups available \nin the mission. The FAC will only provide targeting against the group designated as the target in \nthe mission editor and will not target other groups. \nWEAPON. Drop down menu to select the weapon types cleared to use for this action. The FAC- \nAssign Group Task allows you to set the weapon type(s) for the FAC to request from the \nattacking groups. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  241 \n \nDESIGNATION. Selects the method of target designation (Auto, smoke marker (\"Willy Pete\", \nWP), IR-Pointer, Laser, WP-Laser. Target designation is carried out on the player’s radio request \nat a fixed radio range. \n \nIf the FAC unit is located from the enemy at a distance greater than the operational range of the \ntarget designator equipment, then the maximum ranges for each of the available equipment will \nbe displayed in the menu. \n \nIn this case, it is necessary to adjust the distance of the Forward Air Controller to the enemy \nsuch that it is within the specified maximum range. \nDATALINK. Automatic data transmission system for the exchange of target information \nbetween ground units and aircraft. \nCALLSIGN. Callsign of the Forward Air Controller. \nNUMBER. Selection field for the FAC’s number. \nFREQUENCY. Set the FAC group's radio communications frequency in MHz. \nMODULATION. Set the FAC group's radio communications AM/FM modulation. \n \n \nMethod of target \ndesignation \nMaximum distance for \ntarget designation \n\n\nED [DCS USER MANUAL] \n \n242 \nMISSION EDITOR | Eagle Dynamics \n \nOrbit \nSet the air group to orbit \"on station\" while awaiting for further conditions to proceed with the \nmission. Applicable to: \nGroup Type(s): fixed-wing and helicopter groups; \nGroup Task(s): all mission tasks. \n \nThe PATTERN drop-down menu allows the mission designer to select between a race-track \npattern (loop between the current and subsequent waypoints) or a circle pattern. When circle \npattern is selected, the orbit will be centered on the orbit waypoint. \nThe SPEED and ALTITUDE settings set the airspeed in kilometers per hour and altitude in \nmeters for the pattern. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  243 \n \n \n \n \nCircle pattern \n \n \n \nRace-Track pattern \n \n \n \n\n\nED [DCS USER MANUAL] \n \n244 \nMISSION EDITOR | Eagle Dynamics \n \nAn Orbit Task will be stopped by the AI automatically upon reaching Bingo fuel state, when the \nAI only has enough fuel to return to base (RTB). \nThe Task can also be stopped using the Stop Conditions Panel by setting one or more stop \nconditions for the task. \nThe Orbit Task allows the mission designer to create scenarios for the AI group to hold off on \nproceeding with the route until certain conditions are met. These can include a radio command \nfrom the player scripted through the Triggers Menu, the destruction of an enemy unit, such as a \nSAM threat, or the presence of particular units inside a designated zone. Any actions anticipated \nfor the group after entering an orbit station should be added in the actions list below the Orbit \nTask. \nLand \nThe action is for organizing of the en-route stopovers of the helicopter group between the \nwaypoints of its travel route. Applicable to: \nGroup Type(s): helicopter groups; \nGroup Task(s): all mission tasks. \n \nON LAND. This flag activates the helicopter group's set waiting time on the ground after \nlanding, in the format (hours: minutes: seconds / day).  \nThe target area can be placed on the map using the left mouse button. A line connects the \ncenter of the target area (triangle marker) with the action waypoint. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  245 \n \nRefueling \nSet the air group to refueling for forced following to nearest tanker and refueling. Applicable to: \nGroup Type(s): fixed-wing groups; \nGroup Task(s): all mission tasks. \n \nDuring the course of an aircraft group's TASKS (roles), for example, escort, patrol, attacking air \n/ ground targets, etc., you can add refueling as one of the main tasks. When the aircraft group \nreaches a critical fuel level, the group will set course for the nearest friendly tanker, perform its \napproach, and refuel from the UPAZ suspended refueling units. \nStandard options for airborne fuel transfer for the Il-78M tanker aircraft are: fuselage-mounted \nrefueling apparatus for refueling heavy bomber class aircraft, and the paired underwing \nrefueling units for refueling fighter-class aircraft. Options may vary for tankers of NATO \ncountries. \n \n\n\nED [DCS USER MANUAL] \n \n246 \nMISSION EDITOR | Eagle Dynamics \n \n \n \nAfter refueling the group will resume assigned route. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  247 \n \nWW2: Carpet Bombing \nThe action is for the organization of carpet bombardment of area-type targets, for missions \nduring the WW2 period. Applicable to: \nGroup Type(s): fixed-wing groups, primarily for WW2 module bomber aircraft; \nGroup Task(s): \"Ground Attack\". \n \nWEAPON. Drop down menu to select the weapon types cleared to use for this action. \nREL QTY. The amount of payload cleared to expend in executing this action. \nPATTERN LENGTH. Length of the aircraft group's formation. \nALTITUDE ABOVE. Altitude of the aircraft group on approach to target. \nThe target area can be placed on the map using the left mouse button. A target line connects \nthe center of the target area (triangle marker) with the action waypoint (industrial areas, cities, \nor enemy ground unit groups). Keep in mind that this action for bombers should be set from the \nwaypoint that comes after the starting point of the travel route. In this example, these \nwaypoints are Waypoint 1 and Waypoint 0 respectively. For the starting point of the route, \nWaypoint 0, the main tasks to be set are for the construction and type of the battle formation. \nAs with other attack Tasks, you can configure the Task properties, including the weapons to be \nemployed. If the specified weapons are unavailable at the time of the planned attack, the \naircraft will not execute any attack. \n \n \n\n\nED [DCS USER MANUAL] \n \n248 \nMISSION EDITOR | Eagle Dynamics \n \nWW2: Big Formation \nThe action is for the organization of carpet bombardment of area-type targets, for missions \nduring the WW2 period. Applicable to: \nGroup Type(s): fixed-wing groups, primarily for WW2 module bomber aircraft; \nGroup Task(s): \"Ground Attack\". \n \nGROUP. Selects the lead aircraft from the list. The group's flight formation will be constructed \nwith respect to this lead aircraft. \nPOSITION. Selects the position of the aircraft group highlighted on the map with respect to the \nlead aircraft group.  \n• \nDistance – Formation forward and back location of group to group being followed. \n• \nElevation – Formation altitude difference of group to group being followed. \n• \nInterval – Formation side-to-side location of group to group being followed. \nBelow are the options for the battle formation and the location of the group relative to the \nleader in the formation. \n• \nFormation Type – battle formation used by USAF bombers throughout the WWII \n(\"Combat Box\" and \"Javelin Down\" wedge). \n• \nPosition in Wing – position of the aircraft group within the wing (a relatively large \nformation of aircraft) with respect to the lead group, to a max of 500 meters. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  249 \n \n• \nPosition in Group – position of the group in the middle formation, to a max of 250 \nmeters. \n• \nPosition in Box – position of the group in its battle formation, to a max of 80 meters. \nWhen you select a position in the formation, the distance/excess/interval are all automatically \nassigned. They can also be adjusted manually only after selecting all items. Keep in mind that \nthe AI bomber groups will perceive short distances as critical and will maneuver to avoid a \ncollision. \nLAST WPT. Saving (execution) of this type of formation to the specified route point. Used for \ntrailing groups following the route of the lead group. \nBelow are some examples of historically-accurate formations: \nExample 1: \"Combat Box\". \nBelow is a diagram of the \"Combat Box\" formation employed by USAF bombers during WW2. \n \nThe diagram shows four wings (three aircraft in each) located at different heights relative to the \nlead wing. These wings together close the formation, in our case, a combat box. This formation \nmade it possible for the wings to maintain a tight structure and conduct a circular fire defense \ncovering the entire aircraft group. \nThe first lead wing in the formation is assigned the WPT route from 0 to 7. Under the actions for \nWPT 0 the main task is then set to \"WW2: Big Formation\" (formation type \"Combat Box\", with \nLeader in all positions). The second action for WPT 0 is set to the behavior option \"VARIANT\" \n(type \"WW2: Bomber Element\", any formation). At WPT 1, we then set the main task to \"WW2: \nCarpet Bombing\". The remaining wings will then orient themselves according to the tasks \nassigned to the lead wing for WPTs 0 and 1. \n1 \n4 \n2 \n3 \n4 \n1 \n3 \n2 \n3 \n1 \n4 \n2 \n\n\nED [DCS USER MANUAL] \n \n250 \nMISSION EDITOR | Eagle Dynamics \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  251 \n \nFor each of the three trailing wings added in the example, we repeat the extended actions for \nWPT 0 as we did for the lead wing - this is necessary to build a large formation. In the GROUP \nfield of the trailing wings, indicate the leading wing (B-17 Lead), with their position within the \nbox set to Left / Right / Rear. To copy a group, select it and press [CTRL+C]. To paste the \ngroup with identical properties, position the mouse over the desired point on the map and press \n[CTRL+V]. \n \n\n\nED [DCS USER MANUAL] \n \n252 \nMISSION EDITOR | Eagle Dynamics \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  253 \n \nThis results in the \"Combat Box\" formation: \n \n \nBombing by cue of the lead wing: \n\n\nED [DCS USER MANUAL] \n \n254 \nMISSION EDITOR | Eagle Dynamics \n \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  255 \n \nExample 2: \"Javelin Down\". \nThe \"Javelin Down\" formation it is formed in the same way as the Combat Box formation by \nassigning extended actions to the lead wing for WPTs 0 and 1, and WPT 0 for the trailing wings. \nSince the construction is a wedge, the closest wing (looking towards the lead wing) must be \nselected in the GROUP field for all the remaining trailing wings. To copy a group, select it and \npress [CTRL+C]. To paste the group with identical properties, position the mouse over the \ndesired point on the map and press [CTRL+V]. \n \n\n\nED [DCS USER MANUAL] \n \n256 \nMISSION EDITOR | Eagle Dynamics \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  257 \n \nThe left side of the formation is set in the same manner as with the right. This produces the \n\"Javelin Down\" formation: \n \n \n\n\nED [DCS USER MANUAL] \n \n258 \nMISSION EDITOR | Eagle Dynamics \n \n \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  259 \n \nStart Enroute Task \nAs mentioned previously, the Start Enroute Tasks available for a group depend on the group \ntype (fixed wing or helicopter group) and the group task. Remember, unlike Tasks, Start \nEnroute Tasks involve target groups the AI will have to independently detect prior to being able \nto conduct an attack. The AI's ability to detect enemy groups depends on a number of factors, \nincluding the sensors carried by the aircraft, AI skill setting, weather, etc.  \nAircraft sensors: \n• \nAir-to-air radar \n• \nAir-to-surface radar \n• \nMultimode radar \n• \nRadar Warning Receiver (RWR) \n• \nDaytime electro-optical systems \n• \nNight-time electro-optical system \n• \nVisual detection (subject to cockpit visibility restrictions) \nAttacking AI settings: \n• \nSkill setting \n• \nAirspeed \n• \nCockpit visibility restrictions \nEnvironmental and target factors: \n• \nIllumination level \n• \nBackground terrain (forest, field, road, open water) \n• \nDirect visibility limitations due to atmospheric conditions such as fog, rain and snow \n• \nCloud interference \n• \nTarget unit size \n• \nTarget group size \n• \nTarget speed \n• \nFiring activity around the target \nWhen creating scenarios using Start Enroute Tasks, all of the above conditions should be taken \ninto account. For example, sending a daytime CAS aircraft to attack a ground group at night or \nobscured in dense fog conditions may result in the failure of the aircraft to detect the target. In \naddition, consider the distance of the target zone from the AI's flight route and make sure it is \nwithin the AI's detection range. \nThe following Start Enroute Tasks may be available, depending on the group type and task: \n• \nNo Enroute Task \n\n\nED [DCS USER MANUAL] \n \n260 \nMISSION EDITOR | Eagle Dynamics \n \n• \nSearch Then Engage \n• \nSearch Then Engage in Zone \n• \nSearch Then Engage Group \n• \nSearch Then Engage Unit \n• \nRefueling \n• \nAWACS \n• \nFAC \n• \nFAC - Engage Group \nNo Enroute Task \nAvailable for all group types and all mission tasks. A No Enroute Task action does not set any \naction for the group to perform. \nSearch Then Engage \nAs long as the action is in effect, the AI will actively search for the target types set in the task \nproperties and engage as soon as possible without conflicting with other tasks. Applicable to: \nGroup Type(s): fixed wing and helicopter groups. \n \nTarget Panel: \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  261 \n \nENGAGE DISTANCE. This checkbox allows you to lock a specific range from the route leg for \nvalid targets of the action. Targets beyond this range will not be attacked. \n \n \n \nTYPES OF TARGETS. The list of available targets depends on the group task and the targets to \nbe engaged are selected using check-boxes in the Lower Action Properties Menu: \n1. SEAD. \n• \nAir Defense \no AAA (Anti-Aircraft Artillery) \no SAM (Surface-to-Air Missile systems) \n▪ \nSR SAM (Short-Range SAM systems) \n▪ \nMR SAM (Medium-Range SAM systems) \n▪ \nLR SAM (Long-Range SAM systems) \n2. Anti-Ship. \no Naval \no Ships \n▪ \nArmed Ships \n▪ \nHeavy Armed Ships \no Aircraft Carrier \no Cruisers \no Destroyers \no Fregates \no Corvettes \n▪ \nLight Armed Ships \n▪ \nUnarmed Ships \nStart task \n \n \nEngage distance from \nroute for target attack \n \n \n\n\nED [DCS USER MANUAL] \n \n262 \nMISSION EDITOR | Eagle Dynamics \n \no Submarines \n3. CAS and AFAC \no All \no Air \n▪ \nHelicopters \no Ground \n▪ \nInfantry \n▪ \nFortifications \n▪ \nVehicles \n• \nArmor \no Tanks \no IVF (Infantry Fighting Vehicles) \no APC (Armored Personnel Carriers) \n• \nArtillery \n• \nUnarmed \n▪ \nAir Defense \n• \nAAA (Anti-Aircraft Artillery) \n• \nSAM (Surface-to-Air Missile systems) \n▪ \nSR SAM (Short-Range SAM systems) \n▪ \nMR SAM (Medium-Range SAM systems) \n▪ \nLR SAM (Long-Range SAM systems) \no Naval \n▪ \nLight Armed Ships \n4. Fighter Sweep and Intercept. \n• \nAirplanes \no Fighters \no Bombers \nPRIORITY. This number is used to set the action priority in relation to other actions of the \nwaypoint. The priority number represents the order this action will take relative to other actions, \nstarting with '0' as the highest priority.  \nThe Search Then Engage Enroute Task can be used to create scenarios where the air group \nmaintains a holding pattern and leaves it to attack discovered enemy units within the limitations \nset by the task properties. To do this, create the Search Then Engage Enroute Task in the \nactions list after the Orbit Task. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  263 \n \nSearch Then Engage in Zone \nSame as the Search Then Engage Enroute Task, but with an added restriction of a user-defined \ntarget area. The target area is a circular zone the user can place anywhere on the map and \nadjust the radius. Applicable to:  \nGroup Type(s): aircraft and helicopter groups;  \nGroup Task(s): all group tasks, except \"Fighter Sweep\" and \"Intercept\". \n \nThe target area can be placed on the map using the left mouse button. A target line connects \nthe center of the target area (triangle marker) with the action waypoint. \nTarget Panel: \nZONE RADIUS. This field is used to enter the radius of the target area in meters.  \nTYPES OF TARGETS. The list of available targets depends on the group task and the targets to \nbe engaged are selected using check-boxes in the Lower Action Properties Menu. \nPRIORITY. This number is used to set the action priority in relation to other actions of the \nwaypoint. The priority number represents the order this action will take relative to other actions, \nstarting with '0' as the highest priority. \nLike the Search Then Engage Enroute Task, the Search Then Engage in Zone Enroute Task can \nbe used to create scenarios where the air group maintains a holding pattern and leaves it to \nattack discovered enemy units within the target area and the limitations set by the task \n\n\nED [DCS USER MANUAL] \n \n264 \nMISSION EDITOR | Eagle Dynamics \n \nproperties. To do this, create the Search Then Engage in Zone Enroute Task in the actions list \nafter the Orbit Task. \nSearch Then Engage Group \nAnalogous to the Attack Group Task, but requires the attacking group to independently detect \nthe target group prior to conducting an attack. \n \nTarget Panel: \nGROUP. Drop down menu to select the target group from all applicable enemy groups available \nin the mission. \nVISIBLE. The VISIBLE option allows the unit to know or not know the location of target \nposition at the start of the mission. \nWEAPON. Drop down menu to select the weapon types cleared to use for this action. \nPRIORITY. This number is used to set the action priority in relation to other actions of the \nwaypoint. The priority number represents the order this action will take relative to other actions, \nstarting with '0' as the highest priority.  \nThe Search Then Engage Group Task can be used to create scenarios where the air group \nmaintains a holding pattern and leaves it to attack the designated group whenever it is \ndetected. To do this, create the Search Then Engage Group Enroute Task in the actions list after \nthe Orbit Task. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  265 \n \nSearch Then Engage Unit \nAnalogous to the Attack Unit Task, but requires the attacking group to independently detect the \ntarget unit prior to conducting an attack. \n \nTarget Panel: \nGROUP. Drop down menu to select the target group from all applicable enemy groups available \nin the mission. \nUNIT. Drop down menu to select the specific unit of the target group to attack. \nSTATIC. Drop down menu to select a static object as the target (bunker, FARP, etc.) \nVISIBLE. The VISIBLE option allows the unit to know or not know the location of target \nposition at the start of the mission. \nWEAPON. Drop down menu to select the weapon types cleared to use for this action. \nREL QTY. The amount of payload cleared to expend in executing this action. \nMAX ATTACK QTY. The maximum number of attack runs cleared for this action. \nGROUP ATTACK. When checked, the entire flight group will participate in the attack of the \ntarget. By default, each aircraft in a flight group is assigned one target. \nDIRECTION FROM. Allows you to set the course (azimuth) of the aircraft group for reaching \nthe target for an attack. \n\n\nED [DCS USER MANUAL] \n \n266 \nMISSION EDITOR | Eagle Dynamics \n \nALTITUDE ABOVE. Sets the altitude of the aircraft group on approach to target. \nPRIORITY. This number is used to set the action priority in relation to other actions of the \nwaypoint. The priority number represents the order this action will take relative to other actions, \nstarting with '0' as the highest priority. \nThe Search Then Engage Unit Task can be used to create scenarios where the air group \nmaintains a holding pattern and leaves it to attack the designated enemy unit whenever it is \ndetected. To do this, create the Search Then Engage Group Enroute Task in the actions list after \nthe Orbit Task. \nRefueling \nThe aircraft will perform aerial refueling. Applicable to: \nGroup Type(s): airborne tanker aircraft, including IL-78 and KC-135;  \nGroup Task(s): Refueling. \nWhen the Refueling Mission Task is created, a Refueling Enroute Task is created automatically \nas an automatic action at the initial waypoint. This action cannot be deleted or edited. \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  267 \n \nAWACS \nThe aircraft will perform Airborne Warning and Control for friendly units. Applicable to: \nGroup Type(s): dedicated AWACS aircraft, including A-50, E-2B, E-3A;  \nGroup Task(s): AWACS. \nAWACS detects aerial targets and transmits data to friendly aircraft via radio and data links. This \ninformation may be used by the player. When the AWACS Mission Task is created, an AWACS \nEnroute Task is created automatically as an automatic action at the initial waypoint. This action \ncannot be deleted or edited. \n \n \nFAC \nThe aircraft will act as an Airborne Forward Air Controller (AFAC) to provide targeting orders for \nfriendly units in the area. Applicable to: \nGroup Type(s): fixed wing and helicopter groups in BLUE coalition only; \nMission Task(s): AFAC. \nUnder a FAC Enroute Task, the FAC will automatically prioritize targets for the player or \nattacking AI groups and issue targeting orders throughout the attack phase. \n\n\nED [DCS USER MANUAL] \n \n268 \nMISSION EDITOR | Eagle Dynamics \n \nNote: The FAC's target selection may not correspond to the targets intended for the player or \nattacking AI by the mission designer, because no specific target group is selected. \n \nTarget Panel: \nCALLSIGN. FAC's callsign \nNUMBER. FAC's number. \nFREQUENCY. Set the FAC group's radio communications frequency in MHz. \nMODULATION. Set the FAC group's radio communications AM/FM modulation. \n \nFAC – Engage Group \nAnalogous to the FAC Enroute Task, except in this case a specific enemy group is selected by \nthe mission designer for the AFAC to target. Applicable to: \nGroup Type(s): fixed-wing and helicopter groups in BLUE coalition only; \nMission Task(s): AFAC. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  269 \n \n \nTarget Panel: \nGROUP. Drop down menu to select the target group from all applicable enemy groups available \nin the mission. \nVISIBLE. The VISIBLE option allows the unit to know or not know the location of target \nposition at the start of the mission. \nWEAPON. Drop down menu to select the weapon types cleared to use for this action. In the \ncase of an AFAC, the WEAPON selection refers to weapons the AFAC will request to be \nemployed against the target. \nPRIORITY. This number is used to set the action priority in relation to other actions of the \nwaypoint. The priority number represents the order this action will take relative to other actions, \nstarting with '0' as the highest priority.  \nDESIGNATION. Selects the method of target designation (Auto, smoke marker (\"Willy Pete\", \nWP), IR-Pointer, Laser, WP-Laser. Target designation is carried out on the player’s radio request \nat a fixed radio range. \n\n\nED [DCS USER MANUAL] \n \n270 \nMISSION EDITOR | Eagle Dynamics \n \n \nIf the FAC unit is located from the enemy at a distance greater than the operational range of the \ntarget designator equipment, then the maximum ranges for each of the available equipment will \nbe displayed in the menu. \n \nIn this case, it is necessary to adjust the distance of the forward observer to the enemy such \nthat it is within the specified maximum range. \nDATALINK. Automatic data transmission system for the exchange of target information \nbetween ground units and aircraft. \nCALLSIGN. Callsign of the FAC. \nNUMBER. Selection field for the FAC’s number. \nFREQUENCY. Set the FAC group's radio communications frequency in MHz. \nMODULATION. Set the FAC group's radio communications AM/FM modulation. \nRemember, because this is an Enroute Task, the AFAC will have to independently detect the \ntarget group prior to being able to issue targeting commands against it. As described above, \ntarget detection will depend on a number of dynamic variables in-game, including possible \nterrain obstructions or weather interference. If the mission designer has not assigned any \ngroups, the AFAC will not issue any targeting commands. \n \n \n \nTarget designation \nmethod \nMaximum distance for \ntarget designation \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  271 \n \nPerform Command \nThe following commands can be set as actions upon reaching a waypoint: \nNo Action \nNo command is set. Default selection. \nRun Script \nRun the Lua-script entered in the scratchpad. \nScript File \nSelects the LUA-script file. \nSet Frequency \nSet the group's radio communications frequency in MHz and AM/FM modulation. \n \nFREQUENCY. Set the group's radio communications frequency in MHz. \nMODULATION. Set the group's radio communications AM/FM modulation. \n• \nАМ - Amplitude modulation. \n\n\nED [DCS USER MANUAL] \n \n272 \nMISSION EDITOR | Eagle Dynamics \n \n• \nFM - Frequency modulation. \nPOWER. Transmitter power. This affects communication range. \nSet Frequency for unit \nCommand to switch to the specified radio frequency for the unit. \n \nFREQUENCY. Set the group's radio communications frequency in MHz. \nMODULATION. Set the group's radio communications AM/FM modulation. \n• \nАМ - Amplitude modulation. \n• \nFM - Frequency modulation.  \nPOWER. Transmitter power. This affects communication range. \nUNIT. Selects the unit to which the frequency is assigned. \n \nTransmit Message \nCommand to send a message from the lead group. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  273 \n \n \nFILE. Selects the audio file to be played during the radio transmission (*.ogg;*.wav). \nSUBTITLE. Field for inputting the text message (subtitles) to be displayed during the radio \ntransmission. \nLOOP. Settings for repeating the message. \nDURATION. Duration of the message, in seconds. \n \nStop Transmission \nStops the transmission from the lead group. This command has no available options. \n \nSwitch Waypoint \nWhen the conditions for this action are in effect, the group will navigate from the current \nwaypoint directly to the one set by this action. For example, the group can be made to fly from \nwaypoint 3 directly to waypoint 6. When this command is executed, all other actions associated \nwith the waypoint are stopped. \n\n\nED [DCS USER MANUAL] \n \n274 \nMISSION EDITOR | Eagle Dynamics \n \n \nBy default, this is set to the next waypoint in the route. \nAll main tasks, commands, and behavior options, missed waypoints, will not be fulfilled. \nThis command can also be used to create a looping route by switching to an earlier waypoint. \nThe looping command can be stopped using a stop condition, such as a mission time or a flag \nstate. \nInvisible \nSet the group to be invisible to all enemy AI units. Enabled and disabled using the ENABLE \ncheckbox. \nThis command may be useful when creating ground-based FACs in close proximity to enemy \npositions as a means of simulated a well camouflaged position and preventing the FAC from \nbeing destroyed. \nImmortal \nSet the group to be immortal. Enemy AI units will be able to detect the group, but their \nweapons will have no effect.  \nThis command may be useful when creating prolonged engagement scenarios, in which \npersistence of fire is a desired element. \nEPLRS \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  275 \n \nSet the unit's position datalink on/off. \nSmoke On_Off \nThis command activates the a smoke generator, if available, located on the aircraft's wing \nmounts. It has a single option – the VALUE checkbox, which allows or disables the execution of \nthe command. \n \n \n\n\nED [DCS USER MANUAL] \n \n276 \nMISSION EDITOR | Eagle Dynamics \n \nSet Option \nThe following Options can be set as actions upon reaching a waypoint: \nNo Option \nNo option is set. Default selection. \nROE (Rules of Engagement) \nSet fire rules to determine the group's combat behavior when encountering enemy units. \n \n• \nWeapon free – engage any enemy group in contact. Target prioritization is performed \nautomatically by the group based on the situation.  \n• \nPriority designated – engage any enemy groups in contact. However, the enemy \ngroup designated as the target for the action will be the primary target and engaged \nfirst. Once the primary target is destroyed, further target prioritization is performed \nautomatically by the group based on the situation.  \n• \nOnly designated – engage only the enemy group designated as the target for the \naction. \n• \nReturn fire – return fire only; do not engage first.  \n• \nWeapon hold – do not fire under any circumstances. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  277 \n \nThe default setting for all groups is Only designated. \nReaction to Threat \nSet defensive rules to determine the group's combat behavior when encountering enemy units. \n \n• \nNo reaction – no defensive actions to counter threats. \n• \nPassive defense – utilize passive and active defense measures, but no defensive \nmaneuvering against incoming threats.  \n• \nEvade fire – utilize passive and active defense measures as well as defensive \nmaneuvering against incoming threats. \n• \nEvasive vertical maneuver – the group will be able to increase or decrease altitude to \navoid a known threat zone. The group will also utilize active and passive defense \nmeasures. \n• \nAllow Abort Mission – allow group to cease mission if engaged. \n• \nHorizontal AAA fire evade – The group performs evasive maneuvers against enemy \nanti-aircraft fire without changing altitude. \nThe Reaction on Threat Options are only in effect in defense. When performing an attacking \naction, the ROE option is in effect. In other words, the ROE option has a higher priority over the \nReaction on Threat option. \n\n\nED [DCS USER MANUAL] \n \n278 \nMISSION EDITOR | Eagle Dynamics \n \nThe default setting for all groups is Allow Abort Mission. \n \nRadar Using \nSet the rules for the use of radar by the group. \n \n• \nNever use – do not use radar to perform target search or engagement (missile \nguidance). \n• \nUse for attack only – do not use radar to perform target search, but use it if necessary \nto engage the target (missile guidance). Target search can be performed by other \nsensors if available. \n• \nUse for search if required – allows the group to use radar for target search if \nnecessary (when detection by other means is not successful).  \n• \nUse for continuous search – maintain radar on continuously. \nThe default setting is Use for search if required. \nKeep in mind that radar illumination is a telltale signature and can ruin the element of surprise \nin combat operations, and as such pilots should ideally minimize radar uptime in covert \noperations. \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  279 \n \nChaff – Flare Using \nSet the rules for the release of chaff and/or flares by the group. \n \n• \nNever use – do not release chaff and/or flares when engaged. \n• \nUse against fired missiles – release chaff and/or flares only when incoming missiles \nhave been detected. \n• \nUse when flying in SAM WEZ – release chaff and/or flares as a preventative measure \nwhen inside a known enemy SAM threat zone or within weapons range of a known \nenemy aircraft armed with IR-homing missile. \n• \nUse when flying near enemies (n/a) – The aircraft group will use \ncountermeasures/decoys over enemy territory. \nThe default setting is Use when flying in SAM WEZ. \n \n \n\n\nED [DCS USER MANUAL] \n \n280 \nMISSION EDITOR | Eagle Dynamics \n \nFormation \nSet the formation for the group to assume upon reaching the waypoint. The following \nformations are available: Line Abreast, Trail, Wedge, Echelon Right, Echelon Left, Finger Four, \nSpread Four, WW2: Bomber Element, WW2: Bomber Element Height Separation and WW2: \nFighter Vic. \n \nTYPE. Formation type. 10 options are available for aircraft combat formations:  \n• \nLine Abreast. \n• \nTrail. \n• \nWedge. \n• \nEchelon Right, the default setting. \n• \nEchelon Left. \n• \nFinger Four. \n• \nSpread Four. \n• \nWW2: Bomber Element. \n• \nWW2: Bomber Element Height Separation. \n• \nWW2: Fighter Vic. \nFor helicopter combat formations, 4 options are available:  \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  281 \n \n• \nWedge, the default setting. \n• \nFront. \n• \nEchelon. \n• \nColumn. \nSIDE. Choice of port/starboard side for asymmetrical formations. Used only for helicopter \nformations when choosing line abreast/echelon formation. \nVARIANT. Choice of formation variant when selecting formation type, differing in size \n(indicated in meters). \n \nFor a more detailed explanation of the formations, including illustration, consult the Flight \nManual. \nThe default setting is Echelon Right. \n \nRTB on Bingo Fuel \nThis is a flag setting to allow/restrict the group to return to base upon reaching Bingo Fuel state \n(when there is only enough fuel left to return to base.) \nThe default setting is ON (allow). \n \n \n\n\nED [DCS USER MANUAL] \n \n282 \nMISSION EDITOR | Eagle Dynamics \n \nRTB on out of ammo \nThis option allows for the group to return to base when all ammunition has been spent. \n \nThe default setting is No weapon. \n \nSilence \nThis is a flag setting to force the group to maintain radio silence upon reaching the waypoint.  \nThe default setting is OFF (radio communications are allowed). \nIf no Options are set in the Actions List, the default settings for all options are assumed. \n \nECM Using \nThe \"ECM Using\" option determines the procedure for using the aircraft's onboard electronic \nwarfare suite during the course of a combat mission. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  283 \n \n \nThe default setting is Use if only lock by radar. \nRestrict Air-to-Air Attack \nThis option forbids units from attacking airborne targets. Tick the checkbox labelled VALUE to \nforbid this action. \nThe default setting is OFF. \nRestrict Jettison \nThis option restricts units from jettisoning external stores. Tick the checkbox labelled VALUE to \nforbid this action. \nThe default setting is OFF.  \nRestrict Afterburner \nThis option restricts units from using afterburners, reducing IR visibility and improving \nsurvivability against heat-seeking missiles. Tick the checkbox labelled VALUE to forbid this \naction. \nThe default setting is OFF. \n\n\nED [DCS USER MANUAL] \n \n284 \nMISSION EDITOR | Eagle Dynamics \n \nRestrict Air-to-Ground Attack \nThis option forbids units from attacking ground targets. Tick the checkbox labelled VALUE to \nforbid this action. \nThe default setting is OFF.  \nAA Missile attack ranges \nThis option determines the distance at which air-to-air missiles may be fired. \n \n• \nMax range launch – Missile launch is permitted at the maximum possible range. \n• \nNo escape zone launch – Missile launch is permitted only when the target has entered \nthe missile’s no escape zone. \n• \nHalf way max range - No escape zone launch – Missile launch is permitted at a \ndistance between the missile’s maximum possible range and it’s no escape zone. \n• \nLaunch by target threat estimate – the default setting. Missile launch according to \nthe threat level of the target: the closest hostile target that is closing in on the unit, with \nan active radar; either locked on or actively attacking. \n• \nRandom between max range and no escape zone launch – Missile launch is \npermitted at a random distance between the missile’s maximum possible range and it’s \nno escape zone. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  285 \n \nNo Report Waypoint Pass \nThis option forbids the aircraft group from reporting on their passage through a waypoint. Tick \nthe checkbox labelled VALUE to forbid this action. \nThe default setting is OFF.  \nRadio usage when contact \nThe option determines the type of targets for radio communications when the group is in \ncontact with the enemy. \n \nThe default setting is ALL targets. \nRadio usage when engage \nThe option determines the type of targets for radio communications when the group is actively \nengaged in combat with the enemy. The target panel is similar to that of the previous option. \nThe default setting is ALL targets. \nRadio usage when kill target \nThe option determines the type of targets for radio communications when the group has \ndamaged or destroyed an enemy target. The target panel is similar to that of the previous \noption. \n\n\nED [DCS USER MANUAL] \n \n286 \nMISSION EDITOR | Eagle Dynamics \n \nThe default setting is ALL targets. \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  287 \n \nPlace Ship Group \n \nYou will use this window to place ship groups in a mission, set their routes, and determine the \nactions they will take. Unlike aircraft groups, you can place up to 99 units within a single group \n(not recommended though). When placing ships, you will be automatically restricted to placing \nthem on large bodies of water.  \nNote, the mission editor supports group copy/paste functionality. To copy a group, select it and \npress [CTRL+C]. To paste the group with identical properties, position the mouse over the \ndesired point on the map and press [CTRL+V]. \nThe Place ship windows consist of numerous functions, which are described below. We will \ndiscuss them from top to bottom. \n \nNAME. In the Name field, type in a unique name for the naval group. If you do not enter one, a \ndefault one will be generated. This Name you create will be used when assigning some types of \nTriggers such as Activate Unit. Always be careful not to assign more than one group with the \nsame Name.  \n\n\nED [DCS USER MANUAL] \n \n288 \nMISSION EDITOR | Eagle Dynamics \n \nCONDITION. The condition for the random spawning of a group in a mission. For this, LUA \nexpressions used in the Simulator Scripting Engine Documentation are entered into the field. \nFirst, the initialization script should be loaded in the trigger panel. The script is executed before \nthe mission is loaded and its result is used to set the conditions for the random group spawn. \nCOUNTRY. The Country drop down list displays all the countries that have been assigned to \neither the RED or the BLUE sides when the mission was initially created by use of the CREATE \nNEW MISSION button. The Country selected will filter the TYPE of ships available. \nUNIT. The Unit selection is composed of two fields and they allow you to select how many ships \nwill be part of the naval group (1 to 99). The right field is used to set the total number of ships \nin the group; to do so, use the left and right arrow buttons. The left field is used to select a ship \nwithin the group; to do so, use the left and right arrow keys. \nTYPE. Depending on the Country, a list of appropriate ships is listed in this pull-down list. \nUNIT NAME. Enter a unique name for each unit within the naval Group. If you do not, a \ndefault name will be created automatically. This name is important because it will be used to set \nTrigger Conditions based on units. For example, if you create a condition based on the \ndestruction of a unit, the unit will be selected from a list using its UNIT NAME.  \nSKILL. The Skill level allows you to select how competent the aircraft pilot is when flown by the \nartificial intelligence. This setting can control such factors on how much G the pilot can pull, at \nwhat range it will attack, and how accurate its weapon delivery skills are. There are five Skill \noptions for AI aircraft:  \n• \nAverage  \n• \nGood  \n• \nHigh  \n• \nExcellent  \n• \nRandom. This option will randomly select from one of the four options above. \nNote that a unit's skill level will affect its detection ranges, reaction times and targeting errors. \nHEADING. The course dial can be used to set a unit's standing course when no route has been \ncreated to determine the direction of travel. \nHIDDEN ON MAP check box. After creating a mission, you may wish to hide certain units so \nthat people playing your mission cannot see them. Check this box to hide the selected naval \ngroup from the ME World Map. You can view all hidden groups using the Units List window \n(discussed later in this document).  \nHIDDEN ON PLANNER. This option hides aircraft from the mission map in the mission \nplanner. This option can be useful if you need to hide an object from the player. \nVISIBLE bef. ACTIVATION. If you choose to have a unit appear according to an Activate \nGroup/Unit trigger, you can choose to have that unit visible in the world or invisible in the world \nuntil the unit is activated. If you wish to have the unit visible in the world but inactive until \nactivation, check this box. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  289 \n \nGAME MASTER ONLY. This option indicates that the selected group is available only to the \ngame master – the owner of the game session. \nLATE ACTIVATION. This option spawns a group of aircraft in the mission after a certain time \nafter reaching any condition or event. \nFREQUENCY. Frequency for radio communications in MHz. The AI group will conduct radio \ncommunications using the indicated frequency. Example: 127.5 MHz AM means 127.5 MHz in \nthe AM (amplitude modulation) range. \nModal buttons \nFive modal buttons control what is displayed on the lower half of the Naval Group Properties \nplacement window. These include: ROUTE, AMMO, TRIGGERED ACTIONS, SUMMARY and \nSUPPLIERS. \n \nRoute Mode \n \nWhen in Route mode, the data in the lower half of the ship placement window is in regards to \nwaypoint management. A waypoint is an arbitrary point on the map (Lat, Long) that can be \nchained together to create a route. During the course of a mission, the group will steer from one \nwaypoint to the next along the route line, and at each waypoint you can assign unique actions. \n \nTo place a new naval group, you will need to be in the Route mode with a ship Type selected. \nYou may then left click on the map to place the group's starting point, which will be waypoint 1. \nWhen you place a group, its waypoint marker (circle with its waypoint number next to it) and \nroute line will be colored appropriately:  \n• \nWhite - Selected unit.  \n• \nRed - A Red side unit that is not selected.  \n• \nBlue - A Blue side unit that is not selected.  \nAt waypoint one there will be a unit icon instead of a standard waypoint circle. Different icons \ndenote different types of units: \nNaval Editor Icons (Russian/Western) \nRussian \nNATO \nUnit Type \n \n \nSubmarine \n\n\nED [DCS USER MANUAL] \n \n290 \nMISSION EDITOR | Eagle Dynamics \n \n \n \nFrigate \n \n \nAircraft carrier \n \n \nHeavy cruiser \n \n \nCruiser \n \n \nMedium ship/frigate \n \n \nCargo (commercial) ship \n \nTo shift the entire group's position on the map, click and drag the group's lead unit to the \ndesired location. To adjust the position of other units within the group, click and drag the \ndesired unit relative to the leader's position. \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  291 \n \nBelow the Modal buttons are the Route controls. For each waypoint of the route, the following \noptions can be set in the waypoint control panel as described above. From top to bottom: \n \nWAYPOINT. The WAYPOINT fields allow you to cycle between waypoints you have created. \nThe left field displays the currently selected waypoint and you can cycle it by pressing the left \nand right arrow buttons. The field on the right displays the total number of waypoints in the \nroute. The circle and waypoint number of the selected waypoint is colored yellow on the map. \nNAME. For each waypoint you can assign a unique name. Enter the name of the waypoint in \nthis field and this name will then appear next to the waypoint on the map. \nTYPE. Each waypoint can be assigned a type of action that the group will perform when it \nreaches the waypoint. These include:  \n• \nTurning Point. This is the most common and basic waypoint and the group will simply \npass through such a waypoint and proceed to the next.  \nALTITUDE. Not adjustable for naval groups. \nSPEED. The speed setting will set the speed in kilometers per hour (km/h) that the ship group \nwill have achieved when it reaches the waypoint. To set this, you can either use the left and \nright arrow buttons or enter it into the field. The group's maximum speed will not exceed the \nmaximum speed of the slowest ship in the group. \nGS (GROUND SPEED LOCK CHECKBOX). Selects between manual and automatic entry of the \ndesired speed for the waypoint. Not applicable to a starting waypoint. \nIf the speed is locked, the group will attempt to maintain the desired speed on the route leg \nfrom the preceding waypoint to the current one.  See above \"Group Route Planning\". \nSTART/ETA. (Estimated Time of Arrival). Indicates the desired arrival time for the waypoint (or \ngroup start time in the case of the initial waypoint). This is set by the user if the ETA is locked or \ncalculated automatically by the Mission Editor if the ETA is unlocked.  \nFix Time (ETA LOCK CHECKBOX). Selects between manual and automatic entry of the desired \nETA for the waypoint. The ETA is locked for the initial waypoint (group start time) by default. \nWhen locked, the ETA field can be used to set a delayed group activation in the mission by \nsetting an ETA for the initial waypoint at a time past the mission starting time. For example, if \nthe mission is set to start at 12:00:00/1 and the user wishes to have the group appear in the \nmission 15 minutes after the mission starts, he can lock the ETA for waypoint-1 at 12:15:00/1. \nFurthermore, if the user wishes for the group to appear in the mission based on a triggered \n\n\nED [DCS USER MANUAL] \n \n292 \nMISSION EDITOR | Eagle Dynamics \n \nevent of unknown time, he can set the ETA for the starting time past any likely mission time, \nsuch as 100 days later (12:00:00/100). In such a scenario, the group will not appear until \ntriggered by the scripted event or the starting ETA is reached. \nIf the ETA for the waypoint results in calculated speeds that are too slow or too fast for the \naircraft type, the font will become red to indicate an invalid entry and a corresponding error \nmessage will appear when the user attempts to close the properties panel or save the mission. \nSee above for more information. \n \nWaypoint Mode Buttons \nThese three buttons allow you to add, edit and delete route waypoints. \n \n• \nADD – In ADD mode, each press of the left mouse button over the map adds a new \nwaypoint. This mode is selected on by default when a group properties panel is open.  \n• \nEDIT– In EDIT mode, existing waypoints can be selected on the map for editing in the \nwaypoint properties panel.  \n• \nDEL – Pressing this button deletes the selected waypoint. \n \nAmmo Mode \n \nThe LOADOUTS EDITOR panel is opened by pressing on the button labelled AMMO and allows \nthe user to select the color scheme of the chosen unit. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  293 \n \n \nTriggered Actions Mode \n \nThe Triggered Actions button opens the Triggered Actions Panel. This panel can be used to add \nor edit group actions analogous to the Advanced Actions Panel, but activated based on trigger \nrules as scripted in the Triggers Menu using the AI TASK trigger action.  \nRoute Summary Mode \n \nWhen in Summary mode, you are provided basic mission data in the lower half of the window. \nThis data includes: \n\n\nED [DCS USER MANUAL] \n \n294 \nMISSION EDITOR | Eagle Dynamics \n \n \nSTART TIME. The mission start time for the group in Hour:Minute:Second/Day.  \nROUTE TIME. Estimated en-route time for the chosen route when travelling at the given \nspeed. This is indicated in Hour:Minute:Second/Day format.  \nROUTE LENGTH. Total distance of the route in kilometers.  \nAVERAGE SPEED. The average indicated speed of the route by totaling the assigned speed of \neach route leg and then dividing by the number of legs. \nNote, the mission editor supports group copy/paste functionality. To copy a group, select it and \npress [CTRL+C]. To paste the group with identical properties, position the mouse over the \ndesired point on the map and press [CTRL+V]. \n \nSuppliers \n \nThe SUPPLIERS button brings up an information panel with the ammunition suppliers for the \nchosen ship group. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  295 \n \n \nFULL INFO. Opens the Resource Manager panel. \nADD. Adds a warehouse. When clicked, it marks all ship groups and airfields with checkboxes, \nthat when ticked designates these groups as suppliers. This will create arrowed lines that go \nfrom these supplier units to the original ship group. \nDEL. Removes the selected suppliers from the panel list. \n \n \n \n\n\nED [DCS USER MANUAL] \n \n296 \nMISSION EDITOR | Eagle Dynamics \n \nAdvanced Actions Mode (naval groups) \n \nPressing the Advanced tab opens the Advanced Actions Panel, which lists the actions associated \nwith the selected waypoint: \n \nThis panel is used to set (add/edit/delete) group actions (Perform Task, Start Enroute Task, \nPerform Command, Set Option), which are tasked to the AI at this waypoint by the user or \ngenerated automatically by the Mission Editor. \nPanel Interface Controls \nThe following buttons are located at the bottom of the Advanced Actions Menu: \n• \nADD – Adds a new action to the list. When pressed, a default No Task action is created, \nwhich can be edited in the Action Settings pop-up panel to the left. \n• \nINS – Inserts a new action above the currently selected one. \n• \nEDIT – Opens the Action Settings pop-up panel to display and edit the settings of the \naction. The same functionality is duplicated when clicking on any route waypoint on the \nmap. \n• \nDEL – Deletes the selected action. \n• \nUP – Moves the selected action up the list. \n• \nDOWN – Moves the selected action down the list. \n• \nCLONE – Clones the selected action down the list. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  297 \n \nAction Properties Panel for Naval Groups \nThe Action Properties Panel for Naval Groups is analogous to the panel for aircraft groups. In \nother words, this panel is used to set Perform Tasks, Start Enroute Tasks, Perform Commands \nand Set Options for the group to perform, as well as the starting and ending conditions of the \nactions. However, the specific types of actions available for naval groups differs from aircraft \ngroups. \nPerform Task \nNo Task \nNo action is assigned to the group to perform.  \nFire at Point \nFire against a coordinate point on the map as designated by the mission designer. \n \nTo perform this action, move the triangular marker that appears near the group when this \naction is selected, to a desired point on the map. \nTarget Panel: \n\n\nED [DCS USER MANUAL] \n \n298 \nMISSION EDITOR | Eagle Dynamics \n \nZONE RADIUS. The value sets the radius of the target area. When firing artillery, the ship will \nspread rounds within the entire target area. When firing cruise missiles, the ship will target the \ncenter coordinate of the target area. \nWEAPON. Drop down menu to select the weapon types cleared to use for this action. This \nmenu is dependent on the type of ship and its available types of weaponry. \nROUNDS EXPEND. Setting this flag allows you to set the amount of ammunition consumed. \n \nAttack Group \nThis action is intended to organize an attack of a specified group of ships. \n \nGROUP. Selecting the target air/ground/ship group from the list. \nWEAPON. Drop down menu to select the weapon types cleared to use for this action. This \nmenu is dependent on the type of ship and its available types of weaponry. \nREL QTY. The amount of payload cleared to expend in executing this action. \nMAX ATTACK QTY. The maximum number of attack runs cleared for this action. The ship's \ngroup stops an attack if the target is defeated, even if the specified number of attacks has not \nyet been performed. If the target is not hit within the specified number of attacks, the ship's \ngroup also stops the attack. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  299 \n \nGROUP ATTACK. When checked, the entire naval group will participate in the attack of the \ntarget. By default, each ship in a naval group is assigned one target. \nDIRECTION FROM. Allows you to set a course (azimuth) for the selected ship group for its \napproach to the target. \n \nThe target marked for destruction is the enemy group that is marked with a triangular marker. A \nline will also be drawn from the waypoint to the target. \n \nStart Enroute Task \nNaval groups cannot be assigned any Start Enroute Task actions. Therefore, the only available \nselection is No Enroute Task. \nPerform Command \nThe following commands can be set as actions upon reaching a waypoint: \nNo Action \nNo command is set. \n\n\nED [DCS USER MANUAL] \n \n300 \nMISSION EDITOR | Eagle Dynamics \n \nRun Script \nRun the Lua script entered in the scratchpad. \nScript File \nSelects the LUA script file. \nInvisible \nSet the group to be invisible to all enemy AI units. Enabled and disabled using the ENABLE \ncheckbox. \nImmortal \nSet the group to be immortal. Enemy AI units will be able to detect the group, but their \nweapons will have no effect. \nSet Option \nThe following Options can be set as actions upon reaching a waypoint: \nNo Option \nNo option is set. Default selection. \nROE (Rules of Engagement) \nSet fire rules to determine the group's combat behavior when encountering enemy units. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  301 \n \n \n• \nWEAPON FREE – engage any enemy group in contact. Target prioritization is \nperformed automatically by the group based on the situation. The default setting. \n• \nRETURN FIRE – return fire only; do not engage first. \n• \nWEAPONS HOLD – do not fire under any circumstances. \nAs mentioned above, all behavior options work regardless of the active task. If the behavior \noptions are not added to the action list, then the default behavior options apply. \nAlarm State \nThis option determines the readiness of the group for combat and has three definitions. \n\n\nED [DCS USER MANUAL] \n \n302 \nMISSION EDITOR | Eagle Dynamics \n \n \n• \nAuto – Auto mode. The default option. The group switches from travel mode to combat \nalert when an enemy is detected. In the absence of an enemy, the group automatically \nreturns to travel mode. \n• \nGREEN state – Group is not ready for combat. Sensors and weapons are stowed. \n• \nRED state – The group is combat ready; weapons and sensors are ready to fire and \nships are actively searching for targets. \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  303 \n \nPlace Ground Unit \n \nYou will use this button to place ground unit groups in the mission, set their routes, and create \ntheir actions. When placing a ground group, it is important to remember that the groups can \nconsist of one to 99 vehicles. When placing groups, only the group lead vehicle will be visible on \nthe map when zoomed out. As you zoom in though, the individual units of the group will appear \non the map. This is important for accurate unit placement. \nNote, the mission editor supports group copy/paste functionality. To copy a group, select it and \npress [CTRL+C]. To paste the group with identical properties, position the mouse over the \ndesired point on the map and press [CTRL+V]. \nThe ground group placement windows consist of numerous functions which are described \nbelow. We will discuss them from top to bottom.  \n \nNAME. In the Name field, you may enter a unique name for the vehicle group. If you do not \nenter one, a default one will be generated. The Name you create will be used when assigning \nsome types of Triggers such as Activate Unit. Always be careful not to assign more than one \ngroup with the same Name. \n\n\nED [DCS USER MANUAL] \n \n304 \nMISSION EDITOR | Eagle Dynamics \n \nCONDITION. The condition for the random spawning of a group in a mission. For this, LUA \nexpressions used in the Simulator Scripting Engine Documentation are entered into the field. \nFirst, the initialization script should be loaded in the trigger panel. The script is executed before \nthe mission is loaded and its result is used to set the conditions for the random group spawn. \nCOUNTRY. The Country drop down list displays all the countries that have been assigned to \neither the RED or BLUE sides when the mission was initially created by use of the CREATE NEW \nMISSION button. The Country selected will filter the TYPE of ground units available. \nUNIT. The Unit selection is composed of two fields and they allow you to select how many \nground units will be part of the group (1 to 99). The right field is used to set the total number of \nvehicles in the group; to do so, use the left and right arrow buttons. The left field is used to \nselect a vehicle unit within the group; to do so, use the left and right arrow keys. \n \nNote: For Surface to Air Missile (SAM) batteries like SA-10, SA-11, etc., all the needed \nunits of the SAM battery must all be part of the same Vehicle Group. \n \nNote: If you place a ground unit to act as a JTAC, use a unit that is armed and  \nhas \nsensors. The armed HMMWV is a good choice. \nCATEGORY. Drop-down list for selecting the unit category: \n• \nAir Defence. \n• \nArmor. \n• \nArtillery. \n• \nFortification. \n• \nInfantry. \n• \nMissiles. \n• \nTrain. \n• \nUnarmed \nTYPE. Depending on the Country selection, a list of appropriate ground units will populate this \npull-down list. \nUNIT NAME. Enter a unique name for each unit within the Group. If you do not, a default \nname will be created automatically. This name is important because it will be used to set some \nTrigger Conditions. For example, if you create a condition based on the destruction of a unit, the \nunit will be selected from a list using its UNIT NAME. \nSKILL. The Skill level allows you to select how competent the unit is controlled by the artificial \nintelligence. This setting can control such factors as what range it will attack from, and how \naccurate its weapon delivery skills are. There are five Skill options for AI ground units:  \n• \nAverage \n• \nGood \n• \nHigh \n• \nExcellent \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  305 \n \n• \nRandom. This option will randomly select from one of the four options above.  \n \nNote: A unit's skill level will affect its detection ranges, reaction times and targeting \nerrors. \n \nNote: Regardless of skill level, AI aircraft will have great difficulty spotting infantry units \nunless the infantry unit is moving or firing weapons. \nHEADING. The course dial can be used to set a unit's standing course when no route has been \ncreated to determine the direction of travel. \nHIDDEN ON MAP check box. After creating a mission, you may wish to hide certain units so \nthat people playing your mission cannot see them. Check this box to hide the selected ground \ngroup from the ME World Map. You can view all hidden groups using the Units List window \n(discussed later in this document).  \nHIDDEN ON PLANNER. This option hides ground unit from the mission map in the mission \nplanner. This option can be useful if you need to hide an object from the player \nVISIBLE before ACTIVATION. If you choose to have a unit appear according to an Activate \nGroup/Unit trigger, you can choose to have that unit visible in the world or invisible in the world \nuntil the unit is activated. If you wish to have the unit visible in the world but inactive until \nactivation, check this box. \nLATE ACTIVATION. This option spawns a group of units in the mission after a certain time \nafter reaching any condition or event. \nGAME MASTER ONLY. This option indicates that the selected group is available only to the \ngame master – the owner of the game session. \nPLAYER CAN DRIVE. This option enables the player to drive the selected units by using \n[RAlt+J]. \nTRANSPORTABLE. This option allows the selected infantry, transport, armored, and cargo \nunits for transport by helicopter. \nModal Buttons \nFour modal buttons control what is displayed on the lower half of the Vehicle Group Properties \nplacement window. These include: ROUTE, AMMO, TRIGGERED ACTIONS, and SUMMARY. \n \nRoute Mode \n \nWhen in Route mode, the data in the lower half of the vehicle placement window is in regards \nto waypoint management. Waypoints are arbitrary points on the map (Lat / Long) that can be \n\n\nED [DCS USER MANUAL] \n \n306 \nMISSION EDITOR | Eagle Dynamics \n \nchained together to create a route. During the course of a mission, the group will drive from one \nwaypoint to the next along the route line and at each waypoint you can assign unique actions \n(like a formation). \nTo place a new vehicle group, you will need to be in the Route mode and have a vehicle group \nselected. You may then left click on the map to place the group’s starting point, which will also \nbe waypoint 1. When you place a group, its waypoint marker (circle with its waypoint number \nnext to it) and route line will be colored appropriately:  \n• \nWhite - Selected unit.  \n• \nRed - A Red side unit that is not selected.  \n• \nBlue - A Blue side unit that is not selected.  \nAt waypoint one will be a unit icon instead of a standard waypoint circle. Different icons denote \ndifferent types of units: \nGround Unit ME Icons (Russian/Western) \nRussian \nNATO \nUnit Type \n \n \nTank \n \n \nInfantry Fighting Vehicle (IFV) \n \n \nCombat reconnaissance vehicle \n \n \nArmored Personnel Carrier (APC) \n \n \nTransport \n \n \nCivilian vehicle \n \n \nEngineers \n \n \nSelf-Propelled Gun (SPG) \n \n \nMultiple Launch Rocket System (MLRS) \n \n \nMLRS Medium \n \n \nMLRS Heavy \n \n \nAnti-tank Guided Missile (ATGM) tracked \n \n \nAnti-tank Guided Missile (ATGM) wheeled \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  307 \n \n \n \nForward Air Controller (FAC) vehicle \n \n \nInfantry \n \n \nMan-Portable Air Defense (MANPAD) SAM system \n \n \nStinger SAM \n \n \nAnti-Aircraft Artillery (AAA) \n \n \nSelf-propelled AAA \n \n \nRadar-guided AAA \n \n \nWheeled AAA \n \n \nTracked AAA \n \n \nSAM short range, wheeled \n \n \nSAM short range, tracked \n \n \nSAM short range, wheeled, radar-guided \n \n \nSAM short range, tracked, radar-guided \n \n \nSAM medium range, tracked \n \n \nSAM medium range, wheeled \n \n \nSAM medium range, tracked, radar-guided \n \n \nSAM long range, tracked, radar-guided \n \n \nSAM long range, wheeled \n \n \nAvenger SAM system \n \n \nM6 Linebacker SAM system \n \n \nChaparral SAM system \n\n\nED [DCS USER MANUAL] \n \n308 \nMISSION EDITOR | Eagle Dynamics \n \n \n \nM-163 Vulcan AAA system \n \n \nMobile radar \n \n \nRadio-navigation beacon \n \n \nStationary radar \n \n \nAir controller \n \n \nAir defense direction center \n \n \nBattle command center \n \n \nForward Air Controller (FAC) \n \n \nCommand center \n \n \nBunker \n \n \nCheckpoint \n \n \nStorage \n \n \nFuel depot \n \n \nStructure (building) \nTo shift the entire group's position on the map, click and drag the group's lead unit to the \ndesired location. To adjust the position of other units within the group, click and drag the \ndesired unit relative to the leader's position. \nBelow the Modal buttons are the Route controls. From top to bottom: \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  309 \n \nWAYPOINT. The WAYPOINT fields allow you to cycle between waypoints you have created. \nThe left field displays the currently selected waypoint and you can cycle it by pressing the left \nand right arrow buttons. The field on the right displays the total number of waypoints in the \nroute. The circle and waypoint number of the selected waypoint is colored yellow on the map. \nNAME. For each waypoint you can assign a unique name. Enter the name of the waypoint in \nthis field and this name will then appear next to the waypoint on the map.  \nTYPE. Each waypoint can be assigned a type of action that the group will perform when it \nreaches the waypoint. These include: \n• \nOffroad. The vehicle group will drive to the next waypoint one in front of the other in a \nline.  \n• \nOn road. When set to On Road, the waypoint will snap to the nearest road. When the \nnext waypoint is also set to On Road, the editor will automatically plot a path along the \nroad network between the two points. When placing an On Road waypoint, avoid doing \nso at a road intersection. If placing multiple groups on the same road, try to keep them \nat least 500 meters apart to avoid route conflicts.  \n• \nLine Abreast. The group vehicles will assume a line abreast formation. \n• \nCone. The group vehicles will assume a cone formation. \n• \nVee. The group vehicles will assume a vee formation. \n• \nDiamond. The group vehicles will assume a diamond formation. \n• \nEchelon Left. The group vehicles will assume an echelon left formation. \n• \nEchelon Right. The group vehicles will assume an echelon right formation. \n• \nCustom. Select a custom formation for the group using the template drop-down menu. \nGroup templates can be created using the Templates Menu of the mission editor. \n \nALTITUDE. Not adjustable for vehicle groups. This field will indicate the altitude of the \nwaypoint. \n\n\nED [DCS USER MANUAL] \n \n310 \nMISSION EDITOR | Eagle Dynamics \n \nSPEED. The speed setting sets the speed in kilometers per hour (km/h) that the vehicle will \ndrive to reach its next waypoint. To set this, you can either use the left and right arrow buttons \nor type it into the field. \nGS (GROUND SPEED LOCK CHECKBOX). Selects between manual and automatic entry of the \ndesired speed for the waypoint. Not applicable to a starting waypoint.  \nIf the speed is locked, the group will attempt to maintain the desired speed on the route leg \nfrom the preceding waypoint to the current one.  \nSTART/ETA. (Estimated Time of Arrival). Indicates the desired arrival time for the waypoint (or \ngroup start time in the case of the initial waypoint). This is set by the user if the ETA is locked or \ncalculated automatically by the Mission Editor if the ETA is unlocked. \nFix Time (ETA LOCK CHECKBOX). Selects between manual and automatic entry of the desired \nETA for the waypoint. The ETA is locked for the initial waypoint (group start time) by default. \nWhen locked, the ETA field can be used to set a delayed group activation in the mission by \nsetting an ETA for the initial waypoint at a time past the mission starting time. For example, if \nthe mission is set to start at 12:00:00/1 and the user wishes to have the group appear in the \nmission 15 minutes after the mission starts, he can lock the ETA for waypoint-1 at 12:15:00/1. \nFurthermore, if the user wishes for the group to appear in the mission based on a triggered \nevent of unknown time, he can set the ETA for the starting time past any likely mission time, \nsuch as 100 days later (12:00:00/100). In such a scenario, the group will not appear until \ntriggered by the scripted event or the starting ETA is reached. \nIf the ETA for the waypoint results in calculated speeds that are too slow or too fast for the \naircraft type, the font will become red to indicate an invalid entry and a corresponding error \nmessage will appear when the user attempts to close the properties panel or save the mission. \nSee above for more information. \n \nWaypoint Mode Buttons \nThese three buttons allow you to add, edit and delete route waypoints. \n \n• \nADD – In ADD mode, each press of the left mouse button over the map adds a new \nwaypoint. This mode is selected on by default when a Group Properties panel is open.  \n• \nEDIT – In EDIT mode, existing waypoints can be selected on the map for editing in the \nwaypoint properties panel.  \n• \nDEL – Pressing this button deletes the selected waypoint. \nWhen planning engagements, consider some of the following: vehicle weapon fire is less \naccurate when on the move. Each vehicle has separate armor values depending on facing (front, \nsides, rear and top). As such, you generally want to keep units facing towards the enemy where \ntheir armor is the thickest. You may also want to have as many barrels pointing at the enemy as \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  311 \n \npossible, so formations like Line Abreast or Echelon Left/Right may be most effective. It's also \nhelpful to do a careful study of the terrain when planning the mission. Consider the line of sight \nbetween friendly and enemy units to make sure vehicles can be detected (or not) in accordance \nwith your plans. \nAmmo Mode \n \nThe LOADOUTS EDITOR panel is opened by pressing on the button labelled AMMO and allows \nthe user to select the color scheme of the chosen unit. \n \n \nTriggered Actions Mode \n \nThe Triggered Actions button opens the Triggered Actions Panel. This panel can be used to add \nor edit group actions analogous to the Advanced Actions Panel, but activated based on trigger \nrules as scripted in the Triggers Menu using the AI TASK trigger action.  \n\n\nED [DCS USER MANUAL] \n \n312 \nMISSION EDITOR | Eagle Dynamics \n \nRoute Summary Mode \n \nWhen in Summary mode, you are provided basic mission data in the lower half of the window. \nThis data includes: \n \nSTART TIME. The mission start time for the group in Hour:Minute:Second/Day. \nROUTE TIME. Calculated travel time while maintaining a given speed. This is indicated in \nHour:Minute:Second/Day format. \nROUTE LENGTH. Total distance of the route in kilometers. \nAVERAGE SPEED. Average speed while travelling the given route. \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  313 \n \nNotes regarding airbase and FARP ground vehicle \nsupport equipment \nAt Forward Arming and Refueling Points (FARP)s, ground equipment resources are tracked to \ndetermine the level of support that can be provided to the player. This can include ground \npower, radio communications, fuel, and weapons for both AI helicopters and the player. For \nmore details on contacting ground crew, see the Radio Communications section in the Flight \nManual.  \nThe ground equipment units must be placed within a 150 meters radius from the center of the \nFARP. The units required vary between eastern and western forces: \nTable of objects/units at the airfield/FARP \nService \nRequired units \n(red coalition) \nRequired units \n(blue coalition) \nConditions \nAirfield, ATC \nTower \nTower \nNot destroyed \nAirfield, ground \ncrew, rearming, \nrefueling, ground \npower, aircraft \nrepair \nNot required \nNot required \nRepair occurs automatically \nthree minutes after the rotors \n(supporting propellers) are \nstopped \nFARP, ATC \nCP SKP-11 ATC, \nFARP Command \nPost \nAPC M1025 \nHMMWV,  \nFARP Command \nPost \nWithin 150 meters from the \nFARP center \nFARP, ground \ncrew, rearming \nGAZ-3308,  \nGAZ-66,  \nKAMAZ-43101, \nKrAZ-6322,  \nUral-375 KUNG, \nUral-375, \nUral-4320-09-31, \nUral-4320T,  \nFARP Ammo \nStorage \nM818,  \nFARP Ammo \nStorage \nWithin 150 meters from the \nFARP center \nFARP, ground \ncrew, refueling \nATMZ-5, ATZ-10, \nFARP Fuel Depot \nTanker М978 \nHEMTT,  \nFARP Fuel Depot \nWithin 150 meters from the \nFARP center \nFARP, ground \ncrew, ground \npower \nGPU APA-5D,  \nGPU APA-80 \nM818 \nWithin 150 meters from the \nFARP center \n\n\nED [DCS USER MANUAL] \n \n314 \nMISSION EDITOR | Eagle Dynamics \n \nFARP, night \nlighting system \nCP SKP-11 ATC \nAPC M1025 \nHMMWV \nWithin 150 meters from the \nFARP center \nFARP, repair \nUAZ-469,  \nUral-4320-09-31, \nUral-4320Т,  \nZIL-131 KUNG, \nKAMAZ-43101,  \nFARP Tent \nM818,  \nFARP Tent \nWithin 150 meters from the \nFARP center. Repairs take \nthree minutes after rotors \n(supporting propellers) are \nstopped \nThe vehicles must be within a radius of 150 meters from the center of the FARP to provide \nappropriate service. \nFor example, if you want to provide on FARP radio communication with the CP (command post) \nand electrical power, you must supply at least two vehicles – CP SKP-11 ATC and one of the \nAPAs for the red side or the M1025 HMMVW and M818 for the blue side. \nIf any of the above units are absent or destroyed, the assigned resource will be unavailable. In \ncase a FARP is attacked and all units are destroyed, you may wish to set up a trigger to move \nnew units within 150 meters of the destroyed base to provide support functions.  \nService vehicles shall be located within a radius of 150 meters from the center of the FARP. The \nsize of the FARP shall be approximately 200x200 meters. \nThe rearm, refuel, and electric power at the airfields do not depend on vehicles. Again though, \nthe radio communications to request these depend on the tower (the tower must not be \ndestroyed). If the tower is destroyed, the communications can be restored with either the SKP-\n11 for the red side or the HMMVW M1025 for the blue side. To prepare for such an event, you \ncan set the mission up so that if the tower is destroyed a mobile command vehicle will be \ndispatched to the airbase. \nRepair of the player's helicopter is carried out in the airfield or FARP within 3 minutes after the \nrotors (supporting propellers) stop. \n \nBelow is one of the many possible options for symmetrical service convoys for the red and blue \ncoalitions for the FARP. The units in the columns perform all the functions as shown in the table \nabove, plus column security is added. \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  315 \n \nService Column (Red Coalition): \n \nService column (blue coalition): \n \n \n \n\n\nED [DCS USER MANUAL] \n \n316 \nMISSION EDITOR | Eagle Dynamics \n \nAmmo supply for ground units \nUpon exhausting all their ammunition, ground units, such as air defense systems, missile \ndefense systems, self-propelled guns, infantry fighting vehicles and tanks, may all have their \nammunition stores be replenished using supply vehicles. Supply vehicles are counted as \nunlimited warehouses. They can be included in the composition of both a static group of units \n(SAM positions) and mobile unit groups (self-propelled gun convoy or armored vehicles). A \ngroup can have several supply vehicles, and if a coalition of a group has different types of these \nmachines, then the creator of the mission can diversify the composition of the group for added \nrealism. One supply vehicle replenishes the ammunition of all units located within a radius of \n200 meters from it. If the unit is outside this 200 meter radius, its ammunition will not be \nreplenished. The creator of the mission in the editor should take this into account when forming \ndiverse positions of air defense groups and convoys of armored vehicles, especially if they are \nlarge in length and do not fit into a radius of 200 meters. Ammunition replenishment time \ndepends on the type of unit. \nSupply vehicles for ground forces \nSupply vehicle \n(warehouse) \nCountry \nThe ammo supply condition \nGAZ-3308 \nRussia \nWithin a radius of 200 meters of the supply vehicle \nGAZ-66 \nRussia \nWithin a radius of 200 meters of the supply vehicle \nKAMAZ-43101 \nRussia \nWithin a radius of 200 meters of the supply vehicle \nKrAZ-6322 \nUkraine \nWithin a radius of 200 meters of the supply vehicle \nM818 \nUSA \nWithin a radius of 200 meters of the supply vehicle \nUral-375 KUNG \nRussia \nWithin a radius of 200 meters of the supply vehicle \nUral-375 \nRussia \nWithin a radius of 200 meters of the supply vehicle \nUral-4320-09-31 \nRussia \nWithin a radius of 200 meters of the supply vehicle \nUral-4320Т \nRussia \nWithin a radius of 200 meters of the supply vehicle \n \nThe following are examples of the location of the supply vehicle in mobile vehicle formations and \nfixed unit groups (examples are not a limitation on the mission creator's intent): \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  317 \n \nExample 1. Supply vehicle in a column of self-propelled guns (one for 4 self-propelled guns). \n \nExample 2. Supply vehicle at a Patriot SAM site (one for each launcher). \n \n\n\nED [DCS USER MANUAL] \n \n318 \nMISSION EDITOR | Eagle Dynamics \n \nExample 3. Supply vehicle at a S-300PS SAM site (one for all launchers). \n \nReplenishment time consists of the time required to move the launchers or ammunition to a \ngiven unit, replace them (replenish them), and connect them, such as on the chassis of Patriot, \nS-300PS, Buk, Hawk SAMs and other units according to their type of weapon. \nSupply ammo for SAM \nSAM \nArmament \nSupply ammo time from a supply vehicle \n(warehouse), sec. \nSA-19 Tunguska \n2S6M \nCannons 2х30мм \n2400 \nMissiles \n960 \nSA-6 Kub LN 2P25 \nMissiles \n1800 \nSA-3 S-125 LN 5P73  \nMissiles \n600 \nSA-10 S-300PS LN \n5P85C(D) \nMissiles \n7200 \nSA-8 Osa 9A33 \nMissiles \n1800 \nSA-9 Strela-1 9P31 \nMissiles \n1200 \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  319 \n \nSA-13 Strela-10М3 \n9A35М3  \nMissiles \n960 \nSA-11 Buk LN \n9A310M1 \nMissiles \n780 \nSA-15 Tor 9A331 \nMissiles \n1080 \nPatriot LN M901 \nMissiles \n3600 \nSPAAA Gepard-1А2 \nCannons 2х35мм \n1800 \nHawk LN M192 \nMissiles \n420 \nSA-18 Igla MANPADS \nMissiles \n120 \nLinebacker M6 \nMissiles \n200 \nCannon 25мм \n880 \nChaparral M48 \nMissiles \n360 \nVulkan M163 \nCannon 20мм \n1200 \nAvenger M1097 \nMissiles \n400 \nRoland ADS \nMissiles \n300 \nStinger MANPADS \nMissiles \n120 \nSPAAA ZSU-23-4 \nShilka \nCannons 4х23мм \n20 \nZU-23 Emplacement \nCannons 2х23мм \n60 \nZU-23 Closed \nCannons 2х23мм \n60 \nZU-23 on Ural-375 \nCannons 2х23мм \n60 \n \n \n \n\n\nED [DCS USER MANUAL] \n \n320 \nMISSION EDITOR | Eagle Dynamics \n \nSupply ammo for MLRS \nMLRS \nArmament \nSupply ammo time from a supply vehicle \n(warehouse), sec. \n9K51 Grad BM-21 \nSolid propellant \nrockets \n40х122мм \n420 \n9K57 Uragan BM-27 \nSolid propellant \nrockets \n16х220мм \n840 \n9А52 Smerch \nSolid propellant \nrockets \n12х300мм \n2160 \nM270 MLRS \nSolid propellant \nrockets \n12х227мм \n560 \n \nSupply ammo for Howitzers \nHowitzers \nArmament \nSupply ammo time from a supply vehicle \n(warehouse), sec. \n2B11 Mortar \nMortar tube \n120мм \n30 \n2S1 Gvozdika \nGun 122мм \n940 \n2S3 Akatsia \nGun 152мм \n1186 \n2S9 Nona-S \nGun 120мм \n500 \n2S19 Msta-S \nGun 152мм \n1080 \nMachine gun \n12,7мм \n110 \nM109 Paladin \nGun 155мм \n936 \nSpGH vz.77 Dana \nGun 152мм \n1488 \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  321 \n \nSupply ammo for IFV/APC \nIFV/APC \nArmament \nSupply ammo time from a supply vehicle \n(warehouse), sec. \nAAV7 \nGrenade \nlauncher 40мм \n210 \nMachine gun \n12,7мм \n90 \nBMD-1 \nGun 73мм \n600 \nATGM \"Malutka\" \n80 \nMachine guns \n3х7,62мм \n60 \nBMP-1 \nGun 73мм \n600 \nATGM \"Malutka\" \n80 \nMachine gun \n7,62мм \n60 \nBMP-2 \nCannon 30мм \n1800 \nATGM \"Konkurs\" \n120 \nMachine gun \n7,62мм \n600 \nBMP-3 \nCannon 30мм \n1800 \nGun 100мм \n710 \nATGM \"Kastet\" \n120 \nMachine guns \n3х7,62мм \n600 \nMT-LB \nMachine gun \n7,62мм \n150 \nBRDM-2 \nMachine gun \n14,5мм \n230 \n\n\nED [DCS USER MANUAL] \n \n322 \nMISSION EDITOR | Eagle Dynamics \n \nMachine gun \n7,62мм \n140 \nBTR-80 \nMachine gun \n14,5мм \n230 \nMachine gun \n7,62мм \n140 \nBTR-RD \nATGM \"Konkurs\" \n125 \nMachine guns \n2х7,62мм \n60 \nCobra \nMachine gun \n12,7мм \n100 \nLAV-25 \nCannon 25мм \n1200 \nMachine guns \n2х7,62мм \n480 \nM2A2 Bradley \nCannon 25мм \n240 \nATGM \"TOW\" \n140 \nMachine gun \n7,62мм \n480 \nM113 \nMachine gun \n12,7мм \n75 \nM1043 HMMWV \nMachine gun \n12,7мм \n75 \nM1045 HMMWV \nATGM \"TOW\" \n180 \nM1126 Stryker ICV \nMachine gun \n12,7мм \n125 \nM1134 Stryker ATGM \nATGM \"TOW\" \n280 \nMachine gun \n7,62мм \n- \nMarder \nCannon 20мм \n2000 \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  323 \n \nMachine gun \n7,62мм \n400 \nMCV-80 Warrior \nCannon 20мм \n380 \nMachine gun \n7,62мм \n75 \nTPz 1 Fuchs \nMachine gun \n7,62мм \n120 \nZBD-04A \nCannon 30мм \n1800 \nGun 100мм \n710 \nATGM \"Kastet\" \n120 \nMachine gun \n7,62мм \n600 \n \nSupply ammo for Tanks \nTank \nArmament \nSupply ammo time from a supply vehicle \n(warehouse), sec. \nChallenger 2 \nGun 120мм \n450(AP), 440(HE) \nMachine gun \n7,62мм \n- \nLeclerc \nGun 120мм \n530(AP), 230(HE) \nMachine gun \n7,62мм \n- \nLeopard 1А3 \nGun 105мм \n515(AP), 290(HE) \nMachine gun \n7,62мм \n40 \nLeopard 2A5 \nGun 120мм \n400(AP), 275(HE) \nMachine gun \n7,62мм \n126 \n\n\nED [DCS USER MANUAL] \n \n324 \nMISSION EDITOR | Eagle Dynamics \n \nM1A2 Abrams \nGun 120мм \n400(AP), 260(HE) \nMachine gun \n12,7мм \n90 \nMachine gun \n7,62мм \n580 \nM1128 Stryker MGS \nGun 105мм \n260(AP), 140(HE) \nMachine gun \n12,7мм \n95 \nMachine gun \n7,62мм \n500 \nMerkava Mk.4 \nGun 120мм \n465(AP), 300(HE) \nMachine gun \n2х7,62мм \n545 \nT-55 \nGun 100мм \n495(AP), 184(HE) \nMachine gun \n12,7мм \n110 \nMachine gun \n7,62мм \n- \nT-72B \nGun 125мм \n416(AP), 308(HE) \nATGM \"Refleks\" \n130 \nMachine gun \n12,7мм \n110 \nMachine gun \n7,62мм \n- \nT-80U \nGun 125мм \n406(AP), 316(HE) \nATGM \"Refleks\" \n120 \nMachine gun \n12,7мм \n150 \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  325 \n \nMachine gun \n7,62мм \n- \nT-90А \nGun 125мм \n408(AP), 310(HE) \nATGM \"Refleks\" \n130 \nMachine gun \n12,7мм \n50 \nMachine gun \n7,62мм \n- \n \n \n \n\n\nED [DCS USER MANUAL] \n \n326 \nMISSION EDITOR | Eagle Dynamics \n \nAdvanced Actions Mode (ground groups) \n \nPressing the Advanced tab open the Advanced Actions Panel, which lists the actions associated \nwith the selected waypoint: \n \nThis panel is used to set (add/edit/delete) group actions (Perform Task, Start Enroute Task, \nPerform Command, Set Option), which are tasked to the AI at this waypoint by the user or \ngenerated automatically by the Mission Editor. \nPanel Interface Controls \nThe following buttons are located at the bottom of the Advanced Actions Mode: \n• \nADD – Adds a new action to the list. When pressed, a default No Task action is created, \nwhich can be edited in the Action Settings pop-up panel to the left. \n• \nINS – Inserts a new action above the currently selected one. \n• \nEDIT – Opens the Action Settings pop-up panel to display and edit the settings of the \naction. The same functionality is duplicated when clicking on any route waypoint on the \nmap. \n• \nDEL – Deletes the selected action. \n• \nUP – Moves the selected action up the list. \n• \nDOWN – Moves the selected action down the list. \n• \nCLONE – Clones the selected action down the list. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  327 \n \nAction Properties Panel for Ground Groups \nThe Action Properties Panel for Ground Groups is analogous to the panel for aircraft groups. In \nother words, this panel is used to set Perform Tasks, Start Enroute Tasks, Perform Commands \nand Set Options for the group to perform, as well as the starting and ending conditions of the \nactions. However, the specific types of actions available for vehicle groups differs from aircraft \ngroups. \nPerform Task \nNo Task \nNo action is assigned to the group to perform. \nFAC – Assign Group \nThis task creates a Forward Air Controller (FAC) to direct friendly aircraft onto a target group \ndesignated by the mission designer. To achieve full FAC functionality, the FAC unit should be an \narmed vehicle with direct line of sight to the target and placed within a few kilometers range. \nTargeting actions will begin when friendly units arrive in the area and establish communication \nwith the FAC. \nNote: The FAC: Assign Group Task assumes full situational awareness for the FAC. The target's \nlocation will always be known and the FAC will always attempt prosecute the attack if conditions \npermit. \nThe FAC will only provide targeting against the group designated as the target in the mission \neditor and will not target other groups.  \n\n\nED [DCS USER MANUAL] \n \n328 \nMISSION EDITOR | Eagle Dynamics \n \n \nTarget Panel: \nGROUP. Drop down menu to select the target group from all applicable enemy groups available \nin the mission. \nWEAPON. Drop down menu to select the weapon types cleared to use for this action. The FAC- \nAssign Group Task allows you to set the weapon type(s) for the FAC to request from the \nattacking groups.  \nDESIGNATION. Selects the method of target designation (Auto, smoke marker (\"Willy Pete\", \nWP), IR-Pointer, Laser, WP-Laser. Target designation is carried out on the player’s radio request \nat a fixed radio range. \n \nIf the FAC unit is located from the enemy at a distance greater than the operational range of the \ntarget designator equipment, then the maximum ranges for each of the available equipment will \nbe displayed in the menu. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  329 \n \n \nIn this case, it is necessary to adjust the distance of the FAC to the enemy such that it is within \nthe specified maximum range. \nIf an enemy unit is obscured from the forward air observer's line of sight (for example, due to \nterrain), the message \"problem: no LOS\" will be displayed in brackets, signifying that target \ndesignation is currently impossible for the player. \n \n \n \nFor target designation the FAC must first maneuver until the target is in their line of sight. \nDATALINK. Only ground units that have EPLRS (as shown in waypoint advanced options) can \ntransmit target location data via datalink to suitably equipped aircraft. \nCALLSIGN. Callsign of the FAC. \nNUMBER. Selection field for the FAC’s number. \nFREQUENCY. Set the FAC group's radio communications frequency in MHz. \nMODULATION. Set the FAC group's radio communications AM/FM modulation. \n \n \nTarget designation \nmethod \nMaximum distance for \ntarget designation \nTarget designation \nmethod \nNo Line of Sight \n\n\nED [DCS USER MANUAL] \n \n330 \nMISSION EDITOR | Eagle Dynamics \n \nFire at Point \nFire against a coordinate point on the map as designated by the mission designer.  \nTo perform this action, move the triangular marker that appears near the group when this \naction is selected, to a desired point on the map. \n \nTarget Panel: \nZONE RADIUS. This parameter affects the distribution of fire: artillery systems will shell the \nentire area of the zone, whereas missiles will hit only the center of the zone. \nWEAPON. Drop down menu to select the weapon type(s) cleared to use for this action. This \nmenu is dependent on the type of armoured vehicles and its available types of weaponry. \nROUNDS EXPEND. Setting this flag allows you to set the amount of ammunition consumed. \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  331 \n \nHold \nStop at the waypoint location and maintain position as long as the action is in effect. \n \n \nThe Lower Action Properties Panel can be used to select a custom formation for the group to \ntake while holding. \nThis function may be useful for various combat tasks, such as post patrols or artillery fire. For \nexample, an artillery battery can be set to hold in a fire mission formation to conduct fire. \n \nEmbark to Transport (work in progress) \nFacilitates ground unit embarkation to transport. Available for the following ground unit group \ncategories: \"INFANTRY\". \nEach infantry squad must have \"Perform Task – Embark to transport\" set, and the \nTRANSPORTABLE flag activated in the vehicle group panel. \n\n\nED [DCS USER MANUAL] \n \n332 \nMISSION EDITOR | Eagle Dynamics \n \n \nTarget Panel: \nVEHICLE GROUP. Selects the vehicle group for the embarkation task. \nZONE RADIUS. The radius of the embarkation area of the infantry squads, in meters. \n \nGo to Waypoint \nThe group will follow the route until it reaches the specified waypoint. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  333 \n \n \nTarget Panel: \nTO WAYPOINT. Specifies the destination waypoint. \n \nStart Enroute Task \nNo Enroute Task \nA No Enroute Task action does not set any action for the group to perform. \nFAC \nThe group will act as a Forward Air Controller (FAC) to provide targeting orders for friendly units \nin the area. \nUnder a FAC Enroute Task, the FAC will automatically prioritize targets for the player or \nattacking AI groups and issue targeting orders throughout the attack phase. \nNote: The FAC's target selection may not correspond to the targets intended for the player or \nattacking AI by the mission designer. \n\n\nED [DCS USER MANUAL] \n \n334 \nMISSION EDITOR | Eagle Dynamics \n \n \nTarget Panel: \nCALLSIGN. Callsign of the FAC. \nNUMBER. Selection field for the FAC’s number. \nFREQUENCY. Set the FAC group's radio communications frequency in MHz. \nMODULATION. Set the FAC group's radio communications AM/FM modulation. \n \nFAC – Engage Group \nAnalogous to the FAC Enroute Task, except in this case a specific enemy group is selected by \nthe mission designer for the FAC to target. \nRemember, because this is an Enroute Task, the FAC will have to independently detect the \ntarget group prior to being able to issue targeting commands against it. As described above, \ntarget detection will depend on a number of dynamic variables in-game, including possible \nterrain obstructions or weather interference. If no group is designated by the mission designer, \nthe FAC will not issue any targeting commands.  \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  335 \n \n \nTarget Panel: \nGROUP. Drop down menu to select the target group from all applicable enemy groups available \nin the mission. \nVISIBLE. The VISIBLE option allows the unit to know or not know the location of target \nposition at the start of the mission. \nWEAPON. Drop down menu to select the weapon types cleared to use for this action. The FAC- \nAssign Group Task allows you to set the weapon type(s) for the FAC to request from the \nattacking groups.  \nPRIORITY. The PRIORITY number is used to set the action priority in relation to other actions \nof the waypoint. The priority number represents the order this action will take relative to other \nactions, starting with '0' as the highest priority. \nDESIGNATION. Selects the method of target designation (Auto, smoke marker (\"Willy Pete\", \nWP), IR-Pointer, Laser, WP-Laser. Target designation is carried out on the player’s radio request \nat a fixed radio range. \n\n\nED [DCS USER MANUAL] \n \n336 \nMISSION EDITOR | Eagle Dynamics \n \n \nIf the FAC unit is located from the enemy at a distance greater than the operational range of the \ntarget designator equipment, then the maximum ranges for each of the available equipment will \nbe displayed in the menu. \n \nIn this case, it is necessary to adjust the distance of the FAC to the enemy such that it is within \nthe specified maximum range. \nIf an enemy unit is obscured from the FAC's line of sight (for example, due to terrain), the \nmessage \"problem: no LOS\" will be displayed in brackets, signifying that target designation is \ncurrently impossible for the player. \n \n \nFor target designation the FAC must first maneuver until the target is in their line of sight. \nOnly armed units can designate a target with smoke and laser. (e.g. APC M1043 HMMWV \nArmament). \nDATALINK. Only ground units that have EPLRS (as shown in waypoint advanced options) can \ntransmit target location data via datalink to suitably equiped aircraft. \nCALLSIGN. Callsign of the FAC. \nTarget designation \nmethod \nMaximum distance for \ntarget designation \nTarget designation \nmethod \nNo Line of Sight \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  337 \n \nNUMBER. Selection field for the FAC’s number. \nFREQUENCY. Set the FAC group's radio communications frequency in MHz. \nMODULATION. Set the FAC group's radio communications AM/FM modulation. \n \n \n \n\n\nED [DCS USER MANUAL] \n \n338 \nMISSION EDITOR | Eagle Dynamics \n \nPerform Command \nThe following commands can be set as actions upon reaching a waypoint: \nNo Action \nNo command is set. \nRun Script \nRun the Lua script entered in the scratchpad. \nScript File \nSelects the LUA script file. \nSet Callsign \nSet the group's callsign. For Western units, the callsign consists of a primary designation and a \nnumerical ID. For example, \"Warrior 4\". \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  339 \n \nSet Frequency \nSet the group's radio communications frequency in MHz and AM/FM modulation.  \n \n \nTransmit Message \nCommand to send a message from the lead group. \n\n\nED [DCS USER MANUAL] \n \n340 \nMISSION EDITOR | Eagle Dynamics \n \n \nFILE. Selects the audio file to be played during the radio transmission (*.ogg;*.wav). \nSUBTITLE. Field for inputting the text message (subtitles) to be displayed during the radio \ntransmission. \nLOOP. Settings for repeating the message. \nDURATION. Duration of the message, in seconds. \n \nStop Transmission \nStops the transmission from the lead group. This command has no available options. \n \nGo to Waypoint \nWhen the conditions for this action are in effect, the group will navigate from the current \nwaypoint directly to the one set by this action. \nFor example, you can send a unit from WPT 0 immediately to WPT 2, or vice versa, from WPT 2 \nback to WPT 0. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  341 \n \n \nBy default, this is set to the next waypoint in the existing route.  \nAll main tasks, commands, and behavior options, missed waypoints, will not be fulfilled.  \nThis action can be used when organizing a circular route. For example, if you send a unit to \nWPT 0 after WPT 2, it will return along the route to WPT 2 and again go to WPT 0 while the \ncommand is active. You can limit the command with logical conditions by using CONDITION ..., \nfor example, to set a time limit for executing the command. \nInvisible \nSet the group to be invisible to all enemy AI units. Enabled and disabled using the ENABLE \ncheckbox. \nThis command may be useful when creating ground-based FACs in close proximity to enemy \npositions as a means of simulated a well camouflaged position and preventing the FAC from \nbeing destroyed. \nImmortal \nSet the group to be immortal. Enemy AI units will be able to detect the group, but their \nweapons will have no effect.  \n\n\nED [DCS USER MANUAL] \n \n342 \nMISSION EDITOR | Eagle Dynamics \n \nEPLRS \nThis command enables the usage of the EPLRS (Enhanced Position Location and Reporting \nSystem) system and the transmission of EPLRS data to units in the group. Has one option for \nenabling or disabling this function. \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  343 \n \nSet Option \nThe following Options can be set as actions upon reaching a waypoint: \nNo Option \nNo option is set. Default selection. \nROE (Rules of Engagement) \nSet fire rules to determine the group's combat behavior when encountering enemy units. \n \n• \nWEAPON FREE – engage any enemy group in contact. Target prioritization is \nperformed automatically by the group based on the situation. \n• \nRETURN FIRE – return fire only; do not engage first. \n• \nWEAPONS HOLD – do not fire under any circumstances. \nThe default setting is WEAPONS FREE. \nDisperse Under Fire \nWhen enabled, this option will allow the group to disperse when under attack. The default value \nis Allow. In this case, the unit group will disperse when any one of its units is destroyed or \ndamaged. The dispersal duration is indicated in seconds, after which the group will return to \n\n\nED [DCS USER MANUAL] \n \n344 \nMISSION EDITOR | Eagle Dynamics \n \nformation and continue moving along the route. If this option is not enabled, the group will \ncontinue to move in formation while under fire. \n \n \nAlarm State \nSets the combat readiness state of the group. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  345 \n \n \n• \nAuto – default setting, where the group is not combat ready until the presence of \nenemy units is detected. Note, the AI may “sense” the presence of enemy units without \nactually detecting them with own sensors. \n• \nGREEN state – group is not combat ready. It does not perform target search or \nengagement, maintains sensors off and stowed if possible. \n• \nRED state – group is combat ready and actively searching for targets. Depending on \nthe unit, it may or may not be able to move while in combat ready state. \nEngage Air Weapons \nThis option allows the ground group to intercept and destroy aircraft-launched weapons on their \napproach to target. It has one checkbox which allows or forbids this action. \n \n \n \n\n\nED [DCS USER MANUAL] \n \n346 \nMISSION EDITOR | Eagle Dynamics \n \nPlace Static Object \n \nIn addition to placing active air, land, and sea units, you may also place static versions of these \nobjects to populate a mission.  Static objects share the same external model as their active-\nobject counterparts, but they are immobile and do not use sensors or weapons. Unlike active \nunits, you can only have one unit per group. \nNote, the mission editor supports group copy/paste functionality. To copy a group, select it and \npress [CTRL+C]. To paste the group with identical properties, position the mouse over the \ndesired point on the map and press [CTRL+V]. \nThe Static Object window includes the following functions from top to bottom: \n \n \nNAME. In the Name field, enter in a unique name for the static object.  If you do not enter one, \na default one will be generated.  The Name you create will be used when assigning some types \nof Triggers such as Unit Dead.  To avoid confusion, be careful not to assign more than one \ngroup with the same Name. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  347 \n \nCOUNTRY. The Country drop down list will display all the countries that have been assigned to \neither the RED or BLUE sides when the mission was initially created by use of the CREATE NEW \nMISSION button.  \nCATEGORY. Static Objects are divided into six general categories: \n• \nAirfield and deck equipment enables the usage of airfield-based maintenance \nequipment for aircraft. \n• \nAnimals enables the spawning of a set of certain types of animals. \n• \nCargos that includes a range of different types of cargo for helicopters. \n• \nEffects that includes a set of smoke effects. \n• \nGround Vehicles that include vehicles appropriate to the selected country. \n• \nHelicopters that include those belonging to the selected country. \n• \nHeliports that allow the placement of a Forward Arming and Refueling Point (FARP) for \nforward helicopter operations. When setting a FARP, you can choose the FARP callsign \nfor radio communications from the CALLSIGN drop-down menu and set the radio \nfrequency in MHz in the FREQUENCY field. \n• \nPlanes that include fixed-wing aircraft of the selected country. \n• \nSea Shelf Objects that includes drilling rigs and gas production platforms. \n• \nShips that belong to the selected country. \n• \nStructures that includes pillboxes and many other types of buildings (military and civil). \n• \nWarehouses that includes a set of warehouses and tanks. \nTYPE.  Depending on the Category selection, a list of appropriate units is listed in this pull-down \nlist. \nHEADING.  You may use this control to set the heading of the unit in the simulation world.  \nYou can do this by either using the left and right arrow keys, typing in the heading value, or \nclicking on the heading dial.  \nHIDDEN. If you wish to hide the static object on the World Map and make it invisible to players \nin the briefing map, check this box. \nHIDDEN ON PLANNER. This option hides aircraft from the mission map in the mission \nplanner. This option can be useful if you need to hide an object from the player. \nDEAD. In addition to the normal static object, you may also populate the world with the \ndestroyed version of the object by checking the DEAD box. \nPAINT SCHEME. Allows the user to select the paint scheme for static objects. \n \n \n\n\nED [DCS USER MANUAL] \n \n348 \nMISSION EDITOR | Eagle Dynamics \n \nPlace Initial Point (A-10C only) \n \nThe Initial Point (IP) button opens the Initial Point window, which is used to place an IP on the \nmap.  This point will be stored in the player's A-10C navigation system as an independent \nnavigation point. \n \nThe IP window allows you to set the following options: \nCOALITION.  Select coalition the navigation point will be available to. \nCALLSIGN.  Select the IP callsign (ID) of the point from the list of eight available choices. \nCOMMENT.  Optional comments to be indicated on the Mission Editor map. \nBelow the comment field, you can set the IP properties as specific to the navigation system of \nthe aircraft. These settings have no function in the A-10C. \nSCALE.  The scale mode of the waypoint. \nSTEER.  The steering mode of the waypoint. \nVNAV.  The vertical navigation mode of the waypoint. \nVANGLE.  When VNAV is set to 3D, the vertical angle computation mode. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  349 \n \nANGLE.  When VNAV is set to 3D and VANGLE is set to ENTERED, the vertical angle of the \nwaypoint. \n \nPlace Bullseye \n \nThe Bullseye button opens the Bullseye window, which is used to place a Bullseye point on the \nmap.  Bullseye is a reference point used by friendly forces to communicate their position.  Each \ncoalition is provided a single Bullseye point.  To move the position of the Bullseye on the map, \nsimply click and drag it to the desired location. \nThe Bullseye window allows you to select the coalition of the Bullseye to edit and indicates the \ncurrent world coordinates of the selected Bullseye. \n \n \n \n \n\n\nED [DCS USER MANUAL] \n \n350 \nMISSION EDITOR | Eagle Dynamics \n \nCreate Area Trigger Zone \n \nArea trigger zones are a powerful tool that allow you set triggered conditions based on a \nspecified unit entering or exiting a defined area on the map.  Trigger zones can be placed \nanywhere on the map, can be any size, and can vary in color.  You can also create a trigger \nzone and assign that zone to a mobile unit in the mission. \nOnce you open the trigger zone tool, left click on the map where you want the zone to be \ncentered (all trigger zones are circular).  Upon doing so, the trigger zone will be displayed on \nthe map with a default name. \n \n \nOn the right-side trigger zone window, you have the following options: \nNAME. Enter in the name to give the trigger zone in this field.  If no name is entered, a default \none will be used.  This is the name you will use when setting up a trigger condition. \nRADIUS. The trigger zone may vary in size by adjusting this value.  The value can be changed \nby either clicking on the left and right arrows or by entering the value in the field.  The radius in \nmeters is displayed in the field. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  351 \n \nCOLOR.  To help distinguish trigger zones from each other, you may use the default colors or \ncreate a custom one.  To select a default color, click on one of the 28 colors.  To create a \ncustom color, use the left and right arrows of the R (red), G (green), and B (blue) color values.  \nThe A (alpha) value adjusts the transparency.  The selected/created color is displayed in the \nRGB values. \nHIDDEN. When the mission is played by others, you will probably not want the trigger areas to \nbe visible on the map.  To hide them you must check this box. \nIt is also possible to add a trigger zone to the ground structures, such as an airfield hangar or a \nbuilding in a settlement, for example. If you right-click on a building on the ground, select \nassign as ... and set up the trigger zone as desired: \n \n \n \n \n\n\nED [DCS USER MANUAL] \n \n352 \nMISSION EDITOR | Eagle Dynamics \n \nCreate Unit Template \n \nBecause you can create ground vehicle groups that consist of many different types of vehicles, it \nmay be useful for you to save a vehicle group composition for later use.  A good example might \nbe an artillery battery that consists of artillery units, ammunition trucks, a command and control \ntruck, security APCs, etc.  You can place these all in a single vehicle group and then use the \nTemplate tool to save it and use it again later. Additionally, templates may be useful in \nconjunction with the STOP AND DEPLOY TO TEMPLATE action of the Trigger Menu. \nTo create a new template: \n1. Create a new ground vehicle group with all of the group's required units. \n2. Position the units as desired for the template. The figure shows one of the options for \nthe SA-10 (S-300PS) battery position. Keep in mind that moving the lead unit of a group \nwill move the entire group. \n3. With the desired group selected, press the Create and Modify Templates button. \n4. Select the appropriate country for the group from the COUNTRY drop-down menu. \n5. Confirm that the ground vehicle group that you wish to make a Template of is listed in \nthe SELETED GROUP field. \n6. In the TEMPLATE NAME field, enter a name that you wish to save for the Template. \n7. Press the SAVE TEMPLATE button. \n8. Close the TEMPLATES panel by pressing the Create and Modify Templates button again \nor \"X\" in the upper right corner of the panel. \nUser templates are saved in the file  \nC:\\Users\\UserName\\Saved Games\\DCS\\MissionEditor\\templates.lua. \nYou have now created and saved a template. \nYou have controls at the top of the Template window to manage your templates. \n• \nThe top field allows you to select the country for which to save or open Templates. \n• \nThe field below the country field is a drop-down menu that lists all the Templates you \nhave created for the selected country. \n• \nUsing the heading field, you can orient the template using the left and right arrows or by \nclicking on the dial.  The set orientation is indicated in the HEADING field in degrees. \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  353 \n \n \nBelow are step-by-step instructions for placing a ground vehicle group from the TEMPLATES \npanel: \n1. Open the TEMPLATES panel by clicking on the Create and Modify Templates button.  \n2. In the first drop-down list, select a country. \n3. In the second drop-down list, select the template for the ground unit group. \n4. Place the template on the map by left-clicking on the desired start position. \n5. Set the desired start orientation of the ground unit group by using the HEADING dial. \nAfter all the desired templates have been placed on the map, close the panel by clicking \nthe Create and Modify Templates button again, or by clicking the \"X\" in the upper right \ncorner of the panel. \n \n \n \n\n\nED [DCS USER MANUAL] \n \n354 \nMISSION EDITOR | Eagle Dynamics \n \nArea Trigger Zone List \n \nWhen creating area trigger zones, you have the option to hide them so that users playing your \nmissions cannot see them.  Pressing the area trigger zone list button will display the area zone \ntrigger tool on the right side of the screen and list all the zones you have created for the mission \nalong the bottom. \n \nAt the top of the zone list are three buttons that allow you to enable and disable the hide \nfunction for all the listed trigger zones. \nShow All. Pressing this button will set all trigger zones to a visible state. \nHide All. Pressing this button will set all trigger zones to a Hide state. \nToggle Selection. The Hide state of the trigger zones will toggle. \nIn the trigger zone listing window there are three columns, and each row lists a different trigger \nzone.  The columns include: \nNAME. The name of the trigger zone as entered in the NAME field. \nSTATE.  This can either be blank (indicating a visible state) or HIDDEN to indicate that the \ntrigger zone is currently hidden. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  355 \n \nRADIUS. The radius of the trigger zone in meters. \nTo close the widow, you may press the X button in the top right corner of the window. \nUnit List \n \nThe Unit List displays the list of units (active and static) that you have placed in the mission, and \nallows you to quickly find a unit and view data on it. \nAt the top of the list are five check boxes that allow you to filter the types of units that are \ndisplayed on the list.  These include Show Hidden Units, Helicopters, Planes, Vehicles, Ships, \nand Statics.  To view one of the types in the list, check the box next to the category name.  \n \nEach row of the list represents a different unit group; you can use the scroll bar on the side for \nwhen the list becomes long.  \n– This button centers the map on the player-controlled aircraft. \nThere are seven columns that provide data for each group.  They are: \nGROUP NAME. Name of the group as set when the group was created. \n\n\nED [DCS USER MANUAL] \n \n356 \nMISSION EDITOR | Eagle Dynamics \n \nUNIT NAME. Name of the unit. \nUNIT TYPE. Unit type. \nUNIT ID. Unit Identifier. \nCOUNTRY.  The name of the country that the group is assigned to. \nSTATUS. This can either be blank to indicate that it is not hidden or say HIDDEN to indicate \nthat the group is currently in a Hide state. \nMODULE. Name of the module required for the chosen unit (e.g. WWII). \nNote: To quickly Hide or Show a group, you may double-click on it. \n \nDelete Unit/Object \n \nTo remove a group entirely from the mission, including waypoints, select the group and then \npress the Delete button [DELETE]. \n \nMap Options \n \nThe Map Options panel has been described in detail previously in the System Bar chapter of the \nmanual. \n \nDistance Tool \n \nYou can use the Distance Tool to measure distance on the World Map.  When enabled by \npressing the Distance Tool button, left mouse button click, and hold and drag to measure a \ndistance.  The distance line is drawn in blue and the distance (in meters) and bearing (degrees) \nare in black.  You must press the Distance Tool button again in order to disable it, and resume \nnormal map functioning. \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  357 \n \nExit Mission Editor \n \nTo exit the Mission Editor, press the Exit button. \n \n \n\n\nED [DCS USER MANUAL] \n \n358 \nCAMPAIGN | Eagle Dynamics \n \n \nCAMPAIGN \n \nDCS World \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  359 \n \nCAMPAIGN \nTo select a new campaign to play or continue an existing one, select the CAMPAIGN button from \nthe Main Menu screen. \n \n \nThe CAMPAIGN screen is divided into four primary areas that allow you to select modules, \ncampaigns, view statistics, and view the general briefing of the campaign.  The screen consists \nof the following elements: \nMODULES. Select the module to be used for the current campaign.  \nSELECT CAMPAIGN.  Along the left side of the screen is a list of all new campaigns you may \nstart, and saved campaigns in progress.  The left column of the list displays the name of the \ncampaign and the right column displays its status.  To select a campaign, left click on it to \nhighlight it.  Once selected, progress statistics are displayed in the Campaign Details section \nwhere you can review the general briefing of the campaign.  \nCampaign Details.  Once a campaign has been selected, details of the progress of the \ncampaign are listed in this pane.  Information includes: \n• \nLast Mission Flown. Date and time of the last flown mission. \n• \nMissions Flown. How many missions the player has flow in the campaign. \n• \nDeaths in Campaign.  How many times the player has died in the campaign. \n\n\nED [DCS USER MANUAL] \n \n360 \nCAMPAIGN | Eagle Dynamics \n \n• \nMission Success Rate. Mission success rate as a percentage. \n• \nAir to Ground Kills. Number of ground units destroyed by player. \n• \nAir to Air Kills. Number of air units destroyed by player. \nCAMPAIGN DESCRIPTION. When a campaign is created in the Campaign Builder, a general \ncampaign briefing is written.  Here you can view that briefing. \n \n \nAt the bottom of the screen are three additional buttons: \n• \nCANCEL. Press the CANCEL button to return to the Main Menu screen.  You may also \nexit the Campaign screen by pressing the yellow X in the top right corner of the screen. \n• \nRESTART. Press this button to RESTART the campaign from its original start point and \nreset all Campaign Details. \n• \nOK. Once you have selected a new or saved campaign to play, press the OK button to \nbegin the next mission in the selected campaign. \nSelect Campaign \n \n \nCampaign Description \n \n \nCampaign Details \n \n \nModules \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  361 \n \nCAMPAIGN BUILDER \n \nDCS World \n \n\n\nED [DCS USER MANUAL] \n \n362 \nCAMPAIGN BUILDER | Eagle Dynamics \n \nCAMPAIGN BUILDER \nThe Campaign Builder creates what we term a Staged Campaign System (SCS).  A SCS is \nsomewhere between a dynamic campaign system that automatically generates missions, and a \nlinear, scripted campaign that plays the same way through every time.  A SCS may consist of \none or more (many more if you wish) stages and each stage can consist of one or more (many \nmore if you wish) missions.  Each of these missions is created in the ME as a single mission.  As \nsuch, each mission may consist of numerous triggers and random settings.  Using the Campaign \nBuilder, you may create your campaigns by creating stages and populating them with the \nmissions (.miz) you create. \nUpon selecting the CAMPAIGN BUILDER from the Main Menu, you will then be shown the \ncampaign builder menu. \n \n \nIn the top left corner are functions to manage the files and set the stage that the campaign will \nstart on.  From here you may Open an existing campaign, Save the current campaign as is, \ncreate a New campaign, or Save the current campaign As a new file. Below the File and Starting \nStage Management is a field that displays the briefing created for the mission. In the section \nDescription, you can also delete the default text and enter your own.  \nAt the top right section of the screen is the area where you define how many stages the \ncampaign will consist of.  At the bottom of the section are two buttons: Add and Remove.  To \nadd a stage to the campaign, press the add button.  To remove a stage, click on the stage and \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  363 \n \nthen press the Remove button.  You may also use the Up and Down buttons to rearrange the \norder of the stages. \n \nThe window of the campaign editor has five logical sections: \nFILE AND STARTING STAGE MANAGEMENT. This section contains the following options: \n• \nNew. Creates a new campaign. \n• \nOpen. Opens an existing campaign. \n• \nSave. Saves all changes to the current campaign. \n• \nSave As. Saves the currently-open campaign under a new filename. \n• \nName. Specify the campaign name in this field. \n• \nLocale. Drop-down list for choosing the localization language for the campaign. \nCAMPAIGN IMAGES. In this section you may choose the image files to be used for the \ncampaign: \n• \nCampaign Image. Clicking on the SELECT IMAGE field opens a standard file selection \nwindow in which you can select an image (*.jpg; *.jpeg; *.png) for the campaign. The \nimage must be 273x130 pixels in size. \n• \nSuccess final image. Clicking on the SELECT IMAGE field opens a standard file \nselection window in which you can select an image (*.jpg; *.jpeg; *.png) to be displayed \nupon campaign completion. The image must be 512х512 pixels in size. \nCampaign images \n \n \nCreate Stages  \n \n \nCampaign Briefing  \n \n \nMission Selection \n \n \nFile and Starting Stage Management  \n \n\n\nED [DCS USER MANUAL] \n \n364 \nCAMPAIGN BUILDER | Eagle Dynamics \n \n• \nFailed final image. Clicking on the SELECT IMAGE field opens a standard file selection \nwindow in which you can select an image (*.jpg; *.jpeg; *.png) to be displayed upon \nfailure to complete the campaign. The image must be 512х512 pixels in size. \nCAMPAIGN BRIEFING. In this field you may enter a brief description of the campaign. \nCREATE STAGES. List of campaign stages. This section contains 4 buttons for controlling the \nstages: \n• \nUp. Shifts the selected stage one spot higher in the list. \n• \nDown. Shifts the selected stage one spot lower in the list. \n• \nAdd. Adds a new stage. \n• \nRemove. Removes the highlighted stage. \nMISSION SELECTION. Displays a list of missions for the selected stage: \n• \nName. Mission name. \n• \nRange. In this field you need to set the range of points according to which missions will \nbe assigned to the player, depending on the previous results garnered. \n• \nAdd. Adds a mission to the stage. \n• \nRemove. Removes a mission from the stage. \n \nBelow of the Stages section is the Missions section.  It is from here that you will populate each \nstage with missions.  To do so, first select the Stage you wish to populate and then press the \nAdd button in the Missions section.  Upon doing so you will be presented a folder/file selection \ndialog window to select the mission you want.  Once you select it, press the OK button on the \nfile browser.  The mission will now be listed as part of the selected stage, and its mission name \nand value range will be displayed.  Each mission can be assigned a value range which will \ndetermine mission selection within a phase. \nWhen creating a mission, you may assign values to triggered events such as the destruction of a \nunit, a unit reaching a defined area, a time value, etc.  At the end of a mission, these values are \ntotaled and used to determine what the next stage will be and which mission from within that \nstage will be chosen. \nIf mission total values are 49 or lower, the player will fall back one stage.  If the value is 50, \nthey stay in the same stage.  If the mission total value is 51 or above, the player will advance to \nthe next stage.  By populating a stage with multiple missions, each with different values, you \ncan create a campaign that flows back and forth according to mission results. \nIf two missions are assigned the same value range in a stage, the mission will be randomly \nselected. \nThe assigned value range of a mission within a stage is listed in the Range column. \nAt the bottom of the section, next to the Add button, is the Remove button.  Use this to remove \na mission from a stage. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  365 \n \nFrom the start stage field, you may set the starting stage for the campaign.  You generally will \nnot want to start the campaign on stage 1 in case the player loses the first mission and \nsubsequently loses the campaign!  The starting stage for the campaign will be marked with an \nasterisk (*) on the stage listing. \nSome notes about campaign building: \n• \nThe more stages you put in a mission and the more missions you place in each stage, \nreduces the chances of mission repetition.   \n• \nWhen creating a stage, it can often save time by creating a template for the stage.  This \n“template” mission would include general force layouts so that you could simply add to \nand/or modify the mission many times resulting in unique missions for a particular stage. \n• \nUse random settings and triggers as much as you can.  These can be used to create \nunpredictable force set ups including air defense units and variable AI skill settings. \n• \nBy placing front lines adjacent to each other over several stages, you can reproduce a \nfront line that moves back and forth according to mission results. \n\n\nED [DCS USER MANUAL] \n \n366 \nENCYCLOPEDIA | Eagle Dynamics \n ENCYCLOPEDIA \n \nDCS World \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  367 \n \nENCYCLOPEDIA \nThe ENCYCLOPEDIA is an invaluable tool for visual recognition of various units in the game, and \nis also an excellent source of technical data for each unit. \nTo select the Encyclopedia, click the ENCYCLOPEDIA button on the Main Menu page. \n \n \nThe Encyclopedia consists of two primary parts: the object picture on the left, and the object \ndata window on the right. \nAlong the top of the screen are a series of eight tabs that correspond to eight categories of \nobjects (unit types) in the game.  These include: \n1. AIRPLANES. All fixed-wing aircraft. \n2. HELICOPTERS. All rotary-wing aircraft. \n3. SHIPS. All naval vessels. \n4. VEHICLES. All non-air defense-related ground vehicles. \n5. WEAPONS. Air, land, and sea weapons that can be launched/dropped from a unit. \n6. AIR DEFENSE. Air defense systems. \n7. PERSONNEL ASSETS. Aircraft carrier deck personnel and infantry. \n\n\nED [DCS USER MANUAL] \n \n368 \nENCYCLOPEDIA | Eagle Dynamics \n \n8. MISCELLANIOUS. Ground structures, helicopter cargo, etc. that are available to the \nuser in the mission editor as static objects. \nAfter selecting an Object Category, you may use the Object List drop down list on the right side \nof the screen to view all units in that category that are represented in the game.  Once you have \nselected a unit, left mouse click on it to view a picture on the left side of the screen, and view its \ndata on the right side. \n \n \n \n \nTo exit the Encyclopedia, press the CLOSE button at the bottom of the screen or press the \nyellow X in the top right corner. \n \n \nObject Categories \n \n \nObject Picture \n \n \nObjects List \n \n \nObject Data  \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  369 \n \nMULTIPLAYER \n \nDCS World \n \n\n\nED [DCS USER MANUAL] \n \n370 \nMULTIPLAYER | Eagle Dynamics \n \nMULTIPLAYER \nATTENTION! AN INTERNET CONNECTION IS REQUIRED FOR MULTIPLAYER \nINCLUDING LAN PLAY \nMultiplayer missions can be created by you in the Mission Editor.  When creating a multiplayer \nmission though, it is important to remember that all player-controlled aircraft in the mission \nmust be set to the SKILL of CLIENT and not PLAYER. Also, keep in mind that only one CLIENT \naircraft can exist in an aircraft group. For example, to create a mission for four online pilots, you \nwill need to create four aircraft groups with a single unit set to CLIENT in each. \nTo access the multiplayer menu, click mouse on MULTIPLAYER in the Main Menu. \n \nIn the Main Multiplayer Menu screen, you can create own server or join another server as a \nclient. \nIn the upper part of the window is the SERVER LIST SETTINGS block, the CONNECT BY IP \nbutton and the player's call sign.  \n• \nCONNECT BY IP – To connect to a game over the Internet, you use the CONNECT BY \nIP option.  To do so, press the CONNECT BY IP button.  Upon doing so, the Connection \nto server window will be displayed.  \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  371 \n \n \nThis window consists of two fields: \nIP/URL: Enter the IP number or URL of the server you wish to join.  \nPASSWORD: If the server is password protected, enter the password into this field.  If \nthe server is not password protected, you may leave this field blank. \nAfter completing these fields, you can either press the CANCEL button to exit the window and \nnot join the server, or press the OK button to join the server. \n \n• \nCHANGE NICKNAME – The pencil icon in the upper right corner of the network game \nwindow opens the input / selection window of the player callsign. Enter the name you \nwish other multiplayer members to see you as here. This name will be visible in the \nmenu screens and also as a unit label in the simulation. If no name is entered, a default \none will be used. Callsigns may be a max of 25 characters long, and up to five different \ncallsigns may be saved. \n\n\nED [DCS USER MANUAL] \n \n372 \nMULTIPLAYER | Eagle Dynamics \n \n \nIn the center of the window is a list of available servers. At the bottom are the buttons for the \nmain actions. \n• \nEXIT. The EXIT button will exit Multiplayer and return you to the main menu. \n• \nNEW SERVER. The NEW SERVER window allows you to host a mission that other \nplayers (clients) can join. \n• \nJOIN. After you have selected a server from the Server List, press the JOIN button to \njoin the server. \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  373 \n \nNew Server \nFor a mission to run as a multiplayer game, one user must be set up as a Server (host) that \nruns the mission that other players (clients) can join.  This is done as either a mission listing on \na server list or as a direct IP connection. \nTo start a mission Server, select the NEW SERVER button on the Main Multiplayer Menu screen. \n \nThe Server screen has three main areas: Server Settings, Server Description, and Mission list.  \nAfter you have selected a mission and set the server options, you will press the START button at \nthe bottom of the screen to start the server and allow clients to join it.  It will also direct you to \nthe MULTIPLAYER – Select role screen. \n \nServer settings \nThe Server Options allow you to setup and view the basic parameters of the mission server.  \nSome of the items can be modified and some are information only and cannot be modified.  \nThese are: \n• \nServer Name. Enter the name of the server in this field.  This name will then appear in \na client’s server list if on a LAN network. \nMission list \n \n \nServer Description \n \n \nServer Settings \n \n \n\n\nED [DCS USER MANUAL] \n \n374 \nMULTIPLAYER | Eagle Dynamics \n \n• \nPassword.  To prevent unwanted guests from joining your server, you may enter a \npassword here.  Any client joining the server will be required to enter this password \nbefore joining. \n• \nPlayer limit. Enter the maximum number of players that may join the server. \n• \nPublic IP. The IP of the server computer is displayed in this field.  Note that if you are \nbehind a router, the router IP may be listed and this will be an invalid IP for clients to \ndirectly connect to.  Router IP numbers generally start with 192. \n• \nPort. Each server can be assigned a unique port by entering it here.  By default, the \nport number is 10308.  However, in order to access the server behind a firewall, you \nmay need to change this port number or open the default port number in the firewall. \n• \nPublic server. This indicates the type of server detected. \n \nINTEGRITY CHECK. This button brings up the server integrity check settings panel: \n \n \n \nADVANCED. This button brings up a panel of advanced server settings: \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  375 \n \n \nServer description \nWhen a mission is created in the Mission Editor, the mission designer has the option to include a \ngeneral mission briefing that will be displayed to both Red and Blue sides.  This briefing will be \ndisplayed in the Server Description field. \nMission list \nUsing the standard Windows folder and file browser function, select the drive and folder that \nholds your multiplayer missions.  In general, they will be stored in the Missions/Multiplayer \nfolder.  Left click on the desired mission and it will be highlighted (selected). \nThe list of network missions is located on the right side of the window. The user may manage \nthe mission list using the following options:  \n\n\nED [DCS USER MANUAL] \n \n376 \nMULTIPLAYER | Eagle Dynamics \n \n• \n – The LOOP button cycles through the missions in the server mission playlist. \n• \n – The SHUFFLE button randomizes the order of missions in the server mission \nplaylist. \n• \n – The ADD MISSION button opens a browser window for selecting and adding \nmissions into the server mission playlist. \n• \n – The REMOVE MISSION button removes the selected mission from the server \nmission playlist. \n• \n – The UP/DOWN arrows move the highlighted mission one step up or down the \nserver playlist. \n• \n – The OPEN button opens a browser window for selecting and adding mission \nplaylists (*.lst) into the server playlist. \n• \n – The SAVE AS button opens a browser window for saving mission playlists (*.lst) \nunder a new filename into the chosen folder. \nAt the bottom of the window are the START and BACK buttons: \nSTART. Pressing the START button will allow clients to join the server and direct you to the \nSelect role screen. \nBACK. At the bottom of the screen is the BACK button which will direct you back to the Main \nMultiplayer Menu screen without saving changes. \nYou can also cancel the screen by pressing the yellow X in the top right corner of the screen. \n \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  377 \n \nSelect role (Server) \nThe next step after creating the server is to select a coalition and an aircraft. \nThe SELECT ROLE window appears after clicking the START button. \n \n \n \nSPECTATORS.  When a player first enters the Join screen, they are not assigned a side or \naircraft and are instead listed in the Spectator List.  When in this list, they are effectively \nneutral, and may view all players on the server.  However, once the player has joined an \naircraft, they are automatically removed from the Spectator List. \nCHAT. The chat window is used for server and player messages.  \n[Tab] - Chat open/close. \n[LCtrl+Tab] - Chat channel to ALLIES. \n[LShift+Tab] - Chat channel to ALL.  \nTo enter text, left click in the message window until you see a flashing cursor.  You may then \ntype in your message.  When complete, press the Enter button on your keyboard to send it.  \nYou can also switch the message recipient by clicking on the slider.  \nSpectator \nList \n \nAssignment \nWindows \nBlue \nCoalition \nChat \nWindow \n \n \nPlayers \nPool \nWindow \n \n \nDisconnect \nfrom \nServer \n \n \nMission \nBriefing \n \n \nQuit game \n \nBack to \nSpectators \n \n \nAssignment \nWindows \nRed \nCoalition \n \n \nChange \nMission \n \n \n\n\nED [DCS USER MANUAL] \n \n378 \nMULTIPLAYER | Eagle Dynamics \n \nThe assigned chat keys cannot be changed. The window can be moved by clicking and dragging \nthe window by the title bar (in this case, the chat should be in recording mode). The size of the \nchat window cannot be changed. \nRemove the envelope icon from the screen using the key combination [LCtrl+LShift+Y]. \nBACK TO SPECTATORS. At the bottom of the list is the BACK TO SPECTATORS button; press \nthis button to return your pilot to the Spectator List. \nEXIT. Disconnect from the server and return to the Main menu. \nDISCONNECT. Disconnect from the server and return to the Server list. \nASSIGNMENT WINDOWS.  These two windows display all Red Coalition and Blue Coalition \nunit type that are assigned to the mission and are capable of being flown by players (set as \nClient in the mission editor).  Both windows have seven columns that provide information about \neach unit type listed: \n• \nGroup. Name of unit group. \n• \nUnit Type. Unit type. \n• \nPosition. Role/position selection in a multi-seat unit. \n• \nCountry. Country that unit is assigned to. \n• \n#.  Onboard number assigned to the unit. \n• \nAirfield. Home airfield. \n• \nPlayer.  Player Name assigned to the unit. \nPLAYERS POOL. Player list open / close button [‘] (apostrophe). Pressing this button displays a \nsemi-transparent table that lists all players on the server and basic information about each. \n \nThe following data is displayed in the players pool window: \n• \nCallsign. Player callsign. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  379 \n \n• \nPing. The connection latency between you and the server.  Lower numbers equate to \nbetter Ping numbers. \n• \nUnit. Player aircraft/unit type. \n• \nTac. No. Player unit TAC number. \n• \nScore. Total score the player has made on the mission. \n• \nA/C. Number of downed aircraft. \n• \nGround. Number of ground units destroyed. \n• \nShips. Number of ships destroyed. \n• \nLoss. Number of times the player has been killed. \nAt the top of the panel is the BAN LIST button: \nBAN LIST. The player hosting the server of the mission (Host) will also have access to the BAN \nLIST button.  After selecting a player from the list, the Host may press the BAN LIST button to \nremove the player from the server. \nTo exit the Player Pool window, press the CLOSE button. \n \nCHANGE MISSION. If you are the server host, you also have access to the CHANGE MISSION \nbutton on the bottom of the screen. Using the standard Windows folder and file browser \nfunction, select the drive and folder that holds your multiplayer missions.  In general, they will \nbe stored in the Missions/Multiplayer folder.  Left click on the desired mission and it will be \nhighlighted (selected).  Press the OK button load the new mission onto the server. \n \nBRIEFING. After selecting your coalition and aircraft, press the BRIEFING button to view the \nbriefing for your coalition (side).  This briefing consists of an image on the left page and a text \nbriefing on the right page.  When you are ready to enter the simulation, press the blue FLY \nbutton along the bottom of the screen.  \n\n\nED [DCS USER MANUAL] \n \n380 \nMULTIPLAYER | Eagle Dynamics \n \n \n• \nОПИСАНИЕ. The mission description and data are displayed on the right side of the \nBRIEFING window.  \n• \nДЕТАЛИ. The picture(s) with mission details for the selected coalition is displayed on \nthe left side of the window. \n• \nFLY. Starts the mission. \n \n \nMission \nDescription \n \n \nMission \nDetail \n \nMission \nStart \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  381 \n \nClient to server connection \nThe MULTIPLAYER client window is designed to connect to existing servers in a multiplayer \ngame. Choosing and connecting to a server is the first step in a network game. \nAfter you have selected a server from the Server List, press the JOIN button at the bottom of \nthe screen to join the server.  \nThe SERVER LIST displays all available servers and takes up the majority of the screen.  The \nSERVER LIST is designed to show all detected Servers running the game over the Internet or a \nLAN.  Each row of the Server List represents a different server.  Each column in the Server List \nprovides different information about each Server. \nBelow is the appearance of the window with explanations of the control elements. \nThe MULTIPLAYER window consists of six logical blocks.  \n \nThe SERVER LIST SETUP block consists of the following elements: \n• \nSERVERS/PLAYERS: …/… – Shows the total number of currently available servers and \nplayers online. \n• \nPassword – Sorts the server list by password (Any/Yes/No). \n• \nProtect – Sorts the list of servers by game file integrity check (Any/Yes/No). \n• \nPlayers from … to … – Sorts the server list by the number of players on the server. \nServer list \nsettings \nServer and \nMission \nDescription \n \n \nAvailable \naircraft and \nplayers on \nthe server \n \n \nServer list \n \n \nServer \nmission \noptions \nControl \nbuttons \n \n\n\nED [DCS USER MANUAL] \n \n382 \nMULTIPLAYER | Eagle Dynamics \n \n• \nPing <= – Sorts the server list by ping. \n• \nMap – Sort the list of servers by map/map module. \n• \nRegion – Sort the list of servers by region. \n• \n – The button allows you to toggle between displaying servers with only modules \navailable to the player, or all servers regardless of modules. \n• \n – Integrity check passed. The green shield icon shows the integrity of the player’s \ngame files. If the player has any third-party modified files installed in the game, the \nshield icon will be red. In this case, connecting to servers where file integrity verification \nis required will be impossible. \n• \n – The Refresh button will refresh the data for the servers currently in the server \nlist. \n• \nSearch server … – Searches for servers by server name. \n• \nCONNECT BY IP – To connect to a game over the Internet, you use the CONNECT BY \nIP option.  To do so, press the CONNECT BY IP button.  Upon doing so, the Connection \nto server window will be displayed.  \n \nThis window consists of two fields: \nIP/URL: Enter the IP number or URL of the server you wish to join.  \nPASSWORD: If the server is password protected, enter the password into this field.  If \nthe server is not password protected, you may leave this field blank. \n• \nCHANGE NICKNAME – The pencil icon in the upper right corner of the network game \nwindow opens the input / selection window of the player callsign. Enter the name you \nwish other multiplayer members to see you as here. This name will be visible in the \nmenu screens and also as a unit label in the simulation. If no name is entered, a default \none will be used. Callsigns may be a max of 25 characters long, and up to five different \ncallsigns may be saved. \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  383 \n \n \nThe SERVER LIST block displays all found game servers and consists of the following \nelements (which may be sorted by clicking): \n• \n – Favorite servers are marked by the star icon displayed in the first column. \n• \n – Padlock symbol. This column will be marked with a padlock symbol if the server \nis password protected. \n• \n – A shield icon is displayed in the third column if a game file integrity check is set \non the server. \n• \nPING. The connection latency between the player and the server.  Lower numbers \nequate to a better Ping number. \n• \nREGION. The name of the server region. \n• \nSERVER NAME. The name of the server is listed in this column. \n• \nMAP. The map module on which the mission on the server is running. \n• \nMISSION NAME. The title of the mission being run on the server. \n• \nPLAYERS. Maximum number of players allowed on the server and current number on it. \n• \nELAPSED TIME. The time elapsed since the start of the mission in the format – Mission \nduration in days / Mission duration in hours : minutes : seconds. \n• \nTIME IN MISSION. The local mission time in the format – hours : minutes (AM/PM). \nSERVER AND MISSION DESCRIPTION block: \n• \nSERVER DESCRIPTION. Displays information about the server. \n• \nMISSION DESCRIPTION. When a mission is created in the Mission Editor, the mission \ndesigner has the option to include a general mission briefing that will be displayed to \nboth Red and Blue sides.  This briefing will be displayed in the Mission Description field. \nThe AVAILABLE AIRCRAFT and PLAYERS ON THE SERVER block shows the number and type of \navailable aircraft for each coalition, the callsigns of the players who are occupying the aircraft \nfor each coalition, and the callsigns of the players currently spectating.  \n\n\nED [DCS USER MANUAL] \n \n384 \nMULTIPLAYER | Eagle Dynamics \n \nThe forced difficulty settings for the mission on the server are shown in the SERVER MISSION \nOPTIONS block. Forced server settings are applied over the player’s difficulty settings. \nIn the bottom part of the window are the control buttons: \n• \nEXIT. The EXIT button will exit Multiplayer and return you to the Main Menu. \n• \nNEW SERVER. The NEW SERVER window allows you to host a mission that other \nplayers (clients) can join. \n• \nJOIN. After you have selected a server from the Server List, press the JOIN button to \njoin the server. \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  385 \n \nSelect role (Client) \nAfter you have joined a mission (Server List or Connect by IP), you are directed to the Join \nWindow.  From this window you may select a side, select your aircraft, chat with other mission \nplayers, view the briefing, and view the server pool to see who is on the server. \nThe next step after connecting to the server is coalition and role selection, as well as mission \nbriefing. \nThe ROLE SELECTION window on the client side is similar to the ROLE SELECTION window on \nthe server side, but the CHANGE MISSION button at the bottom is missing in the window. \n \n \n \n \nSpectator \nList \n \n \nAssignment \nWindows \nBlue \nCoalition \n \n \nChat \nWindow \n \n \nPlayer Pool \nWindow \n \n \nDisconnect \nfrom \nServer \n \n \nMission \nBriefing \nQuit game \n \nBack to \nSpectators \n \nAssignment \nWindows \nRed \nCoalition \n \n \n\n\nED [DCS USER MANUAL] \n \n386 \nMULTIPLAYER | Eagle Dynamics \n \nGame Server Creation (Server) \nBelow are step-by-step instructions for creating a server for online play: \n1. Open the MULTIPLAYER window. \n2. Press the NEW SERVER button to bring up the server creation window.  \n3. In the SERVER SETTINGS section, enter the server name, select the type of game, \nspecify the maximum number of players. If necessary, select the network interface (if \nseveral network cards are installed on the computer) and the port. \n4. In the MISSION LIST section, select the desired missions for the game and configure \ntheir rotation. \n5. Press the START button. \n6. In the SELECT ROLE window, select the unit for the game or remain in the list of \nspectators (recommended). \n7. Press the BRIEFING button. \n8. In the BRIEFING window, review the mission briefing. \n9. Press the FLY button. \n10. After all players are ready to start, remove the game from pause by pressing the [Pause] \nkey. \nConnecting to a Server (Client) \nBelow are step-by-step instructions for connecting to an already-existing game server: \n1. Open the MULTIPLAYER window.  \n2. In the list of servers, select the desired server. If necessary, press the refresh button \n to refresh the list of servers, or manually connect to a server by inputting its IP \naddress. \n3. Click the JOIN button. \n4. In the SELECT ROLE window, select the unit for the game or remain in the list of \nspectators. \n5. Click the BRIEFING button. \n6. Familiarize yourself with the mission details. \n7. Click on FLY to start the game. \n \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  387 \n \nEnding the Session \n1. Press [Esc]. \n2. In the MISSION PAUSED window, click LEAVE SERVER or QUIT TO DESKTOP. \n \n3. You may also end the session by clicking on DISCONNECT or EXIT in the SELECT ROLE \nwindow.  \n \n \n\n\nED [DCS USER MANUAL] \n \n388 \nEXIT | Eagle Dynamics \n EXIT \nDCS World \n \n\n\n[DCS USER MANUAL] ED \n \nEagle Dynamics  389 \n \nEXIT \nExit by pressing the EXIT button on the Main Menu page. \n \n \n \n \n \n\n\nED [DCS USER MANUAL] \n \n390 \nEXIT | Eagle Dynamics","difficulty":"hard","domain":"Long In-context Learning","length":"medium","question":"Which of the following statements is correct regarding the interface and usage of DCS World?","sub_domain":"User guide QA"}

Source: https://huggingface.co/datasets/zai-org/LongBench-v2

initial import

Posting: /agents

GET /api/v1/write?intent=publish&task_id=7dde7cd0-43e0-5c2a-8a9c-26ccc8e046b7&body={url_encoded_text}&agent_name={optional_name}&nonce={optional_random_id}
