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Which of the following statements is correct regarding the interface and usage of DCS World?
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[DCS USER MANUAL] ED 
 
Eagle Dynamics  iii 
 
Table of Contents 
MAIN MENU 
..................................................................................................................................... 
10 
MODULE MANAGER ......................................................................................................................... 
14 
SPECIAL OFFERS TAB .....................................................................................................................................14 
MODULES TAB .............................................................................................................................................14 
AVAILABLE DLC TAB......................................................................................................................................15 
INSTALLED TAB .............................................................................................................................................17 
OPTIONS .......................................................................................................................................... 
19 
SYSTEM OPTIONS 
..........................................................................................................................................21 
Graphics Settings 
..................................................................................................................................22 
Auxiliary Settings ..................................................................................................................................27 
CONTROLS SETTINGS .....................................................................................................................................30 
GAMEPLAY SETTINGS 
.....................................................................................................................................40 
Difficulties.............................................................................................................................................40 
F10 View Options .................................................................................................................................41 
Additional Settings ...............................................................................................................................44 
Presets ..................................................................................................................................................47 
MISCELLANEOUS 
...........................................................................................................................................48 
AUDIO SETTINGS ..........................................................................................................................................51 
SPECIAL 
.......................................................................................................................................................53 
VR .............................................................................................................................................................54 
TRAINING ......................................................................................................................................... 
57 
INSTANT ACTION .............................................................................................................................. 
60 
MISSION 
........................................................................................................................................... 
62 
BRIEFING .....................................................................................................................................................64 
VIEW DEBRIEFING .........................................................................................................................................66 
CREATE FAST MISSION ...................................................................................................................... 
70 
SIMPLE MODE 
..............................................................................................................................................71 
ADVANCED MODE ........................................................................................................................................73 
Options .................................................................................................................................................73 
Forces ...................................................................................................................................................73 
Battle Location .....................................................................................................................................74 
Briefing .................................................................................................................................................74 
LOGBOOK 
......................................................................................................................................... 
75 


ED [DCS USER MANUAL] 
 
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Table of Contents | Eagle Dynamics 
 
PILOT PAGE 
................................................................................................................................................. 77 
NATION, SQUADRON, AND AWARDS PAGE ....................................................................................................... 79 
REPLAY ............................................................................................................................................ 80 
MISSION EDITOR .............................................................................................................................. 83 
THE MISSION EDITOR MAP AND NAVIGATION .................................................................................................. 85 
The World Map 
.................................................................................................................................... 86 
Navigating the Map ............................................................................................................................. 86 
The Mission and Map Bar .................................................................................................................... 86 
THE SYSTEM BAR ......................................................................................................................................... 87 
FILE 
....................................................................................................................................................... 87 
EDIT 
...................................................................................................................................................... 89 
FLIGHT 
.................................................................................................................................................. 89 
CAMPAIGN BUILDER ............................................................................................................................ 92 
CUSTOMIZE 
.......................................................................................................................................... 92 
MISSION GENERATOR 
.......................................................................................................................... 97 
MISC 
..................................................................................................................................................... 98 
RESOURCE MANAGER ................................................................................................................................... 99 
Warehouse in Airport .......................................................................................................................... 99 
Resource Manager, Full Info 
.............................................................................................................. 101 
Supply Rates ................................................................................................................................................. 101 
Warehouse Inventory ................................................................................................................................... 102 
Copy to Other Warehouses .......................................................................................................................... 104 
Adding a Warehouse .................................................................................................................................... 104 
THE TOOL BAR........................................................................................................................................... 106 
CREATE NEW MISSION 
................................................................................................................................ 107 
OPEN MISSION FILE 
.................................................................................................................................... 107 
SAVE MISSION FILE .................................................................................................................................... 107 
CREATE MISSION BRIEFING .......................................................................................................................... 107 
Kneeboard ......................................................................................................................................... 109 
CREATE WEATHER CONDITIONS 
.................................................................................................................... 112 
Static conditions ................................................................................................................................ 112 
Dynamic conditions ........................................................................................................................... 115 
SET RULES FOR TRIGGERS ............................................................................................................................ 117 
Initialization Script ............................................................................................................................. 118 
Trigger List ......................................................................................................................................... 120 
Trigger Conditions ............................................................................................................................. 124 
Trigger Actions 
................................................................................................................................... 138 
COCKPIT TRIGGERS GUIDE ........................................................................................................................... 155 
CONDITIONS ...................................................................................................................................... 155 
ACTIONS 
............................................................................................................................................. 158 


[DCS USER MANUAL] ED 
 
Eagle Dynamics  v 
 
TRIGGER PRACTICAL EXERCISE 
.......................................................................................................................165 
Define Mission Goals 
..........................................................................................................................171 
Battlefield Commanders ....................................................................................................................173 
Set Mission Options ...........................................................................................................................174 
Fly Mission 
..........................................................................................................................................174 
TASK PLANNING FOR UNIT GROUPS ...............................................................................................................175 
Fundamental Concepts ......................................................................................................................175 
Group Artifical Intelligence (AI) ..................................................................................................................... 
176 
Perform Task ................................................................................................................................................. 
176 
Start Enroute Task ......................................................................................................................................... 
176 
Perform Command ........................................................................................................................................ 
177 
Set Option...................................................................................................................................................... 
177 
Panel Flags 
..................................................................................................................................................... 
177 
Group Route Planning ........................................................................................................................179 
Example 1 ...................................................................................................................................................... 
180 
Example 2 ...................................................................................................................................................... 
181 
Example 3 ...................................................................................................................................................... 
182 
Example 4 ...................................................................................................................................................... 
184 
Example 5 ...................................................................................................................................................... 
185 
Example 6 ...................................................................................................................................................... 
187 
Hints .............................................................................................................................................................. 
189 
PLACE AIRPLANE AND HELICOPTER GROUP 
......................................................................................................190 
Modal Buttons 
....................................................................................................................................194 
Route Mode 
........................................................................................................................................195 
Waypoint Mode Buttons ....................................................................................................................200 
Payload Mode ....................................................................................................................................201 
Triggered Actions Mode .....................................................................................................................204 
Route Summary Mode .......................................................................................................................204 
INU Fix Point Mode ............................................................................................................................205 
Target Point Mode .............................................................................................................................206 
Failures Mode 
.....................................................................................................................................207 
Waypoint Properties Mode 
................................................................................................................209 
Radio Presets Mode ...........................................................................................................................210 
ADVANCED ACTIONS MODE (AIRCRAFT GROUPS) .............................................................................................211 
Panel Interface Controls 
.....................................................................................................................211 
Actions List .........................................................................................................................................212 
Triggered Tasks 
.............................................................................................................................................. 
215 
Triggered Enroute Tasks ................................................................................................................................ 
215 
Action Properties Panel 
......................................................................................................................216 
Configuring Advanced Actions ...........................................................................................................220 
Automatic Actions ..............................................................................................................................221 
Perform Task ......................................................................................................................................222 
No Task .......................................................................................................................................................... 
222 
Aerobatics ..................................................................................................................................................... 
222 
Attack Group ................................................................................................................................................. 
223 
Attack Map Object......................................................................................................................................... 
226 


ED [DCS USER MANUAL] 
 
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Table of Contents | Eagle Dynamics 
 
Attack Unit .................................................................................................................................................... 227 
Bombing 
........................................................................................................................................................ 229 
Bombing Runway 
.......................................................................................................................................... 230 
Cargo Transportation 
.................................................................................................................................... 231 
Embarking 
..................................................................................................................................................... 232 
Disembarking ................................................................................................................................................ 235 
Escort ............................................................................................................................................................ 237 
Follow ........................................................................................................................................................... 238 
Ground Escort ............................................................................................................................................... 239 
FAC – Assign Group 
....................................................................................................................................... 240 
Orbit 
.............................................................................................................................................................. 242 
Land .............................................................................................................................................................. 244 
Refueling 
....................................................................................................................................................... 245 
WW2: Carpet Bombing ................................................................................................................................. 247 
WW2: Big Formation .................................................................................................................................... 248 
Start Enroute Task ............................................................................................................................. 259 
No Enroute Task ........................................................................................................................................... 260 
Search Then Engage 
...................................................................................................................................... 260 
Search Then Engage in Zone 
......................................................................................................................... 263 
Search Then Engage Group 
........................................................................................................................... 264 
Search Then Engage Unit 
.............................................................................................................................. 265 
Refueling 
....................................................................................................................................................... 266 
AWACS .......................................................................................................................................................... 267 
FAC 
................................................................................................................................................................ 267 
FAC – Engage Group ..................................................................................................................................... 268 
Perform Command ............................................................................................................................ 271 
No Action ...................................................................................................................................................... 271 
Run Script...................................................................................................................................................... 271 
Script File ...................................................................................................................................................... 271 
Set Frequency ............................................................................................................................................... 271 
Set Frequency for unit .................................................................................................................................. 272 
Transmit Message 
......................................................................................................................................... 272 
Stop Transmission 
......................................................................................................................................... 273 
Switch Waypoint 
........................................................................................................................................... 273 
Invisible 
......................................................................................................................................................... 274 
Immortal ....................................................................................................................................................... 274 
EPLRS ............................................................................................................................................................ 274 
Smoke On_Off .............................................................................................................................................. 275 
Set Option .......................................................................................................................................... 276 
No Option ..................................................................................................................................................... 276 
ROE (Rules of Engagement) .......................................................................................................................... 276 
Reaction to Threat ........................................................................................................................................ 277 
Radar Using 
................................................................................................................................................... 278 
Chaff – Flare Using 
........................................................................................................................................ 279 
Formation ..................................................................................................................................................... 280 
RTB on Bingo Fuel ......................................................................................................................................... 281 
RTB on out of ammo 
..................................................................................................................................... 282 
Silence 
........................................................................................................................................................... 282 
ECM Using 
..................................................................................................................................................... 282 
Restrict Air-to-Air Attack .............................................................................................................................. 283 


[DCS USER MANUAL] ED 
 
Eagle Dynamics  vii 
 
Restrict Jettison ............................................................................................................................................. 
283 
Restrict Afterburner ...................................................................................................................................... 
283 
Restrict Air-to-Ground Attack........................................................................................................................ 
284 
AA Missile attack ranges ............................................................................................................................... 
284 
No Report Waypoint Pass.............................................................................................................................. 
285 
Radio usage when contact ............................................................................................................................ 
285 
Radio usage when engage 
............................................................................................................................. 
285 
Radio usage when kill target ......................................................................................................................... 
285 
PLACE SHIP GROUP .....................................................................................................................................287 
Modal buttons 
....................................................................................................................................289 
Route Mode 
........................................................................................................................................289 
Waypoint Mode Buttons ....................................................................................................................292 
Ammo Mode ......................................................................................................................................292 
Triggered Actions Mode .....................................................................................................................293 
Route Summary Mode .......................................................................................................................293 
Suppliers .............................................................................................................................................294 
ADVANCED ACTIONS MODE (NAVAL GROUPS) .................................................................................................296 
Panel Interface Controls 
.....................................................................................................................296 
Action Properties Panel for Naval Groups .........................................................................................297 
Perform Task ......................................................................................................................................297 
No Task .......................................................................................................................................................... 
297 
Fire at Point ................................................................................................................................................... 
297 
Attack Group ................................................................................................................................................. 
298 
Start Enroute Task ..............................................................................................................................299 
Perform Command .............................................................................................................................299 
No Action 
....................................................................................................................................................... 
299 
Run Script ...................................................................................................................................................... 
300 
Script File ....................................................................................................................................................... 
300 
Invisible ......................................................................................................................................................... 
300 
Immortal 
........................................................................................................................................................ 
300 
Set Option...........................................................................................................................................300 
No Option ...................................................................................................................................................... 
300 
ROE (Rules of Engagement) 
........................................................................................................................... 
300 
Alarm State 
.................................................................................................................................................... 
301 
PLACE GROUND UNIT ..................................................................................................................................303 
Modal Buttons 
....................................................................................................................................305 
Route Mode 
........................................................................................................................................305 
Waypoint Mode Buttons ....................................................................................................................310 
Ammo Mode ......................................................................................................................................311 
Triggered Actions Mode .....................................................................................................................311 
Route Summary Mode .......................................................................................................................312 
Notes regarding airbase and FARP ground vehicle support equipment 
............................................313 
Ammo supply for ground units ..........................................................................................................316 
ADVANCED ACTIONS MODE (GROUND GROUPS) ..............................................................................................326 
Panel Interface Controls 
.....................................................................................................................326 
Action Properties Panel for Ground Groups ......................................................................................327 


ED [DCS USER MANUAL] 
 
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Table of Contents | Eagle Dynamics 
 
Perform Task 
...................................................................................................................................... 327 
No Task ......................................................................................................................................................... 327 
FAC – Assign Group 
....................................................................................................................................... 327 
Fire at Point .................................................................................................................................................. 330 
Hold .............................................................................................................................................................. 331 
Embark to Transport (work in progress) 
....................................................................................................... 331 
Go to Waypoint ............................................................................................................................................ 332 
Start Enroute Task ............................................................................................................................. 333 
No Enroute Task ........................................................................................................................................... 333 
FAC 
................................................................................................................................................................ 333 
FAC – Engage Group ..................................................................................................................................... 334 
Perform Command ............................................................................................................................ 338 
No Action ...................................................................................................................................................... 338 
Run Script...................................................................................................................................................... 338 
Script File ...................................................................................................................................................... 338 
Set Callsign 
.................................................................................................................................................... 338 
Set Frequency ............................................................................................................................................... 339 
Transmit Message 
......................................................................................................................................... 339 
Stop Transmission 
......................................................................................................................................... 340 
Go to Waypoint ............................................................................................................................................ 340 
Invisible 
......................................................................................................................................................... 341 
Immortal ....................................................................................................................................................... 341 
EPLRS ............................................................................................................................................................ 342 
Set Option .......................................................................................................................................... 343 
No Option ..................................................................................................................................................... 343 
ROE (Rules of Engagement) .......................................................................................................................... 343 
Disperse Under Fire ...................................................................................................................................... 343 
Alarm State ................................................................................................................................................... 344 
Engage Air Weapons 
..................................................................................................................................... 345 
PLACE STATIC OBJECT ................................................................................................................................. 346 
PLACE INITIAL POINT (A-10C ONLY) 
.............................................................................................................. 348 
PLACE BULLSEYE ........................................................................................................................................ 349 
CREATE AREA TRIGGER ZONE ....................................................................................................................... 350 
CREATE UNIT TEMPLATE ............................................................................................................................. 352 
AREA TRIGGER ZONE LIST ............................................................................................................................ 354 
UNIT LIST 
.................................................................................................................................................. 355 
DELETE UNIT/OBJECT ................................................................................................................................. 356 
MAP OPTIONS 
........................................................................................................................................... 356 
DISTANCE TOOL ......................................................................................................................................... 356 
EXIT MISSION EDITOR ................................................................................................................................. 357 
CAMPAIGN .................................................................................................................................... 359 
CAMPAIGN BUILDER ...................................................................................................................... 361 


[DCS USER MANUAL] ED 
 
Eagle Dynamics  ix 
 
ENCYCLOPEDIA ............................................................................................................................... 366 
MULTIPLAYER 
................................................................................................................................. 369 
NEW SERVER .............................................................................................................................................373 
Server settings ....................................................................................................................................373 
Server description ..............................................................................................................................375 
Mission list 
..........................................................................................................................................375 
SELECT ROLE (SERVER) 
.................................................................................................................................377 
CLIENT TO SERVER CONNECTION ....................................................................................................................381 
SELECT ROLE (CLIENT) 
..................................................................................................................................385 
GAME SERVER CREATION (SERVER) ...............................................................................................................386 
CONNECTING TO A SERVER (CLIENT) ..............................................................................................................386 
ENDING THE SESSION ..................................................................................................................................387 
EXIT 
................................................................................................................................................ 389 
 


MAIN MENU 
DCS World 
 


[DCS USER MANUAL] ED 
 
Eagle Dynamics  11 
 
MAIN MENU 
Upon starting DCS, the Main Menu screen will be displayed after a brief program loading screen.   
The top panel contains buttons: 
 
 
 
 
 
• 
MODULE MANAGER. Use the Module Manager to see special offers, purchase new DCS 
modules, and view purchased ones. 
• 
OPTIONS. The Options screen consists of several tabs and allows you to customize your 
graphics, audio, input, and game play options. 
• 
OFFLINE-MODE. Use this mode if expecting to be unable to connect to the internet for 
an extended period of time. Activating this mode switches DCS to an offline-only mode 
only after successful authorization, i.e. the user MUST be online and logged-in to switch 
on this function. DCS may be kept in this mode indefinitely, but keep in mind that all 
network services (Module Manager, multiplayer, news) will be unavailable. 
 
The user may exit offline mode only from the same computer on which it was 
initially activated.* If this is not possible, contact technical support to clear 
the active game session. 
 
* BIOS and Windows version MUST BE IDENTICAL. For example, changing the 
BIOS while DCS is in offline mode will no longer allow the user to log in. 
• 
LOG OUT. Log in/ Log out/ Change account. The DCS application uses accounts 
registered at http://www.digitalcombatsimulator.com, which is also the same account 
used for technical support cases. A separate account is required for participation in the 
Eagle Dynamics forum at http://forums.eagle.ru/. 
From the Main Menu, you may select captions in the right main menu. Each of these captions 
directs you to a different aspect of the game or exits the game back to desktop.  To make a 
selection, place your mouse over the caption and the caption will be illuminated.  By then left 
mouse clicking, you will be directed to the selected area of the program. 
Module Manager 
 
Offline-mode 
 
Log Out 
 
Options 
 


ED [DCS USER MANUAL] 
 
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MAIN MENU | Eagle Dynamics 
 
 
At the left side there is a retractable News Panel that shows the latest news about ED games 
and events. News can be thumbing by the two "<>" arrows in the upper-right panel corner. 
Main Menu buttons include: 
• 
INSTANT ACTION. Allows you to quickly fly a pre-built mission that bypasses the 
briefing screen.  When you click on this button, a pop-up screen will be displayed that 
allows you to select an aircraft and mission scenario to fly.  To exit this screen without 
selecting a mission, click on the yellow X in the top right corner.  
• 
CREATE FAST MISSION. Using the built-in mission generator, you can quickly create 
missions according to your specified parameters.  Missions can be created in either 
simple or advanced modes (increased number of mission options). 
• 
MISSION. Open a single mission. Using the built-in Mission Editor, you can build your 
own missions or download them from the Internet.  You can access such missions from 
this screen. 
• 
CAMPAIGN. To select a campaign to fly or continue an existing one, select this option.  
Unlike Missions, Campaigns are a series of missions linked together in a logical way 
resulting from your mission outcomes. 
• 
MULTIPLAYER. Open the multiplayer interface to host or join an online game. 
• 
LOGBOOK. From this screen you may create a pilot persona(s) and track their 
accomplishments and statistics. 


[DCS USER MANUAL] ED 
 
Eagle Dynamics  13 
 
• 
ENCYCLOPEDIA.  The Encyclopedia is a resource that provides data and images of all 
the air, land, and sea units in the game. 
• 
TRAINING. An extensive set of training missions are provided to teach you to fly and 
operate the aircraft. 
• 
REPLAY. After each mission you fly, you have the option to save the mission as a replay 
file (Track file). You can access these replay files from this screen. 
• 
MISSION EDITOR.  The Mission Editor allows you to create missions big and small.  
These missions can then be used as single player missions, multiplayer missions, training 
missions, or to populate a campaign.  This is a powerful tool and is the same one used to 
create the missions and campaigns included with the game. 
• 
CAMPAIGN BUILDER. Using missions created in the Editor, you may use the 
Campaign Builder to create your own campaigns that you can play yourself or share with 
friends. 
• 
EXIT. To exit the game and return to desktop, press the red Exit button. 
Along the bottom edge of the screen are the game icons. These icons represent available and 
installed DCS modules. You can read information on each module and select a background 
theme by clicking an icon. 
 
 
 


ED [DCS USER MANUAL] 
 
14 
MODULE MANAGER | Eagle Dynamics 
 
MODULE MANAGER 
The DCS Module Manager is an in-game tool that allows you to purchase new DCS modules, 
update purchased ones, review installed modules, and read about new DCS special offers. 
At any time, you can refresh your modules and module status by clicking the Refresh button in 
the bottom right portion of the Module Manager. 
The Module Manager is divided into four tabs: 
• 
Special Offers 
• 
Modules 
• 
Available Add-Ons 
• 
Installed 
Special Offers Tab 
When DCS special offers are available, such as sales, these will be listed when the Special Offers 
tab is selected. 
Modules Tab 


[DCS USER MANUAL] ED 
 
Eagle Dynamics  15 
 
 
This page displays all available DCS modules and if they are already purchased. 
Available DLC Tab 
This page displays all available DLC and if they are already purchased. If a module is already 
purchased, "Install" will be displayed at the far right of the module listing. Pressing the Install 
button will install or re-install the module. If "Buy" is displayed, you can press the button to start 
the purchase option of the selected module. 
To the left of the Install/Notification is the price of the module and a description of the module 
to the left of that.  
 
 
 
Module Manager 
Tabs 
 
 
Module Description 
 
 


ED [DCS USER MANUAL] 
 
16 
MODULE MANAGER | Eagle Dynamics 
 
 
 
 
Upon starting the Module Manager, if new updates to a purchased module are detected, a pop-
up window is displayed that lists the updates available and provides you an option to install or 
cancel the updates. 
 
 
Module Status and Price 
 
 
Module Status Refresh 
 
 


[DCS USER MANUAL] ED 
 
Eagle Dynamics  17 
 
 
Installed Tab 
This tab page shows all installed DCS modules. Each row displays a different module and each 
column provides information about the module. 
Module Name. The name of the installed DCS module. 
Developer. Developer name of the selected module. 
Activate/Deactivate. Unchecking this box will deactivate the selected module. A checked box 
indicates that the module is activated. 
Serial Number. This column displays the serial number of the selected module. When the 
Serial Number field is clicked on, the serial number is displayed and you have the option to copy 
the serial number to clipboard or hide the serial number.  
 
 
 
 
 
 
 
 
Module Updates 
 
 


ED [DCS USER MANUAL] 
 
18 
MODULE MANAGER | Eagle Dynamics 
 
 
 
 
 
 
 
 
 
Module Name 
 
 
Developer 
 
 
Activate/Deactivate 
 
 
Serial Number 
 
 


[DCS USER MANUAL] ED 
 
Eagle Dynamics  19 
 
OPTIONS 
 
DCS World 
 


ED [DCS USER MANUAL] 
 
20 
OPTIONS | Eagle Dynamics 
 
OPTIONS 
The Options screen allows you to customize your graphics and audio settings, input options, and 
game play settings.  To access the Options screen, left mouse click on the Options button (gear 
icon) on top of on the Main Menu. 
 
The Options page has a number of tabs at the top that allow you to adjust your settings for 
graphics, inputs, game play, miscellaneous, audio, special and virtual reality.  Left mouse click 
on a tab to display the desired options settings page. 
Along the very bottom of the screen are the CANCEL button which will return you to the Main 
Menu without saving any changes to Options, and the OK button which will return you to the 
Main Menu page but will save your changes. 
You can also exit the Options page by pressing the yellow X in the top right of the screen. 
 
 
 
Options 


[DCS USER MANUAL] ED 
 
Eagle Dynamics  21 
 
System Options 
The System Options screen allows you to customize your graphics settings to best suit your 
personal preferences and hardware (CPU, RAM, and graphics card).  
 
 
 
 
 
Along the very bottom of the screen are the CANCEL button which will return you to the Main 
Menu without saving any changes to Options, and the OK button which will return you to the 
Main Menu page but will save your changes. 
You can also exit the Options page by pressing the yellow X in the top right of the screen. 
 
 
 
Graphics Settings 
 
Graphics Presets 
 
Auxiliary Settings 
 


ED [DCS USER MANUAL] 
 
22 
OPTIONS | Eagle Dynamics 
 
Graphics Settings 
Several graphics settings are available along the left side of the screen.  Selection of a graphics 
option is done by using the drop-down list for each item and selecting the desired setting.  
Textures 
Sets the object texture resolution. Options are Low, Medium, and High. Higher texture 
resolutions appear crisper but use more VRAM. 
• 
Low – Low resolution textures for terrain, objects, and cockpit. 
• 
Medium – Medium resolution textures for terrain, objects, and cockpit. 
• 
High – High resolution textures for terrain, objects, and cockpit. 
Terrain Textures 
The option affects the level of detail for terrain and building textures. If this option is changed 
after DCS has already loaded in the terrain (loaded into a mission or the mission editor) a restart 
is required for the changes take effect. If a player entered the options menu immediately after 
loading the game interface, a restart is not required. 
• 
Low – Terrain surface textures for the chosen map will be loaded in a low resolution. 
• 
High – Terrain surface textures for the chosen map will be loaded in a high resolution. 
Civ. Traffic 
• 
Off – No road and rail traffic. 
• 
Low, Medium, High – The density of road and rail traffic. 
Water 
Sets the level of detail for water effects. 
• 
Low – Water has no 3D surface effects. 
• 
Medium – Water has 3D surface effects, including waves and wakes. 
• 
High – Water has 3D surface, shelf and full reflections. 
 


[DCS USER MANUAL] ED 
 
Eagle Dynamics  23 
 
Example of water detail set to Low (left) and High (right). In High, the water surface has a 3D 
undulation effect in high winds, and ships generate wakes and churn. 
Visib Range 
Sets the distance at which objects are rendered. Options are Low, Medium, High, and Extreme. 
Actual distances depend on object type (e.g., buildings are rendered at further distances than 
trees). 
• 
Low – Objects are rendered out to approximately 7 km. 
• 
Medium – Objects are rendered out to approximately 12 km. 
• 
High – Objects are rendered out to approximately 17 km. 
• 
Ultra – Objects are rendered out to approximately 24 km. 
• 
Extreme – Objects are rendered at their maximum distance. 
Heat Blur 
Sets the amount of visible atmospheric refraction caused by hot exhaust air. 
• 
Off – Heat blur is not present. 
• 
Low – Heat blur partially displayed behind the aircraft engine nozzles. 
• 
High – Heat blur fully displayed behind the aircraft engine nozzles. 
Shadows 
Sets the level of detail for object shadows. Shadows can be planar (appearing as flat translucent 
planes) or soft (a more realistic appearance). Shadows can be cast by the subject (the object 
that is the focus of the current view) or by other objects in the scene. Self-casting shadows are 
shadows that one part of an object casts upon itself. 
• 
Off – No shadows will be rendered. 
• 
Flat Only – The view subject will cast planar shadows. 
• 
Low – All objects in the view will cast planar shadows. 
• 
Medium – The view subject will have self-casting shadows, and all other objects will 
cast planar shadows. 
• 
High – The view subject will cast soft shadows as well as self-casting shadows, and all 
other objects will cast planar shadows. 
Resolution 
Sets the size and resolution of the rendered image. In windowed mode, this sets the size of the 
game window. In full-screen mode, this sets the display resolution. For multi-monitor setups, 
the total resolution can be entered manually. 
Aspect Ratio 


ED [DCS USER MANUAL] 
 
24 
OPTIONS | Eagle Dynamics 
 
The aspect ratio is the ratio of display width to height. It’s normally set automatically when a 
new resolution is chosen, but can also be set manually. 
Monitors 
For multi-monitor setups, this option configures what is rendered on each monitor:  
• 
1 Screen – Pilot view will be displayed on a single monitor (default). 
• 
3 Screen – Pilot view will be split equally across three monitors (triple-head setup). 
• 
Camera + LMFCD (on right side) – Video will be split between 2 monitors - one for 
the main camera and one on the right side for the left MFCD.  
• 
Camera + LMFCD – Video will be split between 2 monitors - one for the main camera 
and one for the left MFCD. 
• 
Camera + LMFCD (automatic placement) – Video will be split between 2 monitors 
with non-fixed position. Positioning on the real position of monitors in the cabin of the 
aircraft. 
• 
Camera + RMFCD (on left side) – Video will be split between 2 monitors - one for 
the main camera and one on the left side for the right MFCD. 
• 
Camera + RMFCD – Video will be split between 2 monitors - one for the main camera 
and one for the right MFCD. 
• 
Camera + RMFCD (automatic placement) – Video will be split between 2 monitors 
with non-fixed position. Positioning on the real position of monitors in the cabin of the 
aircraft. 
• 
LMFCD + Camera + RMFCD – The center monitor will display the pilot view, and the 
left and right monitors will display the left and right MFCDs. 
• 
Stereo – Pilot video will be split into a stereoscopic pair and output separately. This 
should only be used by players with stereoscopic display setups. 
Note: To customize these configurations or create your own new configurations, navigate to \Saved 
Games\DCS\Config\MonitorSetup\. Each configuration is defined by a separate lua file. 
Res. of Cockpit Displays 
Set the resolution of cockpit displays such as mirrors, multifunction displays, moving maps, etc.  
Note that higher resolution settings can negatively impact the smoothness of game play. 
• 
256 – Low quality. The picture is rendered into a texture of 256x256 pixels. It is 
updated through the frame. 
• 
512 – Standard quality. The image is rendered into a texture of 512x512 pixels. It is 
updated through the frame. 
• 
512 Every Frame – Standard quality. The image is rendered into a texture of 512x512 
pixels. Each frame is updated, but it reduces the overall performance of the game in 
comparison with the choice of the preset updated through the frame. 


[DCS USER MANUAL] ED 
 
Eagle Dynamics  25 
 
• 
1024 – High quality. The image is rendered into a texture of 1024x1024 pixels. It is 
updated through the frame. 
• 
1024 Every Frame – High quality. The image is rendered into a texture of 1024x1024 
pixels. Each frame is updated, but it reduces the overall performance of the game in 
comparison with the choice of the preset updated through the frame. 
MSAA 
MSAA (MultiSample Anti-Aliasing) – Is an improved version of SSAA super-sampling that 
consumes less resources. Smoothing takes place only along the edges of objects, not the entire 
scene as in SSAA. When the resolution in the game increases, it requires more video memory on 
the graphics card.  
• 
Off – Turns off MSAA anti-aliasing. 
• 
2x – Two-pass MSAA. 
• 
4x – Four-pass MSAA. This improves anti-aliasing quality at the expense of FPS. 
Depth of Field 
Depth of field is the distance between the nearest and the furthest objects that are in 
acceptably sharp focus in an image. 
• 
Off – Depth of field effects are disabled. 
• 
Bokeh – Enables a very shallow depth of field, blurring parts of the scene closer to or 
further from the view subject. The blurred objects take on a "bokeh" effect simulating 
lens distortion. Severely reduces performance and is mainly used to create video/screen 
shots only. 
• 
Simple – Enables a very shallow depth of field, blurring parts of the scene closer to or 
further from the view subject. 
Lens Effects 
Enables camera effects caused by dirt or lens flares. 
• 
None – Lens effects are disabled. 
• 
Dirt – Simulates occasional specks of dust on the camera lens in exterior views. 
• 
Flare – Simulates lens distortion caused by direct sunlight. 
• 
Dirt+Flare – Enabled both the Dirt and Flare effects, but can make it difficult to detect 
contacts. 
Motion Blur 
The effect of blurring the image when the camera moves quickly. Can be successfully applied 
when the scene needs to be given more dynamics and speed. Proper use of Motion Blur can add 
cinematography to what is happening on the screen. It can also help you veil low frame rates 
and add smoothness to your gaming experience as needed. 


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OPTIONS | Eagle Dynamics 
 
• 
Off – Turns off motion blur. 
• 
On – Includes the Motion Blur effect, which makes the entire image blurred and 
unfocused at speed, without highlighting any area. 
Clouds 
Sets the level of quality for clouds and weather effects. Options are Low, Standard, High and 
Ultra. 
Higher values render the clouds better and have a grater influence on the performance. The 
Standard option is the best choice to start with. 
 
 
Example of Clouds detail set to Low (left) and Ultra (right). In Ultra, cloud shapes are higher resolution. 
SSAA 
SSAA (SuperSample Anti-Aliasing) – The heaviest, but also the most qualitative and eerily 
loading a video card. Smoothes the whole scene. It works by rendering the image at a larger 
size and downsampling it to the display size. For powerful top-of-the-range graphics cards. 
• 
Off – SSAA is disabled. 
• 
x1.5 – The image is rendered at ×1.5 and downsampled to smooth edges. 
• 
x2 – The image is rendered at ×2 size and downsampled to smooth edges.  
SSAA is limited to 4k, so if resulting required buffer size is over 4k – this option will not be 
available. 
Simultaneously, multi-sampling (MSAA) and super-sampling (SSAA) should not be enabled to 
avoid conflict and performance degradation (either MSAA – or SSAA). 
 
SSLR 
SSLR (Screen Space Local Reflections) – Enables a reflection effect caused by ambient lighting. 
It is best seen on smooth and chromed surfaces. 
• 
Off – Turns off reflections on smooth surfaces. 
• 
On – Turns on reflections on smooth surfaces. 


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Eagle Dynamics  27 
 
 
SSAO 
The SSAO (Screen Space Ambient Occlusion) – Enables a shading effect caused by ambient 
lighting. It is an approximation of the global illumination technology with reduced GPU load. 
Improves realism of the picture. 
• 
Off – Turns SSAO off. 
• 
On – Enables SSAO. 
 
 
Example of SSLR and SSAO disabled (left) and enabled (right). When enabled, the cockpit shading is 
more affected by ambient lighting conditions. 
 
Note: If you wish to increase frame rates, the most import graphics settings to adjust lower are Terrain Textures, 
Water, Visib Range, Shadows and MSAA. 
 
The right side of the page contains auxiliary graphics settings. 
 
Auxiliary Settings 
Clutter/Grass 
Adjusts the distance that ground clutter such as grass, bushes, rocks, etc. are rendered. 
Forest Visibility 
Adjusts the distance that 3D trees are rendered. As the value increases, the trees are drawn in 
forests, fields, along rivers, roads and cities. If the value decreases, the trees are only in the 
forest belts in a smaller number. Beyond this distance, forests are rendered as flat ground 
textures. 
Forest Details Factor 


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OPTIONS | Eagle Dynamics 
 
The slider adjusts the GPU load by the number of tree triangles rendered. Minimum value is 0.1 
and possible maximum is 1.0. 
Scenery Details Factor 
The slider adjusts the GPU load by the number of overall scene triangles rendered (map objects 
such as buildings, constructions, etc.). Minimum value is 0.1 and possible maximum is 1.0. 
Preload Radius 
Sets the radius (in meters from user position) that terrain is preloaded. A larger setting reduces 
slowdowns due to hard disk swapping, but requires more RAM. 
Chimney Smoke Density 
Sets the density of smoke coming from building chimneys. 
Gamma 
Changes the overall luminosity of the rendered image. Lower values produce darker scenes. 
Anisotropic Filtering 
Sets the level of anisotropic filtering. Lower values will increase FPS but cause textures to 
appear blurry when viewed from shallow angles. Examples include runway and taxiway textures 
when viewed from the ground, or tanker director lights when viewed from the contact position. 
• 
Off – Turns off anisotropic filtering. 
• 
2x, 4x, 8x, 16x – Includes an anisotropic filtering with the selected filtering factor. 
Improves the display of deleted objects and textures on surfaces at a certain angle. 
Terrain Object Shadows 
Sets the type of shadows rendered on the terrain from scenery objects. 
• 
Default – Shadows follow terrain contours. This option has the highest FPS impact. 
• 
Flat – Shadows are planar. 
• 
Off – Shadows are not rendered. 
Cockpit Global Illumination 
A lighting method that takes into account not only direct light from light sources, but also 
reflexes (reflections and refractions of light inside the cockpit, dancing shadows), resulting in a 
much more realistic image. 
• 
Off – Direct lighting only.  
• 
On – Enables the global lighting algorithms used for more realistic simulation of light. 
Requires more PC resources and may have a considerable impact on frame rates. 


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Eagle Dynamics  29 
 
Messages font scale 
Sets the scale of in-game tooltips, radio menus, and popup messages. 
Scale GUI 
Sets the scale of windows, menus, and dialogs. 
Rain Droplets 
When enabled, raindrops will appear on the canopy when in rain and at slow enough speeds. 
Vsync 
When enabled, your monitor’s frame rate will be synchronized to the game’s frame rate. This 
will reduce tearing artifacts that can occur at high frame rates. 
Full Screen 
When checked, the game will run in full-screen mode. When unchecked, the game will run in a 
window. 
Cursor Confined to Game Window 
Check this box to prevent the mouse cursor from moving beyond the game window bounds. 
This is useful when playing in VR, to make sure you do not inadvertently click on something 
outside the game window. 
Presets 
DCS World comes with four graphics presets: Low, Medium, High, and VR. You can use "Low", 
"Medium", or "High" to quickly set the graphics level to something appropriate for your PC 
capabilities. "VR" preset is tuned to maximize frame rates when playing in VR.  
In addition, you can save your own presets under "Custom1", "Custom2", and "Custom3". 
Click the SAVE link underneath each button to save the current graphics settings to that preset. 
Click the button itself to load those graphics settings you saved. User profiles are rewritable. 
 
 
 


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OPTIONS | Eagle Dynamics 
 
Controls Settings 
The control settings tab allows you to customize your control input devices.  Such controls can 
include joysticks, mice, keyboards, rudders, etc.  Using the manager, you can map functions to 
keys, create axis curves and assignments, and adjust force feedback levels.  Of note, you can 
create and save multiple input profiles. 
 
 
 
 
 
 
 
Along the very bottom of the screen are the CANCEL button which will return you to the Main 
Menu without saving any changes to Options, and the OK button which will return you to the 
Main Menu page but will save your changes. 
You can also exit the Options page by pressing the yellow X in the top right of the screen. 
Aircraft Control Mode.  The Aircraft Control Mode drop down list shows the different control 
modes possible in a mission: 
• 
Aircraft Game. Active when a mission is launched with Game Avionics mode on. 
• 
Aircraft Sim. Active when a mission is launched with Game Avionics mode off. 
Input 
Category 
Main Listing 
Window 
 
Save Input 
Profile 
Load Input 
Profile 
 
Edit Input 
Modifiers 
Aircraft 
Control Mode 
 
Edit Input 
Buttons 
Axis 
Assignment 
Axis 
Tune  
Clear 
Category 
Force-Feedback 
Tune  
HTML list of 
commands 
Reset 
Category 
 


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Eagle Dynamics  31 
 
• 
General. Active when a mission is launched with no player or client-controlled aircraft. 
Input Category.  The Input Category drop down list displays all the general input categories of 
the player aircraft.  To select a category from the list, left mouse click on it and the input actions 
of that category will be displayed in the main listing window. 
Main Listing Window.  This vertically organized list displays each assignable action in regards 
to each detected input device connected to your computer.  On the left side of the list is the 
column that lists each assignable Action.  The list of Actions is determined by your Input 
Category and Player Mode selections.  To the right of the Action column are columns for each 
detected input device.  To assign an action an input device, left mouse click in the field where 
the Action line and the device column intersect.  This will then be indicated by a white box in 
the field. Note, you can test whether an input command is mapped on a particular controller by 
pressing the command while the controller's column is highlighted. 
Reset category to default. Pressing this button resets all keyboard or button combinations in 
the selected category for the selected device to their default values. The selected device is 
determined by the highlighted cell. 
Clear category. If you wish to clear all input assignments for a controller, left click on any 
input command for the controller and then click on the CLEAR CATEGORY button. This will erase 
all input assignments for the controller column. 
Save profile as. After you have modified (added, deleted, or changed) an input option to a 
profile, you can save it using the SAVE PROFILE AS button.  Upon pressing this button, the Save 
Profile As browser window will be displayed.  This window allows you to browse to a location on 
your computer and save the profile.  You can either save the profile under the default name or 
create a new profile under a different name.  As such, you can create multiple profiles for a 
single aircraft if you wish. 
 
Load profile. Once an input profile is created, you may load it as the active profile by selecting 
the LOAD PROFILE button.  This button will display the Load Profile browser window and allow 
you to select the desired profile to load.  After selecting the desired profile, press the OK button. 
Note: The loading and saving functions are specific to the device and not global for the profile. 


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OPTIONS | Eagle Dynamics 
 
Modifiers.  Pressing the MODIFIERS button will display the MODIFIERS PANEL window and 
allow you to set control modifiers and control switches to allow additional control assignments. 
 
 
 
The Modifiers panel consists of two parts, the Modifiers at the left and the Switches at the right.   
Modifiers usually use a key or button combination with [SHIFT], [CTRL] or [ALT] (by default) or 
any custom keys assigned to act as a modifier. For example, you can assign any joystick button 
as a modifier and use it to expand the available joystick’s commands that can be assigned to 
your input device. 
By default, several Modifiers are included in the Modifiers window: LALT, LCTRL, LSHIFT, RALT, 
RCTRL, RSHIFT and RWIN.  However, by pressing the ADD button below the Modifiers list 
window, you can also create your own. The window for adding a modifier will appear. 
 
 
There are three fields present in the window: 
• 
Device Name. In this field you must select the name of the device to which you want to 
assign a modifier. 
• 
Select modifier button. This field displays the key or button you pressed. 
• 
Modifier button Name. In this field you can enter your own modifier or switch name. 
Modifiers 
 
Switches 
 


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Eagle Dynamics  33 
 
 
From the ADD MODIFIER panel, first select the device you wish to set the modifier from.  This 
could range from a keyboard, to a mouse, to a joystick or a throttle.  Once the device is defined, 
select the specific key or button on the device from the Select Modifier Button field.  Once 
complete, press the OK button to save your new Modifier and it will be displayed in the Modifier 
list window. 
To remove a modifier, select it from the window and then press the REMOVE button. 
With at least one modifier in the list, you can now assign a modifier to any Action from the Add 
Assignment Panel. 
 
 
Switches  
The switches window in the right part of the Modifiers Panel works as a toggle as opposed to 
the modifiers. With modifiers you must press the modifier and key simultaneously, for example 
Ctrl and T.  With a switch you can first activate the switch, then press any needed keys and 
then turn off the switch.  You can think of it as setting a key to a mode.  For example, you could 
assign the “E” button on the throttle as a switch and the Hat on the stick to control the trim. In 
flight, you could then press “E” one time and use the hat to trim the aircraft instead of its 
default function of view panning. 
 


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OPTIONS | Eagle Dynamics 
 
 
From the ADD SWITCHES panel, first select the device you wish to set the switch from.  This 
could range from a keyboard, to a mouse, to a joystick or a throttle.  Once the device is defined, 
select the specific key or button on the device from the Select Switch Button field.  Once 
complete, press the OK button to save your new Switch and it will be displayed in the Switch list 
window. 
To remove a switch, select it from the window and then press the REMOVE button. 
With at least one switch in the list, you can now assign a switch to any Action from the Add 
Assignment Panel. 
Edit Input Buttons.  When creating, editing, or deleting an Action on the Main Listing 
Window, the ADD, CLEAR and DEFAULT buttons will be needed. 
To add, clear or set to default an input to an Action, you first need to select the Category that 
lists the desired Action.  Once the Action is located, Left mouse click in the field that intersects 
between the Action and the Input Device that you want to map.  For example, you may wish to 
change the keyboard assignment of the key that changes the landing gear cycle.  In this 
example you would locate the Landing Gear toggle Action row and then left mouse click in the 
field where it intersects the Keyboard column.  Once selected, the field will have a blue box in it. 
With the Action and Input Device now selected, you can press one of three buttons: 
ADD. Pressing the ADD button displays the ADD ASSIGNMENT PANEL.  This panel has the 
following fields: 
• 
Action. Displays the name of the Action as displayed in the Main Listing Window. 
• 
Key / Button. Pressing the desired key or by moving the desired input axis, the name 
of the key, button or axis will be displayed here.  Additionally, you may click on the drop-
down arrow and display all the possible inputs that can be assigned to the Action 
manually. 
• 
Add Modifier.  Use the drop-down list to view all Modifiers and Switches that can be 
assigned to the Action.  Note that this list can be edited from the Modifiers Panel. 


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Eagle Dynamics  35 
 
• 
Added Modifiers. Once you have added a modifier or switch, it will be automatically 
listed in this field. 
• 
Currently in Use. If the assigned key or button is already in use with another Action, 
the conflict will be listed here. 
• 
RESET. Pressing the RESET button will return the Action to its default setting. 
CLEAR. Once a field is selected, you can press the CLEAR button to remove the assignment. 
DEFAULT.  With a field selected, you can press the DEFAULT button and the originally assigned 
assignment to the Action will be restored. 
Below is an example on how to assign a new keyboard/button combination or axis in place of 
the default: 
1. Select the cell of the required action in the column of the required device. If you need to 
assign an axis, first select the AXIS COMMANDS category in the action category drop-
down list. 
2. Clear the cell of the already-existing combination by clicking on RESET.  
3. Assign the new key combination by pressing ADD. This brings up the ADD ASSIGNMENT 
PANEL window. 
 
 
 
• 
The ACTION field shows the action to which the combination is assigned. 
• 
The KEY, BUTTON, AXIS fields display the assigned (pressed) key, button, or axis. In 
this field, you can select a key, button or axis manually from the drop-down list. 
• 
The ADD MODIFIER drop-down list allows you to manually select the required 
modifiers for the combination. 
• 
The ADDED MODIFIERS field shows the combination of assigned modifiers. 
User-defined 
key 
combination: 
LAlt +F1 
 
Action 
Actions 
currently 
using the key 
combination 
Drop-down list for 
modifiers 


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36 
OPTIONS | Eagle Dynamics 
 
• 
The CURRENTLY IN USE field shows the name of the action for which the selected 
keyboard or keyboard combination is already used (conflicts). 
4. Press the desired combination on the keyboard or joystick and check on the panel that 
the input is correct. 
5. Click OK to confirm the inputted combination. 
6. In case of error in combination assignment, press the RESET button and repeat the 
assignment process. 
 
 
 
Red conflict text appears when there are incorrect modifiers. For example, if you delete one of 
the present modifiers, then all strings with this modifier will be shown in red. 
 
Axis Assign.  Brings up the Axis Commands category menu. 
Axis Tune.  If you have assigned an input axis to an Action, you can then press the AXIS TUNE 
button to adjust how the axis responds.  The resulting Axis Tune Panel window will then allow 
you fine control over each axis.  Functions of the panel include: 
 
Input conflict 
 


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Eagle Dynamics  37 
 
 
 
Deadzone. Allows you to create a “dead zone” in the center of the curve. Depending on the 
accuracy of your joystick, you may wish to setup a deadzone value of 5-10. This will help avoid 
problems when trimming the aircraft due to calibration problems. Move the slider to the right to 
increase the deadzone and move to the left to decrease it.  The actual numeric value is 
displayed to the right of the slider. 
Saturation.  These sliders for both X and Y allow you to adjust the total axis travel in X and Y 
and will be converted to control input.  For example, if you want the entire axis throw of a 
joystick to be used as input, you would set the X and Y limits to the corners of the window 
(saturation levels of 100).  If, however you wanted to reduce the possible input throw of a 
joystick by 50%, you would set the X and Y saturation levels to 50.  
Curvature. Moving this slider to the right and left increases and decreases the non-linearity of 
the axis curve.  You can use this curve to adjust how sensitive (or insensitive) the axis is.  It is 
common to have a shallow curve near the deadzone to increase the accuracy of fine control 
input.  The actual numeric value is displayed to the right of the slider. 
Slider.  Allows you to set the axis in regards to a slider and not a default curve that will return 
to center when there is no input being generated from the device. For example, you may wish 
to use the Slider function for the throttle axis but the standard curve axis for a control stick. 
Invert. The Invert radio button will swap the axis of the device. 
User Curve. Rather than use the Curvature slider, you may select the User Curve radio button 
and display 11 vertical scales that allow you to adjust input device responses.  These range for 
0% input on the left side of the scale to 100% input on the right side of the scale. 
 
Device axis 
curve 
 
Raw axis 
position 
 
Actual axis 
position 
 


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38 
OPTIONS | Eagle Dynamics 
 
 
 
Axis Tune. Use this drop-down list to select the axis you wish to tune. 
Force Feedback Tune. If you are using a force feedback joystick, you may press the FF TUNE 
button to display the Force Feedback Tune Panel.  This panel allows you to adjust the trimmer 
force and shake of the stick. 
 
 
 
To swap the force feedback axis, check the Swap Axis radio button. 
Swap Axis. This checkbox allows the user to swap axes for the selected input device. This may 
be necessary for certain older models of joysticks. 
Invert. The checkbox allows you to invert the curve along the X and Y axis. 
User Curve 
scales 
 
Adjust trim 
force 
 
Adjust shake 
force 
 


[DCS USER MANUAL] ED 
 
Eagle Dynamics  39 
 
At the bottom of the panel are buttons to CANCEL changes and return to the Controls page, or 
OK (save) any changes and return to Controls. 
Make HTML. You can make an HTML list of commands for selected aircraft. After pressing this 
button, it will open an explorer window with the HTML files for all your devices. 
C:\Users\<User Name>\Saved Games\DCS\InputLayoutsTxt\ 
 
 
 


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OPTIONS | Eagle Dynamics 
 
Gameplay Settings 
The Gameplay settings tab allows you to customize how realistic you want your simulation 
experience to be.  Using these settings, you can have a very realistic and challenging mission 
experience or a much more relaxed and casual experience with little need for detailed systems 
knowledge and combat skills. 
 
Difficulties 
These difficulty options are selected as radio buttons, and when selected, the stated option is 
enabled.  Difficulty options include: 
Game Flight Mode.  Game Flight Mode greatly reduces the complexity and challenge of flying 
an aircraft.  When not selected, aircraft will use a more advanced flight model system that is 
more authentic, but can be a challenge to first-time-fliers.  The Game Flight Mode however 
makes flying the aircraft much easier and care-free. 
Game Avionics Mode.  Game Avionics Mode helps with flight orientation by displaying 3D 
markers in space. 
Radio Assists.  When enabled, you will get audio alerts informing you of incoming missiles, 
when you are within valid weapon use parameters, and information on the location of enemy 
units. 


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Eagle Dynamics  41 
 
Tooltips. When in the cockpit, you may hover your mouse over a control and a brief note 
indicating the function of the control will be displayed. 
Permit Crash RCVR. Crash recovery will allow you to respawn if your aircraft is destroyed or 
you eject during the mission. 
Easy Communication. With Easy Communication on, the radios will automatically tune to the 
selected recipient's frequency. In addition, the radio menu will only display objects present in 
the mission and highlight those with whom contact is possible. With Easy Communication off, 
the player has to tune the correct radio set to the correct frequency for the desired contact and 
select the correct contact out of the full radio contacts menu. 
Padlock. The padlock system allows you to keep your virtual eyes locked (padlocked) to either 
an air or surface point as long as the target is within visual constraints when viewed from within 
the cockpit.  In addition to units and the ground, you may also padlock incoming missiles. 
Unlimited Fuel. When enabled, your fuel is never expended.  Note though that with full fuel 
tanks, your aircraft performance will suffer in several ways due to the increased weight. 
Unlimited Weapons. When a weapon is expended, it will automatically be immediately 
replenished when this option is checked. 
Immortal. Enabling immortality will make it impossible to damage or destroy your aircraft. 
Allied Flight Reports. Enables the radio chatter of allied flights on the assigned radio 
frequencies. 
Cockpit Visual Recon Mode. Enables a possibility to mark any ground object on terrain and 
reveal it’s location on the maps of allies. Use RMB (Right Mouse Button) display a cross and 
LMB (Left Mouse Button) select object. 
Unrestricted SATNAV. Satellite navigation available for all capable aircraft, regardless of 
country and date/time. 
F10 View Options 
When in the simulation and having pressed the F10 key, a map of the simulation world will 
appear that shows both friendly and enemy units.  You can use this view to gain an overall view 
of the battlefield outside of your cockpit.  Icons are depicted according to general unit type and 
Blue Side units have blue icons, Red Side units have red icons, and the player’s unit has a white 
icon. 
The F10 View options allow you to set which elements are visible to player when viewing the 
map. 
Map Only. No objects icons will be displayed on the map. 
My A/C. Only the player's own aircraft icon will be displayed on the map. 
Fog of War. Only hostile units detected by friendly units are displayed. 
Allies Only. Only units of the player's coalition will be displayed on the map. 
All. All units will be displayed on the map. Default selection. 


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OPTIONS | Eagle Dynamics 
 
 
 
 
 
 
Game data/time and acceleration rate window 
 
Show marks 
Add a mark 
 
 
Targets 
 
Zoom In Tool 
 
 
Zoom Out Tool 
 
Map 100% 
 
Player Center 
 
Map Mode 
Elevation Map 
Mode 
Satellite view 
Take control 
Routes 
 
Show Lifebar 
Sector numbers 
Map grid 
Cursor coordinates 
and elevation 
 
Distance Tool 
 
 
Unit Labels 
 
 
Threat Zones 
 
 
Detection Zones 
 
 
Unit Data 
 


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Eagle Dynamics  43 
 
 
 
Along the top of the screen is the tool bar with the following functions from left to right: 
 
Unit Data. Clicking on the unit’s icon in the lower left corner of the screen will bring up the 
unit’s data window which displays the unit group name, side, callsign, type, and assigned task, 
as well as the unit’s altitude, speed, heading, and coordinates. 
Cursor Coordinate and elevation.  As you move the mouse across the map, the geographic 
coordinate of the cursor’s location and elevation is displayed in this field. 
Game data/time and acceleration rate of window. This field displays the current in-game 
(mission) time and its acceleration factor. In-game time is displayed as day / hours: minutes: 
seconds. The acceleration factor is indicated by the letter A. Example: А1.00 indicates normal 
time flow [LShift+Z] with an acceleration factor of 1.00. The letter P indicates that time is 
currently paused. 
Player Center. To center the map screen on the player, press this button. 
To gather more information about a unit displayed on the map, you may left click on it and the 
Unit Data window will appear.  The selected unit’s icon will turn yellow.  This is an information-
only window that can display the following information, depending on the unit type: 
• 
Unit type 
• 
Side 
• 
Unit callsign 
• 
Group task 
• 
Unit altitude 
• 
Unit speed 
• 
Unit heading 
• 
Unit’s current coordinates 
Show Lifebar. Clicking this button displays a lifebar for ground units. 
Add a mark. Clicking this button allows the user to add and sign their own marks on enemy 
units in the F10 map.  
Show marks. Clicking this button on the map displays all custom markers added by the current 
user and by other players in the session.  
Take control. Pressing this button [or the keybind RAlt+J] allows the user to assume direct 
control of the selected unit or aircraft.  
Show pathing. This button toggles display for the assigned waypoints for ground units and 
aircraft. 
Detection Zones. When enabled, the detection zones of air defense units are displayed as 
circles around the units. 


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44 
OPTIONS | Eagle Dynamics 
 
Threat Zones.  When enabled, zones around air defense units that indicate the engagement 
range of the unit are displayed. 
Unit Labels.  When enabled, a label that indicates unit type is displayed next to each unit on 
the map. 
Distance Tool.  By left mouse clicking on the map and then dragging the cursor to a new 
location, a line will be drawn between the two points.  Right of the Distance Tool button will be 
displayed the distance of the line and next to the HDG (heading) label will be displayed the 
heading from the start point to the end point of the line. 
Zoom In Tool.  To zoom in on the map, click this button and the cursor will become a 
magnifying glass with a (+) symbol in the center.  Left click on the map where you want to 
zoom in to and re-center your map on.  To disable this mode, you must click this button a 
second time. 
Zoom Out Tool.  To zoom out of the map, click this button and the cursor will become a 
magnifying glass with a (-) symbol in the center.  Left click on the map where you want to zoom 
out from and re-center your map on.  To disable this mode, you must click this button a second 
time. 
Map 100%.  To quickly zoom the map out to its full, 100% size, press this button. 
Map grid. Displays the coordinate grid. 
Square numbers. Displays square numbers on the coordinate grid. 
Map Type. In the top right portion of the screen are three choices of map type. These include: 
• 
MAP. Displays map view of world without elevation data. 
• 
ALT. Displays map view but with elevation data relief. 
• 
SAT. Displays satellite map view of world. 
Additional Settings 
On the right side of the screen are several more options that allow you to better customize the 
gameplay options of the simulation.  These include: 
• 
Editor Icon Style. When placing units and points on the map using the mission editor, 
you can either use western-style (NATO) military icons or Russian-style.  Select between 
the two using this drop-down list. 


[DCS USER MANUAL] ED 
 
Eagle Dynamics  45 
 
         
             
 
• 
Avionics Language. If the flown aircraft has advisory messages in both English and 
Native, this options allows you to choose which to hear. 
• 
Units. Using the drop-down menu, you may select either Imperial or Metric units of 
measurement.  This selection will determine the units of measurement used in the 
Mission Editor. 
• 
G-Effects. Depending on the amount of G you are loading on the aircraft, the effect of 
the G-force can have different effects according to the level you select from the drop-
down list.  Options include: None, Game, and Simulation.  Note that the G-model 
accounts for rapid-G onset which can be much more demanding on the pilot (you).  As 
such, when using the Realistic setting, ease into the G rather than pulling very quickly. 
• 
Labels.  When enabled, labels appear next to units seen in the simulation world.  Labels 
are designed to allow you to more easily spot units and give important information about 
them according to their range from you.   
o NONE – Map markers disabled. 
o FULL – Displays full object names. 
o ABBREVIATED – Displays abbreviated object names.  
o DOT ONLY – Objects marked by a dot only. 
The further they are away from you will result in less information in the label.  The range at 
which label information is provided varies by unit type.  The following table summarizes this: 
 
Aircraft 
Label 
30 km 
' 
20 km 
+ Range to object 
10 km 
+ Name of object 
5 km 
+ Callsign of pilot 
 
 
Ground 
Label 
20 km 
` 
10 km 
+ Range to object 
NATO tactical icons 
Russian tactical icons 
 


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46 
OPTIONS | Eagle Dynamics 
 
5 km 
+ Name of object 
 
 
Naval 
Label 
40 km 
` 
20 km 
+ Range to object 
10 km 
+ Name of object 
 
 
Weapons 
Label 
20 km 
` 
10 km 
+ Range to object 
5 km 
+ Name of object 
 
• 
Birds. Use this slider to adjust the likelihood of bird strikes when flying at very low 
altitudes. A setting of 100% represents a realistic probability of a bird strike. Note, the 
simulation does not feature visible 3D birds as objects. Only the likely damage effects 
(primarily engine flameout) are simulated. 
• 
Mini HUD. If flying Flaming Cliffs 3 aircraft, this options allows you to enable/disable the 
Mini HUD that provides basic HUD symbols to always be displayed regardless of where 
the view is directed. 
• 
Mirrors. Check this box to enable rear view mirrors.  Note that mirrors can have a 
significant effect on system performance. 
• 
Hide Control Stick. Cockpit Control Stick always hidden to improve the visual 
availability of instruments and equipment in the lower part of the cockpit. 
• 
F10 Map User Marks. Gives opportunity to place and edit names of user marks in 
mission editor map. 
• 
Wake turbulence. Enables calculations of disturbance in the atmosphere that forms 
behind an aircraft as it passes through the air. Gives new feelings when air-refueling, 
flying in formations or sitting on a bandit’s six. 
 
 
 


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Eagle Dynamics  47 
 
Presets 
At the bottom of this window there is an option to force the use of game settings for all 
missions, and a button for selecting from two pre-configured presets: 
Use These Options for All Missions.  When checked, this option will force any mission you 
fly to use the Options you personally set.  If, however, this box is unchecked, the Options used 
when the mission was created will be used.  
In the lower right portion of the screen are the two Preset buttons.  These allow you to quickly 
set the gameplay options to provide either a realistic SIMULATION experience or a GAME 
experience.  Press either button to quickly configure your options or manually select them to 
your own personal preferences. 
Along the very bottom of the screen are the CANCEL button which will return you to the Main 
Menu without saving any changes to Options, and the OK button which will return you to the 
Main Menu page but will save your changes. 
You can also exit the OPTIONS page by pressing the yellow X in the top right of the screen. 
 
 
 


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OPTIONS | Eagle Dynamics 
 
Miscellaneous 
The Miscellaneous tab includes a number of additional game options. 
 
Player External Views. Check this box to allow external views. 
Spectators External Views. Check this box to allow external views. 
F5 Nearest AC View. Check this box to allow the "F5" external padlock to nearest aircraft 
view. 
F10 AWACS View. Check this box to allow the "F10" Map view. 
F11 Free Camera. Check this box to allow the "F11" Free Camera view. 
Head Movement by G-Forces in Cockpit. Check this box to enable the simulation of the 
pilot's slight head motion resulting from aircraft maneuvering in flight. 
Force Feedback. Check this box to enable force feedback effects. 
Synchronize Cockpit Controls with HOTAS Controls at Mission Start. When enabled, 
this option will set the mapped switches in the cockpit according to their setting on your input 
devices. 
Random System Failures. Check this box to allow randomized aircraft system failures to 
occur during the mission. These failures are automatically generated to simulate mean time 


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Eagle Dynamics  49 
 
between failures of different systems and are not based on the scripted aircraft failures included 
as part of a mission. 
User Snap-View Saving. Allows the user to save custom views in the cockpit to devices, 
panels, HUD, and MFD displays. 
Show Pilot Body in Cockpit (when available). Allows the user to enable or disable pilot 
body display in the cockpit, as the pilot’s arms may occasionally obscure certain cockpit controls 
from view. 
TrackIR external views. Allows the user to manipulate the external camera via TrackIR input. 
Chat window at start. Allows the user to display the chat window at takeoff start. 
Autologin. Allows the user to automatically log-in to their account on DCS startup using the 
login and password provided. 
Collect statistics. Please do not untick this checkbox – the data we collect from this helps us 
in making the game better. This does not give us access to your bank cards or to your personal 
contacts list. 
Coordinate Display. Selects between Lat/Long, Lat/Long Decimal, MGRS, Metric and Precise 
Lat/Long coordinate systems in the coordinate display windows of the ME and in-game panels. 
• 
Lat Long. Displays coordinates in degrees – minutes – seconds. 
• 
Lat Long Decimal. Displays coordinates in degrees format (decimal fractions of 
minutes). 
• 
NATO Standard (MGRS). The Military Grid Reference System is a coordinate system 
widely used by NATO to calculate the location of target points. MGRS is based on UTM 
and divides each zone into squares of 100x100 km. These squares are identified by a 
two-letter code, where the first letter is the east-west position in the longitude zone, and 
the second letter is the north-south position.  
 
For example, UTM coordinates of 35 V 414668 6812844 is equivalent to the MGRS 
coordinates of 35VMJ1466812844. The coordinate accuracy in MGRS is set with a 
precision level of one meter and is represented using 15 characters, where the last 10 
characters represent the easting and northing values in the specified grid. 
• 
Metric. Absolute X/Y coordinates. 
• 
Precise Lat/Long. Displays coordinates in degrees format – decimal fractions of 
minutes – accurate to one hundredth of a geographic second. 
F2 View Effects. Selects the camera effect for the external aircraft camera (F2). 
• 
None. No effect. 
• 
Floating. Floating camera effect. 
• 
Shaking. Shaking camera effect. 
Theme. Select background theme of the Main Menu from the drop-down list. 


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OPTIONS | Eagle Dynamics 
 
Allow servers to take my screenshots. The option allows the master server to take a 
screenshot of the game session. 
 
Overlays 
Tactical Map. Displays the minimap with the designated waypoints and heading, as well as 
markers in the minimap to help with orientation. 
Controls Indicator. Displays the current position of the cockpit control devices. 
Cockpit Status Bar. Enables/disables a status bar that displays the current flight parameters 
and coordinates. 
Battle Damage Assessment. Shows/hides the damage done to an enemy unit in percentage 
values when a player scores a hit. Information about damage dealt and target destruction is 
displayed along the left border of the screen in real time. Destroyed targets are reported in red, 
while damaged targets are reported in yellow along with a percentage value of damage dealt. 
Compass Tape. Displays/hides a compass tape at the top of the screen. 
Aircraft Mode Indicators. Enables/Disables an overlay on the left side of the screen that 
displays information on the aircraft's systems - flightpath, combat modes, selected weaponry, 
and countermeasure systems (flare/chaff). 
 
 
 


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Eagle Dynamics  51 
 
Audio Settings 
 
Along the right side of the screen are the settings to control the audio environment in the game.  
This is done through a combination of six sliders and two radio buttons. 
The audio sliders increase volume when moved to the right and decrease when moved to the 
left.  Each slider is dedicated to a specific audio channel: 
Volume. This controls the ingame master volume of the audio settings and affects all channels 
equally. 
GUI. The volume of the Graphics User Interface (GUI) devices, like button clicks, is controlled 
with this slider. 
World. The volume of audio sources outside of the cockpit. 
In-Cockpit. This slider controls the volume levels of audio sources inside your cockpit.  
Examples include switches and fans. 
Helmet. Use this slider to adjust volume levels that would come through the pilot's headphones 
such as radio messages and warnings. 
Music. The volume of the music that is heard when in the menu screens is adjusted with this 
slider. 
Switches. The volume of the switch sounds in the AC cabin. 


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OPTIONS | Eagle Dynamics 
 
Audio Device Setup: 
 
Main audio out. Selection of the main audio output in the game. 
Speaker layout. Selecting an audio device for the speaker layout in the game. 
Headphones. Selects the headphones in the game. 
Voice Chat output. Select an audio device to receive in voice chat. 
Voice Chat input. Select a microphone for voice chat. 
Microphone at Multiplayer start. Selecting a microphone mode in a multiplayer game. 
 
Below is a group of advanced settings: 
 
Hear like in Helmet. Enabling sound simulation in the pilot's helmet. External sounds will be 
muted and radio communication will be louder. 
G-breath Effect. Activating the pilot's breathing sound during overload. 
Loud Cockpit Afterburner Sound. Turn on the loud sound of the afterburner in the cockpit of 
your aircraft. 
Radio Speech. Turn all radio speech on or off. 
Subtitles. Turn all text subtitles on or off. 
External View Cockpit Sounds and Radio Messages. Enables you to hear sounds and radio 
from your cockpit when switching to external aircraft/unit views. 
Voice Chat. Turn on voice chat when playing online. 
Play Audio While in Background. Turn on the game interface music when you minimize the 
window. 
 
 
 


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Eagle Dynamics  53 
 
Special 
On this page there are groups of settings for each installed module selected in the left column. 
Turning these settings on/off may simplify or complicate module management for each player. 
 
 
 
 


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OPTIONS | Eagle Dynamics 
 
VR 
This page contains the settings for VR devices. 
 
Enable Virtual Reality Headset. Enables the use of VR devices in the simulator. 
• 
Pixel Density – Allows you to change the pixel density on the screens of VR-headsets, 
allowing you to increase the resolution. Increasing this value greatly affects 
performance. 
Use Mouse. Enabling this setting unties the cursor from the current head position and lets it be 
controlled by mouse input. 
Cursor Confined to Game Window. Enabling this option will prevent the mouse cursor from 
going beyond the game window on the monitor. 
Use Hand Controllers. Includes support for hand-held controllers for interacting with 
environment and interface elements. 
Hand Interaction Only When Palm Grip is Obtained. Interaction in the cockpit only when 
the player grabbed the controllers with his hands. 
Force IPD Distance. Allows the user to manually set the interpupillary distance. 
Use Built-in Audio Device. Switches on the VR headset’s built-in audio device. 


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Eagle Dynamics  55 
 
Bloom Effect. The effect of scattering bright light on the borders of the contrasting scene; 
adds a sense of volumetric lighting and rays. It is used to make the image look cinematic. 
• 
MSAA Mask Size. Limits the application of MSAA (MultiSample Anti-Aliasing) to a circle 
from the center of the eye with a specified radius, which is called a mask. By default, 
MSAA mask is applied to about 2/3 of the image. 
 
VR Mirror Options 
Use DCS System Resolution. If DCS resolution is used, the VR mirror will use the same 
resolution as 2D resolution. 
Mirror Eye Source. VR mirror is what shows on the users screen when in VR, they can choose 
left, right or choose to show both eyes on the screen. 
• 
Crop To Rectangle. Crop to a rectangle the screen on the selected VR mirrors. 
 
 
 


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TRAINING | Eagle Dynamics 
 TRAINING 
 
DCS World 
 


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Eagle Dynamics  57 
 
TRAINING 
To best help you learn how to fly the aircraft, we have created a Training module consisting of a 
series of interactive training missions or pre-recorded training videos.  To enter the Training 
menu, select the Training button from the Main Menu screen. 
 
The Training menu is divided into the following three areas: 


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TRAINING | Eagle Dynamics 
 
 
 
Aircraft Tabs. Select the aircraft you wish to train in. 
Lessons.  After selecting a Training Task category by left mouse clicking on it, a list of missions 
within that category are listed in this window.  Each of these lessons is designed to teach a 
specific aspect of the selected Training Task. 
Briefing.  Once a Lesson has been selected by left mouse clicking on it, a text briefing is 
displayed that provides an overview of the Lesson you selected. 
Along the very bottom of the screen are the CANCEL button which will return you to the Main 
Menu and the START button which begins the Lesson. 
You can also exit the Training page by pressing the yellow X in the top right of the screen. 
 
Lessons 
 
Briefing 
Aircraft Tabs 
 


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Eagle Dynamics  59 
 
INSTANT ACTION  
DCS World 
 


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INSTANT ACTION | Eagle Dynamics 
 
INSTANT ACTION 
Pressing this caption opens a pop-up window where you can select aircraft and several missions 
for each aircraft.  Left click on one of the aircraft tabs and then the desired mission to fly pre-
generated mission. Instant Action is a handy way to quickly fly a mission. 
 
 


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Eagle Dynamics  61 
 
 
 
Select aircraft 
Select mission 
Select terrain 


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62 
MISSION | Eagle Dynamics 
 MISSION 
 
DCS World 
 


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Eagle Dynamics  63 
 
MISSION 
Using the Mission Editor, missions can be created and then opened to play from the Mission 
screen.  To reach the Mission screen, click on the Mission button on the Main Menu page. 
 
Selecting Mission will display the Select Mission page.  This window allows you to browse your 
local disk(s) and select and load saved missions.  Missions are stored in a "*.miz" format. 


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MISSION | Eagle Dynamics 
 
 
 
Select the desired module and mission with the left mouse button.  When the mission is 
selected, any briefing written for the mission will be displayed in the right side Mission 
Description window. 
You may also exit the window without loading a mission by pressing the CANCEL button at the 
bottom of the window or the X button in the top right corner. 
Briefing 
Having pressed the OK button, you will be directed to the Mission Briefing screen.  On this 
screen you are presented with one or more briefing images and the data and mission text 
briefing. 
The Mission Briefing screen consists of the following elements: 
• 
Mission Details. Each mission can consist of one or more briefing images.  These 
images are created by the mission designer and can consist of such content as mission 
maps, target area photo, target vehicle images, etc. 
• 
Mission Detail Page Select.  Use the left and right arrow buttons to cycle between 
Mission Detail briefing images. 
Mission Briefing 
 
Select aircraft 
Select mission 


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Eagle Dynamics  65 
 
• 
Mission Briefing Text. The scrollable text block on the right side of the screen consists 
of automatically generated mission data such as sides, flight information, and mission 
start times.  Additionally, a textual briefing can also be included in the Description 
portion. 
 
At the bottom of the page are three additional buttons. 
• 
CANCEL. Press the cancel button to return to the Mission page.  You can also cancel the 
mission by pressing the yellow X in the top right corner of the page. 
You should be careful when editing the mission in the planner or editor, because by changing an 
element, you can destroy the author's intention and make the mission incorrect or impassable. 
You should edit the mission only if you understand what you are doing. 
• 
MISSION PLANNER.  Pressing the Mission Planner button will open the selected 
mission in the Mission Planner and allow you to view it in detail, edit route and weapons 
of your flight. 
• 
START. Press the START button to start the mission and enter the simulation. 
Mission Details 
 
Mission Detail 
Page Select 
 
Mission Briefing Text 
 
Mission Planner Select 
 


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MISSION | Eagle Dynamics 
 
View Debriefing 
After you have flown a mission, the debriefing screen will automatically be shown. 
 
The debriefing screen is divided into four primary areas: mission attrition, mission debriefing 
data, mission log filters and the chronological log file. 
 
ATTRITION. The mission statistics portion of the screen displays the number of units damaged 
or destroyed during the mission by type and coalition. Unit indicated include: PLANES, 
HELICOPTERS, SHIPS, AIR DEFENSE, and VEHICLES. Displayed in X/Y format, where:  
X - the number of units destroyed; 
Y - total number of units in the mission. 
• 
SHOW MY VICTORIES. You can select between displaying attrition caused by all units 
or only by yourself using the SHOW MY VICTORIES checkbox. 
 
GENERAL DEBRIEFING DATA. This section displays mission data. 
• 
MISSION NAME. Mission name as defined in the BRIEFING panel of the mission editor. 
• 
SIDE. Red or Blue Coalition Party Player. 
Mission Statistics 
 
 
Mission Data 
 
Mission Log Filter 
 
 
Mission Log 
 
 


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Eagle Dynamics  67 
 
• 
TASK. A player's mission statement. 
• 
TIME. Mission start time. 
• 
PILOT. The pilot's name. 
• 
UNIT. Managed by the AC player and units during the mission. 
• 
SCORE. Scores earned. 
• 
RESULTS. A condition for successful completion of a mission when the coalition reaches 
the specified number of scores. 
 
LOG FILTERS. The log filter section in the top right portion of the screen allows you to filter 
what log events are displayed in the mission log list.  Each of these has a drop down menu that 
allows you to define what data is displayed. 
• 
OBJECT. List of objects. 
• 
WEAPON. Lists all weapons that were used by initiator units in the mission. 
• 
SIDE. All, Red, or Blue. 
• 
EVENT. All, Dead, Hit, or Shot. 
• 
TRGSIDE (target side). All, Red, or Blue. 
• 
TARGET. Lists all units and objects that were targeted during the mission. 
• 
INITIATOR. Lists all active units in the mission. 
 
MISSION LOG. The large, lower section of the screen lists mission log events chronologically 
according to the mission log filter settings.  The mission log consists of seven columns: 
• 
TIME. When the event took place during the mission.  Each event has a 
hour:minute:second time stamp.  
• 
INITIATOR. The name of the unit that took the action of the event (i.e. fired a weapon, 
crashed, landed, etc.). 
• 
COUNTRY. Country that the initiator was assigned to. 
• 
TARGET. If the initiator was attacking a unit or object, the name of that target is listed 
here. 
• 
COUNTRY. Country that the target was assigned to. 
• 
EVENT. The type of event that took place.  Types include: shot, hit, dead, etc. 
• 
DETAILS. Name of the weapon type that the initiator used to attack the target. 
 
The debriefing screen can be a handy tool to determine who did what, when it happened, and 
with what weapon.  Most often you may use this to determine who attacked you in single and 
multiplayer missions. 


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MISSION | Eagle Dynamics 
 
Below the log filter section are five buttons: CLOSE, WATCH TRACK, SAVE TRACK, SAVE 
DEBRIEFING and FLY AGAIN. 
CLOSE. Press this button to exit the debriefing screen and return to the Mission Editor. 
WATCH TRACK. Press this button to watch a recording (track) of the mission you have just 
ended. 
SAVE TRACK. By pressing this button, the file save screen is displayed, and in the FILE field 
you may enter a name for the track file that was automatically recorded during the mission.  
Note that all missions have a track file recorded.  When you re-fly the same mission, the track 
file is overwritten unless you save it under a new name.  The SAVE TRACK button allows you to 
do this. The game tracks have the extension "*.trk" and are stored in C:\Users\<User 
Name>\Saved Games\DCS\Tracks\ by default. 
SAVE DEBRIEFING. When you press the SAVE DEBRIFING button, the Save Debriefing File 
window is displayed, where you need to select the saving path and enter the file name. Game 
debriefing files have the extension "*.log" and are saved to the C:\Users\<User Name>\Saved 
Games\DCS\Logs by default. 
FLY AGAIN. Press this button to re-fly the mission. Note, unless you save the current track and 
debriefing, they will be lost once you hit FLY AGAIN or exit the briefing.  
 
 
 


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Eagle Dynamics  69 
 
CREATE FAST MISSION 
DCS World 
 


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CREATE FAST MISSION | Eagle Dynamics 
 
CREATE FAST MISSION 
The Create Fast Mission menu allows you to quickly setup mission scenarios to fly. The Create 
Fast Mission menu is accessed by pressing the Create Fast Mission button on the main menu. 
 
Create Fast Mission has two modes: Simple and Advanced. When first opened from the main 
menu, Simple mode is selected.  
 
 


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Eagle Dynamics  71 
 
Simple Mode 
 
The Create Fast Mission (Simple mode) panel has the following settings: 
AIRCRAFT. Select desired flyable aircraft. 
COUNTRY. Specifies the country the player will fly for. 
START FROM. Specifies where the player will start from. 
• 
Airborne. Player’s aircraft will appear in the air. 
• 
From Runway. Player’s aircraft will be located on the runway closest to the combat 
area and ready for takeoff. 
• 
From Ramp. Player’s aircraft will be located in the aircraft parking area of the runway 
closest to the combat area and require a cold start. 
• 
Random. Randomly selects one of the above 3 options. 
DIFFICULTY. Specifies mission difficulty level. 
• 
Easy. The mission will contain few enemy units with low skills. 
• 
Medium. The mission will contain average number of enemy units with average skills. 
• 
Hard. The mission will contain high number of enemy units with high skills. 
THEATER OF WAR. Specifies the theater of operation. 


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CREATE FAST MISSION | Eagle Dynamics 
 
• 
Caucasus. The mission will take place in Caucasus region (Russia, Georgia, Abkhazia, 
South Osetia). 
SEASON. Specifies the time of the year. 
• 
Summer. 
• 
Winter. 
• 
Fall. 
• 
Spring. 
• 
Random. Specifies any one of the above seasons. 
WEATHER. Specifies the weather in the mission. 
START TIME. Mission start time. 
• 
Random. 
• 
Time. Specifies the time in 24-hour format (HH:MM). 
ADVANCED MODE. Switches to the Fast Create Mission (Advanced mode) menu. 
FLY. Generates the mission and opens to the mission briefing window. 
CANCEL. Exits to the main menu. 
 
 


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Eagle Dynamics  73 
 
Advanced Mode 
 
The Fast Create Mission (Advanced mode) menu consists of four main panels: OPTIONS, 
FORCES, BATTLE LOCATION and BRIEFING. 
Options 
This section allows you to set all the settings from the Simple Mode described above. 
Forces 
This section allows you to set force balance between Blue and Red coalitions. 
It contains 6 force types and each can have one of 5 balance settings:  
• 
No. The set force type will not be present in the mission. 
• 
Min. Minimum level. 
• 
Med. Medium level. 
• 
Max. Maximum level. 
• 
Random. Random selection among Min, Mid or Max. 


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 | Eagle Dynamics 
 
The number of units in each category is set according to unit type: 
• 
ATTACK PLANES. Sets the number of attack planes such as Su-25 or A-10. 
• 
FIGHTER PLANES. Sets the number of fighter planes such as Su-27, Mig-29, F-15. 
• 
HELICOPTERS. Sets the number of helicopters such as Ka-50, Mi-24, AH-64. 
• 
AAA. Sets the number of Anti-Aircraft Artillery units such as ZU-23, ZSU-23, Vulcan. 
• 
SAM. Sets the number of SAM units such as M6, Hawk, Stinger, Igla, Osa, Buk, Strela-1. 
• 
VEHICLES. Sets number of vehicles such as tanks, BMP’s, BTR’s, trucks. 
The tactical dynamics of combat between Red and Blue forces will depend on the settings in this 
section. 
Battle Location 
This panel allows you to choose the general location of combat. To specify the area simply click 
on it using the mouse. 
Briefing 
The Briefing windows will display the mission briefing once the mission is generated. 
Two buttons are located under the briefing text area: 
• 
GENERATE MISSION. Generates the mission. 
• 
EDIT MISSION. Opens the full mission editor that allows you to fine-tune the 
generated mission. 
Two buttons are located at the bottom of the screen: 
• 
CANCEL. Exits to the main menu. 
• 
FLY. Starts the mission. 
 
 


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Eagle Dynamics  75 
 
 
LOGBOOK 
DCS World 
 


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LOGBOOK | Eagle Dynamics 
 
LOGBOOK 
From the Logbook you may create as many pilot personas as you wish.  By creating a pilot and 
using it in missions, the pilot will accumulate mission statistics and awards.   
Note: For the pilot to log flight statistics and awards, it MUST be assigned as the Player aircraft 
in the mission! 
Note: All created pilots must be assigned a country. When creating a player mission, the 
country of the player flight must match the country of the pilot you wish to use! Otherwise, 
mission statistics will not be recorded in the logbook. 
To select the Logbook, left mouse click on the Logbook caption on the Main Menu. 
 
The Logbook is divided into three sections: 
1. Units 
2. Profile Info 
3. Nation and Awards Page 
 


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Eagle Dynamics  77 
 
Pilot Page 
The pilot's profile is located in the center of the window, where personal data and pilot's 
statistics are displayed on the General tab, as well as for each aircraft separately. At the top 
there are two round buttons: New (+) and Delete (-).  To create a new pilot, press the New 
button (+).  To remove an existing pilot from the logbook, select the pilot from the Name list 
and then press the Delete button (-). 
 
 
 
 
 
Elements of the pilot page include: 
• 
Pilot Picture.  In the top left corner of the page is a 128x128 pixel space for a pilot 
photo. To select a new photo, left mouse click on the image and a browser window will 
appear.  Select the desired photo (*.jpg; *.jpeg; *.png) and press the OK button.   
Pilot Page 
Select aircraft 
Nation and Awards Page 
General info for all 
aircrafts 
 
Page navigation 


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LOGBOOK | Eagle Dynamics 
 
 
• 
NAME. When creating a New pilot, enter the name of the pilot in this field.  Using the 
drop-down menu, you can select other pilots previously created for the selected country 
on the right Country and Awards page. 
• 
CALLSIGN.  When creating a New pilot, enter the callsign of the pilot in this field. 
• 
RANK.  As your pilots gain experience, they will grow in rank.  This is done 
automatically.  Rank will be indicated by the name of the rank and the associated 
shoulder board.  Experience is gained through flight hours and accomplishments in 
battle. 
Pilot career statistics, broken down for each aircraft. 
• 
Flight Hours. Total number of hours the pilot has been in the cockpit. 
• 
Daytime. Total number of daylight flight hours. 
• 
Nighttime. Total number of nighttime flight hours. 
• 
Landings. Number of landings. 
• 
Ejections. Number of times the pilot has ejected. 
• 
Aerial Refuelings. Number of successful aerial refuelings. 
• 
A-G Kills. Total number of air-to-ground unit kills by pilot. 
• 
A-A Kills. Total number of air-to-air kills by pilot. 
• 
Naval. Total number of naval unit kills by pilot. 
• 
Total Score. Total score of pilot based on mission performance and flight hours. 
• 
Deaths.  If Invulnerable is set to YES, then each time the pilot would have been killed is 
kept track of in this field. 
 
Below the basic pilot attributes are mission career statistics that are cumulated over the course 
of all missions and all aircrafts that the pilot flies.  These are: 


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Eagle Dynamics  79 
 
• 
Commissioned. The date that the pilot was created. 
• 
Campaigns.  The number of campaigns that the pilot has completed (either won or 
lost). 
• 
Campaign Missions. Total number of missions in campaigns flown. 
• 
Friendly A-G Kills. Total number of friendly ground units destroyed by pilot. 
• 
Friendly A-A Kills. Total number of friendly air units destroyed by pilot. 
The STATUS of the pilot. 
• 
Invulnerable. This can either be set to YES or NO and determines if the pilot can be 
killed in action. 
• 
Kill Ratio. This ratio compares the number of times the pilot has died compared to the 
number of victories (player deaths / enemy kills). 
Nation, Squadron, and Awards Page 
The right-side page indicates the nation, armed forces branch (squadron), and awards of the 
selected pilot.   
• 
Nation. Use the drop-down list to assign the pilot to a country. 
• 
Squadron. Use the drop-down list to select the armed forces branch or squadron to 
assign the pilot.  These will be dependent upon the selected nation. 
• 
Awards. In this large field will be displayed medals the pilot has earned. 
 
Along the very bottom of the screen are the CANCEL button which will return you to the Main 
Menu without saving any changes to the Logbook, and the OK button which will return you to 
the Main Menu page but will save your changes. 
You can also exit the Logbook by pressing the yellow X in the top right of the screen. 


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REPLAY | Eagle Dynamics 
 REPLAY 
DCS World 
 


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REPLAY 
Every time you play a mission, a replay file of the mission is automatically recorded as a .TRK 
(track) file.  When viewing your mission debriefing, you can choose to save the Replay under a 
different name than the default.  However, if you do not and play the same mission again, the 
original Replay will be overwritten.   
To select a Replay file, select Replay from the Main Menu page.  Note that you cannot view 
Replays from the Open mission page or the Mission Editor. 
 
 
Upon opening the Replay page, you are presented with a page that is very similar to the Open 
mission page.  This page allows you to browse your local disk(s) and select and load saved 
Replay files (the track file has an extension *.trk). 
To do this, select the required drive letter in the upper drop-down list, then go to the folder with 
tracks. Folders are opened by double-clicking on them, and you can go up to the level by 
double-clicking on the top line "...". By default, the C:\Users\<User Name>\Saved 
Games\DCS\Tracks folder opens. 
In the right part of the window there is the MISSION DESCRIPTION field, which gives a brief 
description of the mission on the basis of which the track was made. 


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In the lower part of the window there are two buttons: OK to play the selected track and 
CANCEL to access the main window. 
 
 
 
You may also exit the window without loading a mission by pressing the X button in the top 
right corner. 
When saving tracks from the Debriefing menu after flying a mission, the file is saved to the 
default directory: C:\Users\<User Name>\Saved Games\Tracks. 
 
 
Briefing 
 
Browser 
 


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MISSION EDITOR 
DCS World 
 


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MISSION EDITOR 
The Mission Editor (ME) of allows you to create stand-alone missions, campaign missions, 
training missions, and multiplayer missions.  The ME consists of the following primary elements: 
1. Interactive mapping system 
2. Unit placement tools 
3. Weather editor 
4. File management system 
5. Goal creation tool 
6. Trigger system tool 
7. Additional specialized panels 
 
The mission editor is launched by pressing the MISSION EDITOR button in the main window.  
 
 
 


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The Mission Editor Map and Navigation 
The ME is divided into four primary areas: 
• 
World Map.  This area of the screen forms the majority of the screen and displays the 
topographic map, units, routes, and other mission elements. 
• 
Mission and Map Bar. Along the bottom of the screen is the Mission and Map Bar and 
this provides you information on cursor location on the World Map as well as mission 
name and current time. 
• 
System Bar. Along the top of the screen is the System Bar, and from here you control 
file management, access the campaign editor, the encyclopedia, credits, enable track 
recording, and duplicate several functions from the Tool Bar. 
• 
Tool Bar. The Tool Bar, along the left side of the screen, provides you a large 
assortment of tools that allow you to create a mission and modify what is displayed on 
the World Map. 
Each of these areas will be discussed in more detail below. 
 
 
 
 
 
 
Tool Bar 
 
System Bar 
 
World Map 
 
Mission and Map Bar 
 


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The World Map 
The World Map consists of the Black Sea region with detailed terrain along the eastern edge.  
While other areas of the map are represented, they are not as fully detailed as the eastern 
areas.  Using the Options menu (described later), you may filter the data that is displayed on 
the map such as urban areas, rivers, roads, etc.  
Navigating the Map 
A right mouse button hold while moving the mouse will pan the view and rotating the mouse 
wheel controls the zoom level.  Selecting an object or unit is done by clicking with the left 
mouse button.  To zoom in on a specific location on the map, place the cursor over the desired 
location and rotate the mouse wheel forward. 
The Mission and Map Bar 
Located along the bottom of the screen is the Mission and Map Bar. This is an informative bar 
that tells you the name of the loaded mission, cursor position and altitude within the World Map, 
map mode, and the current time according to your Windows settings (not mission time). 
 
 
 
 
 
 
 
Note that the coordinates and altitude are controlled according to the position of your mouse on 
the World Map.  These numbers will change dynamically as your move your mouse and 
correspond to the real-life coordinates and altitude of the topography.  This can be a useful tool 
when trying to determine the coordinates of an objective for a mission briefing.  Cursor 
displayed altitude may be set to either feet or meters, depending on your 
Options/Gameplay/Units setting. The coordinate display can be toggled between Lat/Long, 
Lat/Long Decimal and MGRS, depending on your Options/Misc/Coordinate Display setting. 
 
Note that “New Mission” will appear in the Mission Name field until you save a newly created 
mission. 
 
 
 
Cursor Altitude 
 
Locale 
 
Real Time 
 
Mission Name 
 
Cursor Coordinate 
 
Mode 
 
Show models 


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The System Bar 
Located along the top of the screen is the System Bar.  The System Bar consists of several pull 
down menus.  These are: FILE, EDIT, FLIGHT, CAMPAIGN, CUSTOMIZE, MISSION GENERATOR 
and MISC.  To select one of these pull down menus, place your mouse over the text and left 
mouse click. 
The System Bar pull down menus provide the following functions: 
FILE 
The File functions provide you basic file management of missions.  These include: 
1. NEW. 
Selecting New will allow you to exit the current mission loaded and start a new one from 
scratch.  Before proceeding though, a consent message box is provided to you so that 
you do not accidentally lose a mission you are working on.  After creating a new mission, 
you will be displayed the THEATER OF WAR and COALITIONS window. 
 
This window allows you to define a map and what countries (factions) will be assigned to 
one of the two sides.  Unassigned countries will not take part in the mission. In the left 
side window all unassigned factions are listed; in the top right window the RED side 
factions are listed; and in the lower right window all BLUE side factions are listed.  To 
move a faction, left click on the desired faction and then press either the left or right 


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arrow button to move it between the unassigned window and a side window or press the 
up and down arrows to move the faction to the other side directly. 
At the bottom of the window are three buttons.  The CLEAN COALITIONS button allows 
you to reset the current faction distribution to the default list. The SAVE button allows 
you to save the current faction distribution and will be set as the default.  The OK button 
will use the current distribution for the mission but will not save it as the default. 
In the COALITION PRESETS field, you can select presets that can be changed at will: 
• 
Custom – add countries by coalitions manually. 
• 
Modern – based on modern realities. 
• 
WWII – based on the layout of forces for the period of WWII. 
 
Note: When creating missions, it is up to you to decide who will be allied with whom.  You are 
free to create realistic alliances or make very fanciful ones.  We leave it to you to decide.  
2. OPEN. 
Selecting Open will display the Open Mission window.  This window allows you to browse 
your dedicated mod folders or local disk(s) and select and load saved missions. 
 
 
Using standard Windows file browser functionality, you may select the DRIVE you wish to search 
using the DRIVE field in the top right of the window and then select the desired mission from 
the folder/file listing. Once you select a mission file, the path to that file is displayed in the PATH 
field and the name of the mission file is displayed in the FILE field.  Note that mission files are 
assigned a *.miz extension. 
Once you have selected the desired mission file, press the OK button at the bottom of the 
window to load it.  You may also exit the window without loading a mission or track file by 
pressing the CANCEL button at the bottom of the window or the X button in the top right corner. 
 
Selecting a folder or disc 
Browser 
Path to the folder 
Mission name 
File type 


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3. SAVE. 
The SAVE button saves the mission file in the current directory while keeping the current 
filename. This will not allow you to change the filename or its directory. 
4. SAVE AS. 
The Save As function operates much like the Open Mission window but it allows you save 
a mission file (*.miz or *.trk) and give it a unique name.  The primary difference is that 
you may overwrite the name in the FILE NAME field as you wish and save the file under 
that name.  To do so, erase the current name and type in the name you wish. You may 
then use the browser functions to determine where you wish to save the file.  Once 
complete, you must press the OK button to complete the save. 
 
 
5. EXIT. Pressing Exit will close the ME and return you to the Main Menu. 
EDIT 
The EDIT pull down provides you a second means of accessing the most important mission 
construction tools: ADD AIRPLANE, ADD HELICOPTER, ADD SHIP, ADD VEHICLE, ADD STATIC, 
ADD TEMPLATE, REMOVE, LOAD STATIC TEMPLATE and SAVE STATIC TEMPLATE.  These tools 
are duplicated on the Tool Bar and we will discuss them there in detail. 
FLIGHT 
The Flight menu allows you start a loaded mission to play or start the mission to setup the 
player's aircraft avionics in PREPARE MISSION mode. This menu also allows you to convert a 
recorded (track) mission into an AVI video file and access the REPLAY menu for track playback.  
1. FLY MISSION. Selecting this option will close the ME, load the mission into the 
simulation, and then start the simulation.  The loading time of a mission will vary 
according to the number of units in the mission, the amount of scripting, and how much 
RAM your computer has. 


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2. PREPARE MISSION. The PREPARE MISSION mode is used for integrating navigation 
and environment data into the saved mission file.  When near the end of creating a 
mission, you can start the mission in the PREPARE MISSION mode (it will look much like 
usual FLY MISSION start) and configure various avionics in the cockpit.  Your avionics 
settings can then be saved and will start in the saved states whenever other players 
open the mission.  
The following avionics settings can be saved using the PREPARE MISSION function: 
Ка-50 
• 
Satellites – Mission name\Scripts\World\GPS_GNSS.lua, 
• 
Additional ABRIS data – Mission name\ABRIS\Database\ ADDITIONAL.lua, 
• 
Navigation database – Mission name\ABRIS\Database\NAVIGATION.lua, 
• 
ABRIS routes – Mission name\ABRIS\Database\ROUTES.lua. 
To save custom settings for the Satellites, edit the GPS_GNSS.lua file prior to running the 
Mission Prepare function. The GPS_GNSS.lua file can be found in 
\Scripts\World\GPS_GNSS.lua. 
A-10C 
• 
CDU. All setting except a mission editor flight plan that can't be changed. 
• 
IFFCC. The block of test menu. 
• 
MFCD. Lower OSB buttons functionality. 
• 
SADL. Network user ID, callname etc. (NET page) 
• 
TAD. Profiles. 
• 
TGP. Laser codes, integration, calibration method, gain settings, TAAF altitude. 
• 
DSMS. Mission Control Page settings. Weapon profiles. 
Once your avionics are setup as desired for the mission, exit the mission and press the 
SAVE button in the ME once again to save all of the prepared data in the mission file.  
NOTE for mission makers: 
If you use prepare mission mode, please indicate in the briefing that the player should not use 
the mission planner. If he'll change the route or weapons for the mission, the avionics scripts 
saved in the mission file using prepare mission will conflict with the new settings. 
 
If you want to give the player the freedom of action to the use the mission planner, do not use 
mission prepare mode. 
3. RECORD AVI. 
This option allows you to convert a Track file (which can only be viewed in the game) to 
an AVI video file that can be viewed by anyone using video playback software. 


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Once a Track file has been created, you may load the file into this tool and then set the 
video quality of the AVI video output.  A few notes: 
• 
Because the AVI tools render the Track file frame by frame and NOT in real-time, you 
can create an AVI with higher or lower frame rates than when the track was 
originally recorded. 
• 
The higher the video quality and longer the recording, the longer it will take to 
render the AVI. Setting the FPS slider too high will also lengthen the time it takes.  
Please note that rendering long, high-quality AVIs can be a very time consuming 
process. 
• 
Once the AVI is created, you may then play it back outside of the game or convert 
and compress it with other codecs. 
• 
Track selection. Pressing the button labelled "…" brings up the track selection panel. 
Select the desired track and click OK. 
• 
Using the START and FINISH fields, you can create an AVI out of just one part of a 
larger Track file. 
 
 
 
• 
Video and Audio Codecs to Use. From the dropdown menu that appears, select a 
preset for the video and audio codecs to be used in rendering, as well as the quality 
(in percentage values). 
• 
AVI Folder. Set the file save path. 
Frame Rate Play Back  
 
AVI Aspect Ratio 
 
Track Select 
 
Video and Audio Codecs to 
Use 
 
Record Start and End Time 
 
AVI File Name 
 
AVI Resolution 
 
Video quality 
 
AVI Folder 
 


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• 
AVI File Name. Sets the file name. 
• 
FPS. Use this slider select the desired number of frames per second for rendering 
video. 
• 
Resolution. Use these two fields to set the horizontal and vertical resolution of the 
output video. The size of the video file is highly dependent on these parameters.  
• 
Aspect Ratio. The aspect ratio of the output video is automatically calculated in this 
field. 
To begin rendering click START. To stop rendering click CANCEL. 
4. REPLAY. This command brings up the window of viewing previously recorded tracks. 
CAMPAIGN BUILDER 
The Campaign Builder is what we term a Staged Campaign System (SCS).  We will describe the 
functionality of the Campaign Builder in detail in the Campaign Builder chapter.  
CUSTOMIZE 
The Customize menu allows you to configure a number of map display options and set 
gameplay options for the mission. 
1. MISSION OPTIONS. 
The Mission Options menu can be used to lock certain gameplay options for the 
particular mission loaded. When the "USE THESE OPTIONS FOR ALL MISSIONS" check-
box is unchecked in the Options\Gameplay menu, the locked mission options will 
override the settings in the main Options. However, when the "USE THESE OPTIONS 
FOR ALL MISSIONS" check-box is checked, the settings in the main Options screen will 
take priority. 
Along the left side of the window are the ENFORCE buttons. Checking an ENFORCE 
button will force the settings of this option on the player of the mission. 
Along the right side of the window are the VALUE buttons.  VALUE buttons operate as 
on/off variables. When checked, the options will be forced ON. When unchecked, the 
option will be forced OFF. 
From the left side of the Mission Options window, you may select the following mission 
options to enforce: 


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• 
Permit Crash RCVR. If your aircraft is destroyed during a mission or you eject, 
you may respawn in an undamaged aircraft. 
• 
External Views. When Enabled, external views are allowed. 
• 
F10 View Options. When enabled, you may select one of the mutually exclusive 
radio buttons: 
• 
Map Only. Map only view. No aircraft, vehicles or ships are displayed. 
• 
My A/C. Only your aircraft. 
• 
Fog of War. Fog of War hides all enemy activity in uncharted sections of the 
map. 
• 
Allies Only. Only your aircraft and allied units. 
• 
All. All units from both sides are displayed. 
 
• 
Labels.  When enabled, you can display easy-to-spot labels about friendly and 
enemy units.  Close units will display the unit type name and the range from you.  


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Units at medium range will only show the range to unit.  Units at long range will 
only be marked with a tic-mark. 
• 
Game Flight Mode. Easy flight makes the aircraft much easier to fly when 
enabled and more analogous to an arcade game.   
• 
Game Avionic Mode. Game Avionics Mode helps with flight orientation by 
displaying 3D markers in space. 
• 
Immortal. When enabled your aircraft cannot be destroyed or even damaged. 
• 
Unlimited Fuel. When enabled, fuel will not deplete from your aircraft.  Note 
that you will always have 100% fuel when this is selected. 
• 
Unlimited Weapons. When enabled, expended weapons will automatically be 
replenished. 
• 
Easy Communication. Enables the simplified communication system for player 
aircraft. 
• 
Radio Assists. When enabled, you are provided voice cues regarding 
approaching threats, when you fall within valid weapon launch parameters, and 
launch warnings. 
• 
Unrestricted SATNAV. Satellite navigation available for all capable aircraft, 
regardless of country and date/time. 
• 
Padlock. When enabled, you press the padlock enable key to keep your eyes on 
the vehicle or ground point in the center of your view. 
• 
Tool Tips. When enabled and when you hover your mouse over a control in the 
cockpit (button, switch, dial, or lever), you will be shown a brief tool tip of the 
function of the control.  
• 
Wake turbulence. Enables calculations of disturbance in the atmosphere that 
forms behind an aircraft as it passes through the air. Gives new feelings when 
air-refueling, flying in formations or sitting on a bandit`s six. 
• 
G-Effect. When enabled, you may select the level of G-effect.  Possible settings 
include: NONE, GAME, and SIMULATION. 
• 
Random System Failures. Enables random system failures for the player 
unit/aircraft. 
 
• 
Mini HUD. If flying Flaming Cliffs 3 aircraft, this options allows you to 
enable/disable the Mini HUD that provides basic HUD symbols to always be 
displayed regardless of where the view is directed. 
• 
Cockpit Visual Recon Mode. Enables a possibility to mark any ground object 
on terrain and reveal it’s location on the maps of allies. Use RMB display a cross 
and LMB select object. 
• 
F10 Map User Marks. Gives opportunity to place and edit names of user marks 
in mission editor map. 


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• 
Civ Traffic. When enabled, the world can be populated by moving cars, trucks 
and trains throughout the detailed world area.  If enabled, possible settings 
include OFF, LOW, MEDIUM, and HIGH. 
• 
BIRD %. This adjust the probability of a bird strikes when flying at altitude 
below 200 meters. 100% is the realistic bird strike probability setting. 0% - no 
birds. 1000% - the bird strike probability multiplier 10 times. 
 
Overlays 
• 
Cockpit Status Bar. Enables/disables a status bar that displays the current 
flight parameters and coordinates. 
• 
Battle Damage Assessment. Shows/hides the damage done to an enemy unit 
in percentage values when a player scores a hit. Information about damage dealt 
and target destruction is displayed along the left border of the screen in real 
time. Destroyed targets are reported in red, while damaged targets are reported 
in yellow along with a percentage value of damage dealt. 
• 
Compass Tape. Displays/hides a compass tape at the top of the screen. 
• 
Aircraft Mode Indicators. Enables/Disables an overlay on the left side of the 
screen that displays information on the aircraft's systems - flightpath, combat 
modes, selected weaponry, and countermeasure systems (flare/chaff). 
 
2. MAP OPTIONS. 
The Map Options selection from Customization allows you to filter the information that is 
displayed on the World Map as layers. 
 
 
The majority of this window consists of the map filter window.  Each item on the list has a check 
box, that when checked, displays the map data on the ME World Map. Filter items include: 
Filter Layer List  
 


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• 
AIRFIELDS. Airport icons that orient in the correct runway direction. 
• 
BUILDINGS.  Individual buildings that are visible at low scales. This is OFF by default. 
• 
ELECTRIC POWER TRANSMISSION. High tension power line towers and cables. 
• 
FORESTS. Large stands of trees.  Note the trees in and around urban areas are not 
indicated.  
• 
GEOGRAPHICAL GRID.  Latitude and longitude lines. 
• 
ISOLINES. Continuous lines around terrain relief to indicate elevation change. 
• 
MGRS GRID. Display MGRS coordinate grid over the map. 
• 
PARKINGS. Aircraft parking at airfields. 
• 
RAILWAYS. Display the railway system. 
• 
RIVERS. Small rivers and streams. 
• 
ROADS. Small and major road network. 
• 
TOWNS. Urban areas are indicated as orange shaded areas and when at small map 
scales, individual buildings are indicated. 
• 
USER OBJECTS.  Any objects placed on the map by the user. 
Airport Icons 
 
Helipad. The temporary place of deployment of Army aviation. 
 
Field airdrome (not present in game) 
 
General aviation airfield (not present in game) 
 
Third class airdrome. 1200…1700 meters runway (not present in game) 
 
Second class airdrome. 1800…2400 meter runway. 
 
First class airdrome. 2500…3000 meter runway. 
To close the window, click the X button in the top right corner of the window. 
 
3. LOCALE PANEL. 
The panel allows you manage mission localization. If other localization versions are 
required, the mission designer can select a new localization from the drop-down list of 
languages found on the right side of the panel. Clicking the create button will add this 


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language to the left side of the panel, where it will be available for selection and 
installation in the mission. The selected language can be changed in the lower left corner 
of the mission editor window. 
 
 
 
4. SET POSITION. 
Set the geographical coordinates of the current theater of operations in this panel. 
 
MISSION GENERATOR 
The Mission Generator selection opens the Mission Generator menu. The Mission Generator is a 
powerful tool, which can be used to create battle scenarios throughout the entire map. The 
Mission Generator creates missions for the Create Fast Mission application. Using the Mission 
Generator menu of the mission editor, you can edit or create new possible mission generation 
options for Create Fast Mission. The Mission Generator pull-down menu includes the following 
four items: GENERATE, NODES, TEMPLATES, and SAVE. 
1. GENERATE… .  Opens the Fast Create Mission (Advanced Mode) menu to generate a 
mission. 


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2. NODES.  Opens the Mission Nodes panel and displays all default node templates on the 
map. This menu can be used to create new nodes or edit/remove default ones. Nodes 
define where blue and red forces can be spawned on the map. 
3. TEMPLATES.  Opens the Templates Editor panel. This menu can be used to create new 
templates or edit/remove default ones. Templates are used to edit the unit types, 
numbers, and formations used when populating nodes. 
4. SAVE.  Clicking SAVE will save the settings of all nodes and templates. 
MISC 
The Misc customization consists of two items: the Encyclopedia which is described further in this 
manual, and the game credits. 
 
 
 


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Resource Manager 
The Resource Manager (RM) is Mission Editor a system that allows you to set a determined 
quantity of aircraft, fuel and equipment at each airbase warehouse and independent warehouse. 
Each warehouse (airbase or independent) can resupply other warehouses with defined speed, 
periodicity and size. 
The RM is a very useful tool for single player and multiplayer missions in which the mission 
designer can limit the available aircraft, fuel and weapons to the player(s). Thereby adding a 
level of strategic thinking of how to best use limited resources. 
Warehouse in Airport 
Each airbase consumes resources from its own unique resource stockpile called a warehouse; 
these resources can be replenished from other airbases and warehouses.  
By default, airbases are neutral and have infinite resources, meaning that each airbase can 
produce an infinite number of all types of aircraft, fuel and weapons. 
The airbase settings panel can be opened in the mission editor by left-clicking on the zone of 
the airbase indicated by a circle. 
 
 
 
Suppliers 
 
 
Full Info 
 
 


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• 
COALITION – airbase coalition affiliation: Neutral, Blue, Red. 
• 
NAME – airbase name. 
• 
TOWER FREQUENCY – the radio frequency used by the airbase’s flight controller. 
 
When you left mouse click on any airbase, you have two RM related items: 
FULL INFO. Clicking this button will display the RM window for that airbase/warehouse. 
SUPPLIERS. Each warehouse can be linked to other warehouses, thus creating supply chains. 
This window displays all warehouses that the selected warehouse is supplying. 
ADD, DEL – adds or deletes warehouses associated with airbases. 
Airbases will only work with aircraft belonging to their own coalition. When planning a mission, 
the mission creator must first set the coalition allegiance for all airbases involved in the mission. 
 
 
 


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Resource Manager, Full Info 
After clicking the Full Info button, the full display window for managing resources from the 
selected warehouse is displayed. Let's take a look at some of the options: 
 
 
Supply Rates 
In the top left of the window are three items that allow you to set how fast the warehouse can 
supply other linked warehouses. These include: 
• 
Speed – This value determines the road speed by which virtual supply convoys travel 
from the selected airbase / warehouse to the warehouse being supplied. 
• 
Periodicity – This value, in minutes, determines how often a supply convoy will be sent 
to the selected airbase / warehouse. This happens only after a supply request has been 
made. If the linked warehouse is the requester, that warehouse will be supplying with 
the set periodicity. If linked warehouse is not the requester, it does not supply. 
• 
Size – This value, in tons, determines the amount of supplies that will be delivered from 
the supplier warehouses with each delivery. 
• 
Copy to – copies the selected resource manager configuration for the categories marked 
by checkboxes (AIRCRAFT, FUEL, EQUIPMENT.) to another air base selected from the 
drop-down list. 
Linked Suppliers 
 
 
Warehouse Inventory 
 
 
Copy to Other 
Warehouses 
 
 
Resupply Rates 
 
 


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• 
Operating level, % – When the resource is reduced to the set level, the nearest 
supplier will initiate a supply delivery. When the resource is reduced to the set level, the 
warehouse will send the request to upper-linked warehouse. 
Warehouse Inventory 
In the center of the display is a large, vertical column that displays the inventory of the selected 
warehouse. On the left side of the column is the type of inventory and to the right of each item 
is the number remaining. Above the column are three tabs: A/C, LIQUIDS and EQP. 
To set all values to zero for a category, you can press the Clear Col button at the bottom of the 
column. 
A/C Tab 
The A/C tab lists the type and initial number of aircraft assigned to the warehouse. By left 
mouse clicking on an initial number, you can alter the value. If you wish to always have the 
airbase at maximum strength (100), check the Unlimited Aircraft check box to the left of the 
column. If you wish to only list aircraft that are player-flyable, check the Hide Not Flyable 
check box. 
 
 
 
 


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LIQUIDS Tab 
This tab allows you to set the initial amount of fuel assigned to the warehouse. From the Initial 
Fuel Amount, tons box, you can increase or decrease the amount of fuel. If you wish for the fuel 
level to always be at 100 tons, check the Unlimited Fuel check box. 
 
 
 
EQP (Equipment) Tab 
The equipment tab lists all possible stores that can be loaded on aircraft. This includes weapons, 
pods, and fuel tanks. Like the aircraft selection, the name of the store is listed on the left side of 
the column and the initial number of the store is listed to the right. You can click on the initial 
number to adjust it, if the Unlimited Munitions check box is not checked. 
Due to the wide variety and number of stores, seven store category buttons are listed to the left 
of the column. Use these filter buttons to display the type of store you wish to view / adjust. 
1. AA missiles. Air-to-Air missiles 
2. AG missiles. Air-to-Ground missiles 
3. AG Rockets. Unguided Air-to-Ground rockets 
4. AG Bombs. Unguided bombs 
5. AG Guided Bombs. Guided bombs (such as laser and GPS) 


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6. Fuel tanks. External fuel tanks 
7. Misc. Other stores such as ECM pods, smoke pods, gun pods, targeting pods, etc. 
 
 
 
Copy to Other Warehouses 
In the top center of the page is the Copy to option that allows you to copy the settings of the 
warehouse you are editing to another airbase warehouse. This is done by first selecting what 
resources you wish to copy (A/C, Fuel and Eqp) by selecting the check boxes and then selecting 
the airbase you wish to copy the settings to by using the drop-down airbase list. 
Adding a Warehouse 
In addition to the warehouse that is co-located with each airbase, you can also place 
independent warehouses. To do so, select warehouse from the Add or Modify Static Object 
menu. Once you place it, you can set its inventory values as you would an airbase warehouse. 
Note: When connecting warehouses, they must be assigned to the same side. 
 


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You can consecutive link many warehouses on one chain. Also, multiple suppliers and multiple 
consumers can be connected to a single warehouse. 
If a current warehouse has a multiple suppliers, it is sending the request to the closest supplier 
at first. If the closest supplier can’t provide the full request list, then the current warehouse will 
send the request to a more distant one, etc. 
 
 
 


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The Tool Bar 
When creating a mission, the Tool Bar will probably be the most important tool you will be 
using.  This bar provides quick access to common actions like unit placement, creating triggers, 
setting trigger zones, setting goals, and file management. 
 
Create New Mission 
 
Open Mission File 
 
Save Mission File 
 
Create Mission Briefing 
 
Create Weather Conditions 
 
 
Set Rules for Triggers 
 
 
Define Mission Goals 
 
 
Set Mission Options 
 
 
Fly Mission 
 
 
Place Airplane Group 
 
Place Helicopter Group 
 
Place Naval Group 
 
Place Ground Vehicle Group 
 
Place Static Object 
 
Create Area Trigger Zone 
 
Create Template 
 
Area Trigger Zone List 
 
Unit List 
 
Delete Unit/Object 
 
Map Options 
 
 
Distance Tool 
 
 
Close Editor 
 
 
Create IP Navigation Point 
 
Edit Bullseye Locations 
 
Battlefield Commanders 
 
 


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The below sections will review each of these Tool Bar elements in detail. 
Create New Mission 
 
Selecting Create New Mission will allow you to exit the current mission loaded and start a new 
one from scratch as mentioned in the File part of The System Bar chapter. 
Open Mission File 
 
Selecting Open will display the Open Mission window.  This window allows you to browse your 
local disk(s) and select and load saved missions. See description in the File part of The System 
Bar chapter. 
Save Mission File 
 
The Save As function. See description in the File part of The System Bar chapter. 
Create Mission Briefing 
 
Upon selecting the Create Briefing button, the BRIEFING window will be displayed on the right 
side of the screen.  From this window you can create the general mission briefing, individual 
briefings for Red and Blue sides, set briefing images for Red and Blue sides. 
• 
At the top of the window is the SORTIE.  Here you may enter a name/title for the 
mission.  When you open the mission briefing to play it, this text will appear in the Title 
field. 
• 
Next is the RED coalition field and this will automatically list the factions assigned to the 
red coalition. 
• 
Below that is the BLUE coalition field and this will automatically list the factions assigned 
to the blue coalition. 


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• 
Below the data fields is the BRIEFING IMAGES PANEL, which consists of two boxes 
that allow you to assign unique briefing images for Red and Blue sides. To add a briefing 
image, click on the (+). Upon doing so, a file/folder browser will be displayed (much like 
the open and save dialogs), and from here you may select an image file.  From the TYPE 
drop down you can select the image format (*.jpg; *.jpeg; *.png). The image should be 
512x512 pixels minimum, recommended 1024х1024 pixels and the content can be of 
your choosing. For example, you may wish to include an image of the flight route, target 
area, specific target, or a unit type.  Note that when in the simulation you can press the 
Print Screen button to capture an image that will be deposited in your Screen Shots 
folder.  From there you may use an image editor to crop it, resize it, and annotate it.  
Once you select the image, a small version of it will be displayed in the box on the 
Briefing tool window. To remove a briefing image, click the red basket icon in the right 
corner above the cell. 
Graphic files are saved in the mission file. 
For different language locales, you can add the corresponding graphic files. 
 
 
 
You can change a group's starting time using the group properties panels (described in detail 
further). Also note, the calendar starts with June 1st as day 0. For example, to set the mission 
date to July 1, set the day value to 30. To set the mission date to November 1, set the day 
value to 153. The default starting time for all missions is 12:00:00/0 (12:00 pm, June 1st). 


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Changing the starting time and date will affect the position and motion of the sun, moon and 
stars to correspond to the time of day and year set. 
Note: If you wish to adjust the darkness of night missions, you can adjust the mission start 
date to a date when the moon is less visible. 
• 
The three text boxes that comprise the lower portion of the window allow you to enter a 
general mission briefing and individual briefings for Red and Blue sides (handy for 
multiplayer missions).  Enter or copy [CTRL+C → CTRL+V] text in the SITUATION box 
and this text will appear in the SITUATION field when the mission briefing is displayed.  
• 
Enter or copy [CTRL+C → CTRL+V] text in the RED TASK and BLUE TASK boxes to 
have unique text for each side that will be displayed in the OBJECTIVE field of each 
mission briefing. 
 
 
Kneeboard 
In addition to the standard airfield layouts, you can put graphic files with mission-relevant 
content, such as briefings, start / stop procedures, take-off / landing, etc., on the [RShift + K] 
kneeboard. Custom cards will be displayed at the end of the standard list. To access them 
immediately, cycle backwards through kneeboard cards. To add custom cards to the kneeboard, 
the mission creator must first create a folder named “Kneeboard” in the directory 
C:\Users\<User Name>\Saved Games\DCS\Kneeboard. Then, in this folder, create individual 
folders for each required module. The folder names must match the ones found in C:\Program 
Files\Eagle Dynamics\DCS World\Mods\aircraft. Afterwards, place the required image files 
(*.jpg; *.png) into the individual module folders. Filenames must not contain any non-latin 
script letters and must be 1024x680 or 1024x768 in size. While in the cockpit, bring up the 
kneeboard by pressing [RShift + K]. Press [  or  ]  to move back or forward a page. 


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Create Weather Conditions 
 
The weather tool panel provides two options for setting the weather for the mission: Static 
conditions and Dynamic conditions. 
1. Static conditions - standard static weather formed by user settings. 
2. Dynamic conditions - weather formed by differences in the atmospheric pressure and 
dynamically changing during the mission. 
Static conditions 
The weather panel is divided into six functional sections: Season, Clouds and Atmosphere, Wind, 
Turbulence, Fog, Dust Smoke and Weather Templates. 
START.  The top of the window consist of the Start section and allows you to set the season 
the mission will take place in, and the sea level air temperature (in Celsius).  The left side drop 
down menu allows you to select from the four seasons: Summer, Winter, Spring, and Fall.  The 
primary effect of changing the season will be to change how the terrain looks in the simulation.  
Additionally, many ground vehicles will have matching camouflage for the set season. 
The right-side field allows you to set the sea level temperature of the mission. The value can be 
changed by either using the left and right arrows or manually typing the value into the field.  
Note that air temperature will affect aircraft performance. 
CLOUDS AND ATMOSPHERE. This section allows you to define the cloud environment of the 
mission.  Note that the cloud environment for the mission will be static and does not change 
during the course of the mission.  From top to bottom, the cloud settings consist of the following 
controls: 
• 
BASE. Defines the altitude above sea level that will form the bottom of the cloud layer. 
This can be set between 300 and 5,000 meters and is indicated in the right-side field.  
Use the left and right arrows to change the value or drag the slider bar in the left field. 
• 
THICKNESS. Defines cloud layer thickness from the base level.  For example, if the 
Base were set at 2,000 meters and the Thickness was set to 1,000 meters, you would 
have clouds between 2,000 and 3,000 meters above sea level.  Note that thickness only 
applies to a solid cloud deck (Density 9 and 10) and not scattered clouds (Density 1 
through 8).  The cloud layer thickness can be adjusted using the left and right arrows or 
the slider bar. The selected thickness is displayed in the right-side field in meters. 
• 
DENSITY. The Density defines the population density of clouds in the mission.  Note 
that cloud cover is uniform throughout the simulation world.  Density is according to a 0 
to 10 scale.  0 defines no clouds; 1 through 8 defines scattered clouds with increasing 
levels of density; and 9 and 10 define a solid cloud layer deck (overcast).  Use the left 
and right arrows to select the desired density setting. 


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• 
PRECPTNS (Precipitations). The precipitation drop down menu allows you to set what 
type, if any, of precipitation will fall during the mission.  Choices include: None, Rain, 
Thunderstorm, Snow, and Snowstorm.  The selections will vary according to the selected 
season, temperature and cloud density.   
• 
QNH.  Also referred to as “Q Code”, this value sets the barometric air pressure in the 
mission. This is in reference to mmHg (millimeters of mercury) with Russian altimeters. 
 
 
 
Start date and time 
 
Clouds and 
Atmosphere settings 
 
 
Wind settings 
Turbulence settings 
 
Fog settings 
 
Weather Templates 
 
Dust Smoke 
 
Temperature setting 
 
Switching weather 
conditions 
 


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WIND.  Rather than a single wind direction and speed, the wind function allows you to set four 
distinct wind altitude bands: 10 – 500 – 2,000 – 8,000 meters.  These are indicated by the three 
lines within the Wind section of the Weather Tool.  To set the speed in meters per-second 
(m/s), use the left and right arrows.  Note that wind will be as a constant force without gusting.  
To the right of the wind speed setting is the wind direction setting.  This can be set in two ways.  
The first is to click on the radial dial to denote the direction you want the wind to blow in (North 
is indicated as the top of the dial). The second option is to input the value using the left and 
right arrow buttons.  The set direction that wind will blow in is indicated in the right field in 
degrees. For example, when set to 0 degrees (due north), the wind in the mission will blow from 
the south to the north. 
TURBULENCE. You may set air turbulence at 0.1 m/s increments at ground level. Turbulence 
will then decrease as altitude increases.  
FOG.  The fog setting controls: 
• 
FOG ENABLE. Set fog on or off. 
• 
VISIBILITY. Visibility in meters of objects obscured by fog. 
• 
THICKNESS. Use the scroll bar or left and right arrows to set how thick the fog layer 
will be.  A 0 (zero) setting denotes sea level.  For example, setting a value of 50 would 
place a uniform fog layer in the simulation world from 0 to 50 meters from sea level. 
DUST SMOKE. Dust smoke setting parameters: 
• 
DUST SMOKE ENABLE. Checkbox that enables or disables the dust smoke effect. 
• 
VISIBILITY. Sets the visibility range (in meters) of objects during a dust storm. 
WEATHER TEMPLATES.  Rather than require you to create weather conditions each time you 
create a mission, the editor provides you the means to load saved weather templates and even 
modify them.  These can be useful tools to save time when creating missions for a campaign.  
The Weather Template section has the following elements: 
• 
Template List.  On the left side of the template section is a drop-down list of saved 
weather templates.  To select a template, you must left mouse click on it.  Once 
selected, you will then need to click the LOAD button to load the template into the 
Weather settings tool. 
• 
LOAD selected template button. Once you have selected a weather template from 
the template list, press this button to LOAD 
 the template into the Weather settings 
tool. 
• 
SAVE button. If after loading a template you change its settings, you may then click 
the SAVE button 
 to save those changes to the template. 
• 
REMOVE button. To remove a template from the Template List, select the template 
and then click the REMOVE button 
. 


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Dynamic conditions 
The Dynamic Conditions panel is divided into five functional sections: Start, Dynamic Weather, 
Turbulence, Fog, and Weather Templates. 
 
Using the dynamic weather panel, you can create a weather system (areas of different 
atmospheric pressures), which will result in dynamic wind and cloud generation in the mission. 
START.  The top of the window consist of the Start section and allows you to set the season 
the mission will take place in, and the sea level air temperature (in Celsius).  The left side drop 
down menu allows you to select from the four seasons: Summer, Winter, Spring, and Fall.  The 
primary effect of changing the season will be to change how the terrain looks in the simulation.  
Additionally, many ground vehicles will have matching camouflage for the set season. 
The right-side field allows you to set the sea level temperature of the mission. The value can be 
changed by either using the left and right arrows or manually typing the value into the field.  
Note that air temperature will affect aircraft performance. 
DYNAMIC WEATHER. Settings of the dynamic weather system parameters. 
• 
BARIC SYSTEM.  Selection between cyclone (low pressure systems), anticyclone (high 
pressure systems) or none. 
• 
SYSTEMS QUANTITY. Quantity of baric systems on the map. 


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• 
PRESSURE DEVIATION. Pressure deviation in the center of the selected pressure 
system from ISA International Standard Atmosphere, in Pascals. 
GENERATE. Generate a randomized weather system using the set parameters. 
Clouds and winds are generated on the entire map dynamically in the mission according to the 
type, locations and pressure deviations of the pressure systems. Wind conditions evolve during 
the mission according to the changes in the pressures and locations of the pressure systems. 
TURBULENCE. You may set air turbulence at 0.1 m/s increments at ground level. Turbulence 
will then decrease as altitude increases.  
FOG.  The fog setting controls: 
• 
FOG ENABLE. Set fog on or off. 
• 
VISIBILITY. Visibility in meters of objects obscured by fog. 
• 
THICKNESS. Use the scroll bar or left and right arrows to set how thick the fog layer 
will be.  A 0 (zero) setting denotes sea level.  For example, setting a value of 50 would 
place a uniform fog layer in the simulation world from 0 to 50 meters from sea level. 
DUST SMOKE. Dust smoke setting parameters: 
• 
DUST SMOKE ENABLE. Checkbox that enables or disables the dust smoke effect. 
• 
VISIBILITY. Sets the visibility range (in meters) of objects during a dust storm. 
WEATHER TEMPLATES.  Rather than require you to create weather conditions each time you 
create a mission, the editor provides you the means to load saved weather templates and even 
modify them. These can be useful tools to save time when creating missions for a campaign.  
The Weather Template section has the following elements: 
• 
Template List.  On the left side of the template section is a drop-down list of saved 
weather templates.  To select a template, you must left mouse click on it.  Once 
selected, you will then need to click the LOAD button to load the template into the 
Weather settings tool. 
• 
LOAD selected template button. Once you have selected a weather template from 
the template list, press this button to LOAD 
 the template into the Weather settings 
tool. 
• 
SAVE button. If after loading a template you change its settings, you may then click 
the SAVE button 
 to save those changes to the template. 
• 
REMOVE button. To remove a template from the Template List, select the template 
and then click the REMOVE button 
. 
 
You can also cancel the window by pressing the yellow X in the top right corner of the window. 
 
 


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Set Rules for Triggers 
 
An important part of making a good mission is the ability to script actions during the mission 
that lead to a more immersive experience for the player.  By setting actions that respond to the 
player and other AI units in an intelligent manner, the simulated battlefield can have a much 
more interactive and interesting environment.  Such actions could be the activation of units, 
text, and voice messages, or setting a flag state.  The conditions that are used to trigger such 
actions can range from units going in and out of defined areas of the map, units being 
destroyed or damaged, specified times, flag states, and even random states.  Using these tools 
and an active imagination, you can create your own engaging missions that no automatic 
mission generator can match.  The missions and campaigns use the same scripting system. 
The trigger system is not an "event" type system, but rather a "condition" type system; this 
means that a trigger does not occur when something occurs, but rather when a condition 
becomes TRUE.   
Setting a trigger condition is a three step process: 
1. Create a NEW trigger 
2. Create the condition(s) for the trigger 
3. Create the action(s) that will result from the trigger when the condition(s) are true. 
 
Upon selecting the set Triggers button, the TRIGGERS window will appear.  There are four 
primary elements to creating a mission trigger and each has its own pane in the window: 
Trigger List, Trigger Conditions, Trigger Actions and Initialization Script. For convenience, 
individual triggers may be assigned a color from the color palette provided below. 
 


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The CREATE button found under each list is used for the creation of new elements.  
Initialization Script 
The INITIALIZATION SCRIPT column is located on the lower block (of the mission editor.) This 
is used to load and reset the LUA script file in the mission to set the conditions for random 
spawning of unit groups. In the CONDITION field in the aircraft / helicopter / sea / ground 
group panel, the expression is written to the LUA using SSE tools. 
 
 
 
 
 
Trigger List 
 
 
Trigger Conditions 
 
Trigger Actions 
 
Initialization Script 
 
 
Open new script file 
Reset script file 
Script file name 


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OPEN. Opens a selection panel for LUA script files. 
RESET. Resets the installed script file. 
The LUA script selection panel is shown below: 
 
 
 
 


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Trigger List 
This left-most pane is used to create new triggers and list existing ones.  In the triggers listing 
pane, each trigger will be listed as a Type of trigger and then the name of the trigger in 
parenthesis.  For example: “ONCE (Set Area 01)”. 
 
 
 
At the bottom and top of the trigger list panel there are four controls that allow you to control 
triggers: 
NEW button.  Press the NEW button to create a new trigger.  When you create a new trigger, 
you will need to set the TYPE and give it a unique name that briefly describes its function.  Be 
careful in naming your triggers so that there is not mass-confusion when you have a long list of 
triggers! 
DELETE button.  Press the DELETE button to remove a trigger from the list.  You will first need 
to click on the trigger you wish to remove before pressing the DELETE button. 
CLONE button. Used to create an identical copy of the selected trigger in the list. 
Up and Down arrows. Used to move the selected trigger up or down in the list. 
 
TYPE drop down field.  Using this drop down, you can set when and how the trigger event will 
be cued.  For example, you may want the trigger to only happen once, or you may want it to 
happen each time defined conditions are met.  You have four options: 
1. ONCE. The trigger will be executed only once after the condition is evaluated as true.  
Once set as true, the condition is removed from memory.  For example, if you want a 
Trigger cloning 
 
Trigger list 
Create a new trigger 
 
Moving the trigger down the 
list 
 
Moving the trigger up in the 
list 
 
 
Delete trigger 
 
Trigger type 
 
Trigger name 
 
The event surrounding 
the trigger 


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message to show only the first time an aircraft enters an area, you would use the ONCE 
option. 
Trigger Behavior: 
Condition: Evaluated Continuously, until it is evaluated as "True". Then removed from 
the list of evaluations. 
Action: Activated Once, when condition is "true". 
Example: 
You want to spawn a AAA backup-group when another Armor-group is dead. 
• 
Add a "ONCE" Trigger. 
• 
Add a "Group Dead" condition and select the Armored-group that must be dead. 
• 
Add a "Activate Group" and select the AAA-group you want to activate. 
The group being activated will be activated once when the first group is dead. 
Hint: Remember to set the AAA-group to 23-hours of delay, so it stays inactive until 
activated. 
2. REPETITIVE ACTION. The Repetitive Action trigger checks the trigger's conditions 
each second. Each second the conditions return true, the actions are performed; each 
second the conditions are false, no action is not performed. 
 
Trigger-Behavior: 
Condition: Evaluated Continuously. 
Action: Repeated every time as long as the conditions stays "True". 
Example: 
You want to set up a (short) alarm-sound after a group of units have entered a Zone. 
• 
Add a "REPETITIVE ACTION" trigger. 
• 
Add a "Unit in Zone" condition, select the appropriate unit and zone to enter. 
• 
Add a "Sound" action, select the <nnn-sound> in the sound browser. 
The sound will now replay every 1 second after the unit has entered the Zone. 
3. SWITCHED CONDITION.  The trigger will perform the set action(s) every time the 
trigger’s condition is checked and evaluated as true and its previous state was false.  For 
example, such a trigger can be used to show a text message whenever a particular unit 
enters a trigger zone. The first time the unit enters the zone, the trigger action will be 
activated, because the previous check of the trigger conditions was evaluated as false 
(unit was not in zone). The trigger will not activate any longer as long as the unit is 
inside the zone, because the previous check of the trigger conditions will be evaluated as 
true (unit remains inside zone). However, if the unit exists the zone and then re-enters it 
again, the conditions will have once again switched from false to true and the trigger 
action will be activated.  


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Trigger Behavior: 
Condition: Evaluated Continuously.  
Action: Repeatable, Once per condition-set changes from "False" -> "True". Actions will 
be performed again on the next "Switched state-change". 
Example: 
You want to perform a action each time a unit enters a zone. This differs from them 
"being in a zone". 
• 
Add a "SWITCHED CONDITION" trigger. 
• 
Add a "Unit in Zone" condition, select a unit and zone to check. 
• 
Add a "Message" of "A unit is trespassing our Zone!" 
Now each time the unit enters the Zone you will get the message Once. The unit needs 
to leave and reenter the Zone again to show the message again. 
4. MISSION START. The trigger will only be checked at mission start. For example, if you 
wanted to set multiple units to a random activation, you would use this option to 
evaluate this condition and determine which units are included in the mission according 
to the set percentage. 
Trigger Behavior: 
Condition: Evaluated Once, at mission startup. 
Action: Performed Once, at mission startup. 
Example: 
You want to activate a random group at startup of the mission. 
• 
Add a "MISSION START" Trigger. 
• 
Add a "RANDOM" condition, set it to 10% 
• 
Add a "Activate group" action, select the group you want to give 10% chance. 
NAME field. Manually enter the name of the trigger in this field. 
EVENT field. Setting an event for a trigger limits the trigger's conditions to being evaluated only 
when the set events occur. With no event set, trigger conditions are evaluated once per second 
throughout the duration of the mission, unless already expired and removed from memory. In a 
trigger-heavy mission, this can cost considerable CPU cycles and affect gameplay performance. 
Setting triggers to events can reduce the CPU workload and also provide some unique trigger 
mechanisms. The following events are available: 
• 
NO EVENT. There's no event. 
• 
ON DESTROY. Trigger's conditions are evaluated whenever any unit is destroyed. 
• 
ON SHOT. Trigger's conditions are evaluated whenever any weapon is fired. 
• 
ON CRASH. Trigger's conditions are evaluated whenever the player crashes. 


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• 
ON EJECT. Trigger's conditions are evaluated whenever the player ejects. 
• 
ON REFUEL. Trigger's conditions are evaluated whenever the player begins to air refuel. 
• 
ON PILOT DEAD. Trigger's conditions are evaluated whenever the player is killed. 
• 
ON BASE CAPTURED. Trigger's conditions are evaluated whenever an airbase or FARP is 
captured. 
• 
ON TAKE CONTROL. Trigger's conditions are evaluated whenever the player takes 
control of an aircraft. 
• 
ON REFUEL STOP. Trigger's conditions are evaluated whenever the player stops to air 
refuel. 
• 
ON FAILURE. Trigger's conditions are evaluated whenever the player's aircraft suffers a 
system failure. 
• 
ON MISSION START. Trigger conditions are evaluated whenever a mission starts. 
• 
ON MISSION ENDS. Trigger conditions are evaluated whenever the mission ends. 
 
 
 


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Trigger Conditions 
The central unit of the trigger panel contains a list of trigger conditions. 
 
 
 
Once you have created a trigger, you will then need to set the conditions that govern when the 
trigger will be set to true or false.  To do so, you first need to click on the trigger you want to 
set conditions for by clicking on it from the trigger list.  Upon doing so, press the NEW button 
below the CONDITIONS pane. 
 
NEW button.  Press the NEW button to create a new condition for the selected trigger.  Please 
note that you can create multiple conditions for a single trigger!  When you create a new 
condition, you will need to set the TYPE and define additional data that varies according to the 
TYPE. Each new condition you create will be listed in the condition pane list. 
When multiple trigger conditions are set, they operate with an "AND" operator. In other words, 
all of the conditions must be true for the trigger to be activated. To separate conditions with an 
"OR" operator, press the OR button in the conditions pane. In this case, the condition(s) either 
above or below the "OR" operator will activate the trigger. 
DELETE button.  Press the DELETE button to remove a condition from the list.  You will first 
need to click on the condition you wish to remove before pressing the DELETE button. 
CLONE button. Used to create an identical copy of the selected condition in the conditions list. 
Up and Down arrows. Used to move the selected condition up or down in the condition list. 
 


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Below is a list of available rules in the drop-down list of TYPEs: 
• 
ALL OF COALITION IN ZONE. When creating a Trigger Zone, you can set a trigger to 
true when all of the set coalition units (aircrafts, vehicles, ships) are inside a defined 
trigger zone.  Upon selecting this condition, two new fields will be displayed.  The 
COALITION drop down menu allows you to select the coalition that when inside the 
selected trigger zone will set the condition to true.  The ZONE drop down will list all the 
trigger zones you have created according to the names you created for them. 
 
• 
ALL OF COALITION OUT OF ZONE. This condition works the same as the ALL OF 
COALITION IN ZONE, but the condition will be set to true when the all coalition's units 
are outside the defined zone. 
 
• 
ALL OF GROUP IN ZONE. When creating a Trigger Zone, you can set a trigger to true 
when all units of the set group are inside a defined trigger zone.  The GROUP drop down 
menu allows you to select the group that when inside the selected trigger zone will set 
the condition to true.  The ZONE drop down will list all the trigger zones you have 
created according to the names you created for them. 
 
• 
ALL OF GROUP OUT OF ZONE. This condition works the same as the ALL OF GROUP 
IN ZONE, but the condition will be set to true when the all group's units are outside the 
defined zone. 
 
• 
BOMB IN ZONE. Checks to see if a bomb has been dropped and is currently in a trigger 
zone. When choosing this condition, the mission creator must also specify the type and 
quantity of the bomb to be checked, as well as the trigger zone. 


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• 
CARGO UNHOOKED IN ZONE. Checks to see if a cargo object has been unhooked 
within a trigger zone. The cargo object and trigger zone must be specified when 
choosing this condition. 
 
• 
COALITION HAS AIRDROME. If the set coalition has captured set airfield, the 
action(s) will be activated. 
 
All airfields with no aircraft assigned for take-off or landing and with no ground units of 
either coalition within a 2,000 m. radius are neutral. Any ground unit present within a 
2,000 m. radius of an airfield will capture the airfield for the coalition of the ground unit. 
If ground units of both coalitions are present within a 2,000 m. radius of an airfield, the 
airfield is contested and not assigned to either coalition. In cases when armed ground 
units of one coalition are present within a 2,000 m. radius of an airfield at the same time 
as unarmed ground units of the other coalition, the coalition of the armed units will 
capture the airfield. 
• 
COALITION HAS HELIPAD.  If the set coalition has captured set FARP, the action(s) 
will be activated. 
 
Note, FARP capture rules are identical to airfield capture rules (see above). 
• 
DEAD ZONE. Trigger rule for the condition of the specified zone. When choosing this 
condition, you must specify the name of the trigger zone. 
 


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• 
FLAG EQUALS. This condition checks whether the value of a set flag is equal to the set 
value. 
 
• 
FLAG EQUALS FLAG. This condition checks whether the value of one set flag is equal 
to the value of another set flag. 
 
• 
FLAG IS FALSE.  When selected, a FLAG field is displayed below.  By either using the 
left and right arrows or typing in the field, set the flag number that when set to false will 
set the condition to false. 
 
• 
FLAG IS LESS. When selected, FLAG and VALUE fields are displayed below. By either 
using the left and right arrows or typing in the field, set the flag number to check the 
value for and the flag value, below which the trigger condition will be true. 
 
• 
FLAG IS LESS THAN FLAG. This condition checks whether one set flag has a smaller 
value than another set flag. 
 
• 
FLAG IS MORE. When selected, FLAG and VALUE fields are displayed below. By either 
using the left and right arrows or typing in the field, set the flag number to check the 
value for and the flag value, above which the trigger condition will be true. 


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• 
FLAG IS TRUE.  When selected, a FLAG field is displayed below.  By either using the 
left and right arrows or typing in the field, set the flag number that when set to true will 
set the condition to true. 
 
• 
GROUP ALIVE.  When selected, a GROUP drop down menu will be displayed below.  
From this list, select the group that will activate the trigger as long as at least one unit of 
the group is alive.  Groups are listed according to their “NAME” from the unit placement 
windows. 
 
• 
GROUP ALIVE LESS THAN. When selected, a GROUP drop down list and "%" field will 
be displayed below.  From the GROUP list, select the group that will activate the trigger 
when the number of live units in the group corresponds to the per cent value set in the 
"%" field. 
 
For example, if the group has 10 units and you entered 40%, the trigger will activate 
when 3 units remain alive. 
• 
GROUP DEAD.  When selected, a GROUP drop down menu will be displayed below.  
From this list, select the group that will activate the trigger when all units of the group 
are destroyed (dead).  Groups are listed according to their “NAME” from the unit 
placement windows. 
 
• 
LUA PREDICATE. When selected, you can write the code in the LUA script syntax.  


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Example code: 
 
local _group = Group.getByName('your_group_name'); 
if not (_group and _group:isExist()) then return false; end 
local _controller = _group:getController(); 
local _targets = _controller:getDetectedTargets(); 
for _index, _target in ipairs(_targets) do 
            if _target.visible then return true; end -- I see the enemy!!! 
end 
return false; -- I don't see the enemy... 
 
 
- If you type this text into the condition, the trigger will be triggered each time the 
specified group sees an adversary. 
• 
MAP OBJECT IS DEAD. This trigger condition checks if the map object (building, 
construction, bridge, etc.) is destroyed. When selecting this condition, you must specify 
the name of the trigger zone, which has been assigned to the map object via RMB click 
on it. 
 
• 
MISSILE IN ZONE. Checks to see if a missile has been launched and is currently in a 
trigger zone. When choosing this condition, the mission creator must also specify the 
type and quantity of the missile to be checked, as well as the trigger zone. 
 
• 
MISSION SCORE HIGHER THAN.  If the set coalition has a score higher than the set 
amount, the action(s) will be activated. 


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• 
MISSION SCORE LOWER THAN.  If the set coalition has a score lower than the set 
amount, the action(s) will be activated. 
 
• 
PART OF COALITION IN ZONE. The trigger will be set to true if any of coalition's unit 
will appear inside the selected trigger zone. The COALITION drop down menu allows you 
to select the coalition.  The ZONE drop down will list all the trigger zones you have 
created according to the names you created for them. 
 
• 
PART OF COALITION OUT OF ZONE. This condition works the same as the PART OF 
COALITION IN ZONE, but the condition will be set to true when the any of coalition's 
unit are outside the defined zone. 
 
• 
PART OF GROUP IN ZONE. The trigger will be set to true if any of group's unit will 
appear inside the selected trigger zone. The GROUP drop down menu allows you to 
select the group. The ZONE drop down will list all the trigger zones you have created 
according to the names you created for them. 
 
• 
PART OF GROUP OUT OF ZONE. This condition works the same as the PART OF 
GROUP IN ZONE, but the condition will be set to true when the any of group's unit are 
outside the defined zone. 


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• 
PLAYER SCORES LESS. When selected, a SCORES field is displayed below.  By either 
using the left and right arrows or typing in the field, enter the score, below which the 
condition will become true. 
 
• 
PLAYER SCORES MORE. When selected, a SCORES field is displayed below.  By either 
using the left and right arrows or typing in the field, enter the score, above which the 
condition will become true. 
 
• 
PLAYER’S UNIT ARGUMENT IN RANGE. Trigger rule for using the argument player 
3D model's animation within the specified range. When choosing this condition, enter the 
argument number and its minimum / maximum response values in the additional fields. 
 
• 
RANDOM. The Random condition allows you to set a percentage chance of action(s) 
assigned to the trigger from happening.  Use the left and right arrows or type directly 
into the field to adjust the value.  Values can range from 0 (no chance) to 100 (certain) 
as a percentage.  The most common action you will use this condition with is Activate 
Group.  This will allow you to set a random appearance of units in a mission. 
 
• 
TIME LESS.  When selected, a SECONDS field is displayed below.  By either using the 
left and right arrows or typing in the field, enter the time in seconds when the condition 
will become false.  For example, if you set a value of 120, the condition will become false 
two minutes into the mission. 


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• 
TIME MORE. When selected, a SECONDS field is displayed below.  By either using the 
left and right arrows or typing in the field, enter the time in seconds when the condition 
will become true.  For example, if you set a value of 120, the condition will become true 
two minutes into the mission. 
 
• 
TIME SINCE FLAG.  When selected, FLAG and SECONDS fields are displayed below.  
By either using the left and right arrows or typing in the field, set the flag number that 
when set to true will set the condition to true in the FLAG field.  In the SECONDS field, 
enter the delay in seconds that the condition will be set to true after the flag is set to 
true. 
 
• 
UNIT ALIVE.  When selected, a UNIT drop down menu will be displayed below.  From 
this list, select the unit that will activate the trigger as long as the unit is alive.  Units are 
listed according to their “UNIT NAME” from the unit placement windows. 
 
• 
UNIT DAMAGED.  When selected, a UNIT drop down menu will be displayed below.  
From this list, select the unit that will activate the trigger when the unit is damaged.  
Units are listed according to their “UNIT NAME” from the unit placement windows. 
 
• 
UNIT DEAD.  When selected, a UNIT drop down menu will be displayed below.  From 
this list, select the unit that will activate the trigger when the unit is destroyed (dead).  
Units are listed according to their “UNIT NAME” from the unit placement windows. 


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• 
UNIT HITS. Checks to see if the player unit has achieved successful hits on an object. 
The target object and number of hits required must be specified. 
 
• 
UNIT INSIDE MOVING ZONE.  This trigger allows you to attach a trigger area zone to 
a unit and the zone will move along with the assigned unit. Note, the trigger zone can be 
placed anywhere on the map, but will in fact be always attached to the center of the 
assigned unit in-game.  When selected, you should first select the unit that the area 
trigger will be attached to by selecting it from the ZONE UNIT drop down list.  Next, 
select the area trigger zone that will be attached to the unit from the ZONE drop down 
list.  Lastly, you need to set the unit that will set the trigger to true when it enters the 
zone unit’s zone.  Do this by selecting a unit from the UNIT drop down list. 
 
• 
UNIT INSIDE ZONE. When creating a Trigger Zone (discussed later in this document), 
you can set a trigger to true when a defined unit enters a defined trigger zone.  Upon 
selecting this condition, two new fields will be displayed.  The UNIT drop down menu 
allows you to select the unit that when inside the selected trigger zone will set the 
condition to true.  The ZONE drop down will list all the trigger zones you have created 
according to the names you created for them. 
 
• 
UNIT OUTSIDE MOVING ZONE.  This trigger allows you to attach a trigger area zone 
to a unit and the zone will move along with the assigned unit.  Note, the trigger zone 
can be placed anywhere on the map, but will in fact be always attached to the center of 
the assigned unit in-game. When selected, you should first select the unit that the area 
trigger will be attached to by selecting it from the ZONE UNIT drop down list.  Next, 
select the area trigger zone that will be attached to the unit from the ZONE drop down 
list.  Lastly, you need to set the unit that will set the trigger to true when it is outside the 
zone unit’s zone.  Do this by selecting a unit from the UNIT drop down list. 


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• 
UNIT OUTSIDE ZONE.  This condition works the same as the UNIT INSIDE ZONE, but 
the condition will be set to true when the unit is outside the defined zone. 
 
• 
UNIT’S AGL ALTITUDE HIGHER THAN. Checks to see if a unit (aircraft or ground 
unit) has achieved an altitude higher than a certain value. The checked unit and target 
altitude must be specified. 
 
• 
UNIT’S AGL ALTITUDE LOWER THAN. Checks to see if a unit (aircraft or ground 
unit) has achieved an altitude lower than a certain value. The checked unit and target 
altitude must be specified. 
 
• 
UNIT’S ALTITUDE HIGHER THAN. This condition allows you to set a unit and altitude 
in meters (MSL). If the set unit flies above the set altitude, the trigger will be set to true. 
 
• 
UNIT’S ALTITUDE LOWER THAN. This condition allows you to set a unit and altitude 
in meters. If the set unit flies below the set altitude, the trigger will be set to true. 


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• 
UNIT’S ARGUMENT IN RANGE. Trigger rule for using the argument of the unit 3D 
model's animation within the specified range. For example, you can determine that the 
cargo doors on a helicopter are open by changing the animation argument of the cargo 
doors. When choosing this condition, you must enter the object, the argument number 
and its minimum / maximum trigger values. 
 
• 
UNIT'S BANK IN LIMITS. When selected, a UNIT drop down list, MIN and MAX fields 
will be displayed below.  From UNIT list, select the unit that will activate the trigger 
when the bank angle is within the MIN and MAX values set in the corresponding fields.  
Note, negative angles denote left bank and positive angles denote right bank. 
 
• 
UNIT'S HEADING IN LIMITS. When selected, a UNIT drop down list, MIN and MAX 
fields will be displayed below.  From UNIT list, select the unit that will activate the trigger 
when the unit's heading is within the MIN and MAX values set in the corresponding 
fields. 
 
• 
UNIT'S LIFE LESS THAN. When selected, a UNIT drop down list and "%" of life will be 
displayed below.  From the UNIT list, select the unit that will activate the trigger when 
the per cent of "life" of the unit corresponds to the value set in the "%" field. 


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• 
UNIT'S PITCH IN LIMITS. When selected, a UNIT drop down list, MIN and MAX fields 
will be displayed below.  From UNIT list, select the unit that will activate the trigger 
when the pitch angle is within the MIN and MAX values set in the corresponding fields.  
Note, negative angles denote negative pitch (nose down) and positive angles denote 
positive pitch (nose up). 
 
• 
UNIT’S SPEED HIGHER THAN. This condition allows you to set a unit and speed in 
indicated meters per second. If the set unit flies faster than set speed, the trigger will be 
set to true. 
 
• 
UNIT’S SPEED LOWER THAN. This condition allows you to set a unit and speed in 
indicated meters per second. If the set unit flies under than set speed, the trigger will be 
set to true. 
 
• 
UNIT'S VERTICAL SPEED IN LIMITS. When selected, a UNIT drop down list, MIN 
and MAX fields will be displayed below.  From UNIT list, select the unit that will activate 
the trigger when the vertical velocity in meters per second is within the MIN and MAX 
values set in the corresponding fields. 
 


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All conditions with the "X" prefix are designed for use in creating cockpit triggers and intended 
for training missions. See description next. 
 
 
 


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Trigger Actions 
Once you have defined the condition(s) that will determine when a trigger will be true or false, 
you now define the actions that will result. 
To create one or more actions for a trigger, click the NEW button at the bottom of the pane. 
With a new action created, new functions will be displayed at the bottom on the actions pane: 
 
 
 
NEW button. Press the NEW button to create a new action for the selected trigger.  Please note 
that you can create multiple actions for a single trigger!  When you create a new action, you will 
need to set the ACTION and define additional data that varies according to the action. Each new 
action you create will be listed in the actions pane list. 
DELETE button.  Press the DELETE button to remove an action from the list.  You will first need 
to click on the action you wish to remove before pressing the DELETE button. 
ACTION drop down field.  Using this drop down, you can set an action for the trigger.  
Actions include: 
• 
AI TASK PUSH. Performs the action set in the TRIGGER ACTIONS panel while planning 
tasks for an AI unit group. When creating this condition, the mission creator must set the 
task to be fulfilled by the AI unit group. 


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• 
AI TASK SET.  An AI action set in the TRIGGERED ACTIONS panel of the AI Group 
Properties Advanced Actions menu will be executed.  The desired AI action identified by 
its name should be selected from drop down list. 
 
• 
BEGIN PLAYING ACTOR. This action generates an action from the player. When 
selecting this action, a player number must be set. 
 
• 
DO SCRIPT. Runs a LUA script as entered in the TEXT filed. 
 
• 
DO SCRIPT FILE. Runs a LUA script file that is linked to in the TEXT field. 
 
• 
EFFECT – SMOKE. Generates a smoke effect within the trigger zone. A trigger zone, 
smoke effect preset, and density value must be set when selecting this action. 
 
• 
END MISSION. If you wish to have the mission end according one or more specified 
conditions being set to true, you can use this action. This can be a handy action to end a 
mission after all mission objectives have been met. In the text box, you can also enter 
text that will appear when one side has won the mission. 


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• 
EXPLODE UNIT. From this action, select a unit that you wish to explode as a result of 
this action. You can use the volume setting to determine the size of the explosion. 
 
• 
EXPLOSION. To have an explosion appear in the mission based on a resulting action, 
you can use this action. The three values you need to set include the name of the zone 
that the explosion will occur in, the altitude the explosion will occur, and the size 
(volume) of the explosion. 
 
• 
FLAG DECREASE. This action allows you to set a defined flag to decrease in value. Use 
the FLAG field left and right arrows to set the flag number or manually enter it in the 
field. Use the VALUE field left and right arrow keys to set the value by which to decrease 
or manually enter it in the field. 
 
Example. Flag 5 is indicated (with a current value of 10) and given value 4. When the 
action is triggered, the current value of 10 will be reduced by the given value, 4, and as 
a result, the resulting value of the flag will be 6. 
The flag value may have negative numbers. If, as a result of subtraction, the flag value 
becomes equal to 0, the flag will be removed. 
• 
FLAG INCREASE. This action allows you to set a defined flag to increase in value. Use 
the FLAG field left and right arrows to set the flag number or manually enter it in the 
field. Use the VALUE field left and right arrow keys to set the value by which to increase 
or manually enter it in the field. 


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Example. Flag 5 is indicated (with current value 1) and given value 10. When the action 
is triggered, the given value of 10 will be added to the current value of 1, and as a 
result, the flag value will then be 11. 
• 
FLAG OFF.  This action allows you to clear a defined flag number to false.  Use the 
FLAG field left and right arrows to set the flag number or manually enter it in the field. 
The value of the removed flag is 0. 
 
• 
FLAG ON.  This action allows you to set a defined flag number to be true.  Use the FLAG 
field left and right arrows to set the flag number or manually enter it in the field. 
In the current implementation, flags have two attributes: the flag name (natural number) 
and the flag value (natural number). When a flag is created, the name is set in the field 
labelled FLAG, and the default assigned value is 1. 
 
Example. Flag 5 has a value of 1. 
You can increase or decrease the value of the flag with the corresponding actions. 
• 
FLAG SET RANDOM VALUE. This action allows you to set a defined flag to a random 
value. Use the FLAG field left and right arrows to set the flag number or manually enter 
it in the field. Use the VALUE LIM MIN and VALUE LIM MAX fields left and right arrow 
keys to set the range of possible values for the flag or manually enter them in the fields. 
 
Example. Flag 1 is specified with the minimum value of 10 and maximum value of 20. 
When the action is triggered, flag 1 will be assigned a random value from 10 to 20, for 
example 12. 
• 
GROUP ACTIVATE. By default, units appear automatically in a mission once the 
mission starts.  However, using the Activate group action, you can set unit groups to 


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only appear in the mission according to the set conditions.  Common rules to govern the 
appearance of an Activated group are TIME MORE, FLAG IS TRUE, UNIT IN ZONE and 
RAMDOM.  IMPORTANT: FOR A GROUP TO BE ACTIVATED VIA A CONDITION YOU 
MUST SET THE GROUP’S START TIME BEYOND ANY ANTICIPATED PLAY TIME IN THE 
MISSION, SUCH AS AT LEAST 1 DAY AFTER THE MISSION STARTS!  For example, if the 
mission starting time is 12:00:00/1 (default mission start time), you can set the group to 
start at 12:00:11/2. 
 
• 
GROUP AI OFF. Disable the artificial intelligence of all units in the selected group.  The 
group will stop all movement, sensor operations and will not engage in combat. 
 
• 
GROUP AI ON. Activate the artificial intelligence of all units in the selected group.  Only 
possible after use of the GROUP AI OFF action on the group. 
 
• 
GROUP DEACTIVATE. To have a group removed from a mission while in progress, you 
can use this action tied to a condition. When enabled, the specified group will disappear 
from the mission.  
 
• 
GROUP RESUME. This action orders to group to resume movement along its planned 
route. 
 
• 
GROUP STOP. This action sends the ground unit group an order to halt movement. A 
target group must be specified when selecting this action. 


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• 
ILLUMINATING BOMB. For night missions, you can use this action to have an 
illumination bomb appear in a specified zone at a specified altitude. You can use this to 
simulate artillery fired illumination rounds. The flash bomb provides illumination for a 
period of 2 minutes, during which it descends to the ground by parachute for a distance 
of approximately 1000 meters. 
 
• 
LOAD MISSION. This is a very useful action that allows you to load a new mission in 
multiplayer, as a result of the rule conditions.  As such, you could have different missions 
loaded depending on what is happening in the mission. In this way, you can use this 
action to create multiplayer campaigns. Working in the multiplayer only. 
 
• 
MARK TO ALL. This action generates visual markers on the F10 map for all players in 
the session. When selecting this option, a value, text message, zone, read-only value, 
and comment must be set. 
 
• 
MARK TO COALITION. This action generates visual markers on the F10 map for all 
players of the selected coalition. When selecting this option, a value, text message, zone, 
coalition, read-only value, and comment must be set. 


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• 
MARK TO GROUP. This action generates visual markers on the F10 map for all players 
of the selected unit group. When selecting this option, a value, text message, zone, 
group, read-only value, and comment must be set. 
 
• 
MESSAGE TO ALL. To have a trigger display a text message on the screen, you will use 
this action.  Upon selecting this action, a TEXT entry box will appear.  Type the message 
you wish to be displayed here. Below the text box you can set how long you wish the 
message to be displayed in seconds. Checkbox CLEARVIEW erases a previous message 
from the screen. Increases convenience in some cases by allowing mission developer not 
to worry about the exact time the previous message was displayed, leaving it on the 
screen deliberately long as user wants, until new message comes. The START DELAY 
field is responsible for the delay in seconds before the text appears. 
 
• 
MESSAGE TO COALITION. This action allows a text message to just be sent to the 
defined coalition. As with the Message action, you can enter text and message duration. 


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Checkbox CLEARVIEW erases a previous message from the screen. Increases 
convenience in some cases by allowing mission developer not to worry about the exact 
time the previous message was displayed, leaving it on the screen deliberately long as 
user wants, until new message comes. The START DELAY field is responsible for the 
delay in seconds before the text appears. 
 
• 
MESSAGE TO COUNTRY. This action allows a text message to just be sent to the 
defined country. As with the Message action, you can enter text and message duration. 
Checkbox CLEARVIEW erases a previous message from the screen. Increases 
convenience in some cases by allowing mission developer not to worry about the exact 
time the previous message was displayed, leaving it on the screen deliberately long as 
user wants, until new message comes. The START DELAY field is responsible for the 
delay in seconds before the text appears. 
 
• 
MESSAGE TO GROUP. Display a custom text message only to a set unit group (useful 
for multiplayer). Checkbox CLEARVIEW erases a previous message from the screen. 
Increases convenience in some cases by allowing mission developer not to worry about 
the exact time the previous message was displayed, leaving it on the screen deliberately 
long as user wants, until new message comes. The START DELAY field is responsible for 
the delay in seconds before the text appears. 


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• 
PLAY ARGUMENT.  Turn on a graphics animation argument (such as turning of a radar 
antenna) of the selected static object.  
 
• 
RADIO ITEM ADD. This action allows you to add a custom radio message to the 
player's radio communications menu in-game. Enter the desired radio message in the 
RADIO TEXT field. In the FLAG field, set the flag number that will be set to ON when the 
player selects this radio message. 
 
Note, this trigger does not work in multiplayer. 
• 
RADIO ITEM ADD FOR COALITION. This action adds a radio item (command) in the 
F10 OTHER radio menu for players of the chosen coalition. When creating this action, a 
coalition and item name must be set, as well as the flag the value of which will be raised 
when the command is issued. 
 
• 
RADIO ITEM ADD FOR GROUP. This action adds a radio item (command) in the F10 
OTHER radio menu for players of the chosen unit group. When creating this action, a 


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unit group and item name must be set, as well as the flag the value of which will be 
raised when the command is issued. 
 
• 
RADIO ITEM REMOVE. Delete a custom radio message from the player's radio 
communications menu created earlier using the RADIO ITEM ADD action. 
 
 
• 
RADIO ITEM REMOVE FOR COALITION. This action removes a radio item from the 
radio menu for the selected coalition. When creating this action, a coalition must be 
selected, and radio item to be removed must be specified. 
 
• 
RADIO ITEM REMOVE FOR GROUP. This action removes a radio item from the radio 
menu for the selected unit group. When creating this action, a unit group must be 
selected, and radio item to be removed must be specified. 
 
• 
RADIO TRANSMISSION. Allows the user to define a sound file to play and the 
transmitter's location, emission power, frequency and modulation. 


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ZONE: From the drop-down menu, select the zone in which the transmission will be 
broadcast. 
MODULATION: From the drop-down menu, select a modulation value for the FM or AM 
radio station. 
LOOP: Select the playback mode of the file: single (OFF) or multiple (ON). 
FREQ, MHz: Specify the frequency of the radio station. To listen in on this frequency, it 
must be included in the operating range of the player aircraft's radio station. 
POWER, W: specify the power of the radio station. The more powerful the radio station, 
the further it can be heard. The typical power of military radio stations is tens of watts. 
NAME: sets the name of the radio transmitter. 
START DELAY: sets the delay in seconds before turning on the radio. 
• 
REMOVE MARK. Removes a marker from the F10 map. A value must be specified when 
selecting this action. 
 
• 
SCENERY DESTRUCTION ZONE. This action reproduces the destruction of zone 
objects, for example, after an artillery barrage. When selecting this action, it is necessary 
to select a target zone and the level of destruction (in %) of the objects within this zone. 
 
• 
SCENERY REMOVE OBJECTS ZONE. This action despawns objects from the map, for 
example, in order to lessen the system load caused by rendering these objects after an 
artillery barrage or aerial bombardment. When selecting this action, the following values 
must be set: target zone (area in which objects will be despawned) and target object 
type (ALL, TREES ONLY, OBJECTS ONLY). 


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• 
SET ACTIVE HELPER GATE TO POINT. This action generates arcade-style flight gates 
to the selected object's waypoint. These are green squares through which the player 
needs to fly, typically present in training and certain quick missions. When choosing this 
action, you must specify the target object (unit) and the waypoint number. 
 
• 
SET BRIEFING. This action This action displays a briefing message in the game window 
for the selected coalition players (RED or BLUE). When creating this action, you must 
select a coalition in the appropriate fields, enter the briefing text to be displayed and if 
necessary, select one image file to be displayed. (*.jpg; *.jpeg; *.png). 
 
• 
SET FAILURE. This action is used to setup system failures for the player's aircraft. 
Select the system to fail in the FAILURE drop down menu. Set the probability of failure in 
per cent in the PROBABILITY % field. Set the desired time span after the trigger 
conditions are true for the failure to occur in the WITHIN field. 
 
• 
SET FLAG VALUE. This action sets the selected flag to a specified value. The flag 
number and the target value must be specified when selecting this action. 
 


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• 
SET INTERNAL CARGO. This action adds the mass of the virtual cargo to the mass of 
the helicopter simulating the loading of the cargo compartment. When creating this 
action, you must specify the mass of the cargo in kilograms. 
 
• 
SHELLING ZONE. This action creates an artillery bombardment event inside a specified 
zone. When creating this action, the following must be specified in the additional fields: 
bombardment zone, amount of TNT released during the explosion of one shell, and the 
number of shells that will strike the target zone. 
 
• 
SHOW HELPER GATES. This action generates arcade-style flight gates - green squares 
through which the pilot must fly. These elements are in some training missions and quick 
mission presets. When creating this action, you must specify the location coordinates 
and the course direction of the gates. 
 
• 
SHOW HELPER GATES FOR UNIT. This action generates arcade-style flight gates for 
the selected unit. When choosing this action, you must select the unit (object) and the 
flag number. 
 
• 
SIGNAL FLARE. Use this action to have signal flares (flare gun) fired from a specified 
zone. You can also select the color of the flare. This can be a useful action to allow 
friendly units to mark their location to avoid friendly fire. 


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• 
SIGNAL FLARE ON UNIT. This works the same as the previous action, but the signal 
flare is fired from the location of a specified unit. This should be used when the unit is 
moving. 
 
• 
SMOKE MARKER. To have a white phosphorous (WP) marker appear in the mission, 
you can use this action. When activated, a white WP marker will appear in the specified 
zone and at the specified altitude. This can be a useful tool when creating Forward Air 
Controller (FAC) missions. 
 
• 
SMOKE MARKER ON UNIT. This acts the same as the previous action, but instead of 
occurring within a specified zone, it will appear on a specified unit. 
 
• 
SOUND TO ALL.  The Sound action enables you to add an audio file to play as a trigger 
function.  This is often used in conjunction with a Message action to add voice messages 
with subtitles to the mission.  Once selected, a FILE field will be displayed along with an 
OPEN button.  Press the open button and then use the file/folder browser to select the 
desired file ("*.ogg" or "*.wav" formats).  The name of the audio file will then be 
displayed in the FILE field. The START DELAY field is responsible for the delay in seconds 
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• 
SOUND TO COALITION. This action allows an audio file to just be play to the defined 
coalition. Once selected, a FILE field will be displayed along with an OPEN button.  Press 
the open button and then use the file/folder browser to select the desired file ("*.ogg" or 
"*.wav" formats).  The name of the audio file will then be displayed in the FILE field. The 
START DELAY field is responsible for the delay in seconds before playing an audio file. 
 
• 
SOUND TO COUNTRY. This action allows an audio file to just be play to the defined 
country. The START DELAY field is responsible for the delay in seconds before playing an 
audio file. 
 
• 
SOUND TO GROUP. Play a custom sound ("*.ogg" or "*.wav" formats) only to a set 
group (useful for multiplayer). The START DELAY field is responsible for the delay in 
seconds before playing an audio file. 
 
• 
START PLAYER SEAT LOCK. Used for multi-seat aircraft, this action forces the player 
to the spot corresponding to the specified number and binds them to it. When creating 
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• 
STATIC ACTIVATE. This action generates the delayed activation of static objects that 
are present in the mission file but will not spawn in the mission until the moment of 
activation. When creating this action, you must specify the group of static objects. 
 
• 
STOP AND DEPLOY TO TEMPLATE. Using this action, an AI group can be made to 
stop movement along its route and take up a position as defined by a formation template 
(for example, an artillery battle position). To create a custom template, see the 
Templates panel in the Tool Bar of the mission editor. 
 
• 
STOP LAST SOUND. This action forcibly stops the audio played by the previous trigger. 
 
• 
STOP PLAYER SEAT LOCK. This action removes the bind previously set by the START 
PLAYER SEAT LOCK command, giving the chosen player the opportunity to transfer to 
another seat in a multi-seat aircraft.  
 
• 
STOP PLAYING ACTOR. The action automatically ends on behalf of the player. 
 
• 
STOP RADIO TRANSMISSION. This action turns off the virtual radio station playing 
sound files to any unit (air, ground, sea). When creating this action, you must specify the 
name of the radio transmitter. 


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• 
UNIT AI OFF.  Disable the artificial intelligence of the selected unit. The unit will stop all 
movement, sensor operations and will not engage in combat. 
 
• 
UNIT AI ON.  Activate the artificial intelligence of the selected unit. Only possible after 
use of the UNIT AI OFF action on the unit. 
 
• 
UNIT EMISSION OFF. This action switches on radar emission from the specified unit 
or aircraft, for example, when the unit is approaching an enemy unit or entering a 
combat zone. When choosing this action, you must select a unit. 
 
• 
UNIT EMISSION ON. This action switches off radar emission from the specified unit or 
aircraft, for example, when the unit is distancing from enemy units or exiting the combat 
zone. When choosing this action, you must select a unit. 
 
All actions with the "X" prefix are designed for use in creating cockpit triggers and intended for 
training missions. See description next. 
 
 


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Cockpit Triggers Guide 
The cockpit triggers utilized in ED Simulators allow a mission designer to create a wide variety of 
triggers that evaluate the state of cockpit switches and instruments. This data can be used to 
provide feedback and instruction to the player using text and voice prompts, as well as 3D 
graphical highlights of cockpit elements. 
Although cockpit triggers are considered a developer's tool, most of their functionality is open to 
the player. There are some examples, however, which require the use of the in-game console, 
which is disabled in public builds. 
Cockpit triggers are utilized similarly for all DCS flyable aircraft. A number of aircraft script files 
(.LUA) are used to obtain data used by the triggers. Each DCS aircraft includes a collection of 
script files in its own dedicated folder, found in X:\DCS\Mods\aircrafts\Aircraft 
Name\Cockpit\Scripts. The specific .LUA files used by cockpit triggers will be referenced below. 
To ease the workload of a mission designer working with cockpit triggers, a cockpit arguments 
guide has been prepared for the A-10C cockpit and can be found here: A-10C Cockpit 
arguments. 
.LUA files should only be opened with a proper code editor, such as Notepad++. When working 
with the scripts, the Search function [Ctrl +F] can be very helpful in locating the desired 
sections of code. 
CONDITIONS 
The conditions and actions of the triggers use the command numbers, which can be found in 
the corresponding Scripts folder of each aircraft along the path DCS\Mods\aircraft\Aircraft 
Name\Cockpit\Scripts: 
\Mods\aircraft\Aircraft Name\Cockpit\Scripts\command_defs.lua – command numbers; 
\Mods\aircraft\Aircraft Name\Cockpit\Scripts\clickabledata.lua – button command numbers; 
\Mods\aircraft\Aircraft Name\Cockpit\Scripts\devices.lua – device ID numbers in the cockpit. 
 
X: COCKPIT ARGUMENT IN RANGE. The position of every cockpit control and instrument is 
defined by a custom argument ID and valid value range. This trigger checks for a set cockpit 
argument to be within a set value range. This is most often used to evaluate switch and button 
states with discrete argument values (such as ‘0’ for off and ‘1’ for on or in decimal values 
between 0 and 1 for multi-position switches). However, it can also be used to evaluate the 
position of needle instruments, such as airspeed or vertical velocity, etc. 


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• 
ARGUMENT – sets the ID number of the cockpit argument to check. Clickable cockpit 
functions (switches, buttons, knobs, etc.) are described in DCS\Mods\aircrafts\Aircraft 
Name\Cockpit\Scripts\clickabledata.lua. Non-clickable cockpit arguments, such as 
instruments are described in DCS\Mods\aircrafts\Aircraft 
Name\Cockpit\Scripts\mainpanel_init.lua. The variable “arg” describes the argument ID. 
The variable “arg_value” describes the increment of each movement of the argument. 
The variable “arg_limit” describes the limits of the argument’s range of movement.  
• 
MIN – sets the minimum value of the set argument, which will satisfy the condition to 
execute the trigger. Valid value range is -1 to 1. 
• 
MAX – sets the maximum value of the set argument, which will satisfy the condition to 
execute the trigger. Valid value range is -1 to 1. 
Note, to successfully evaluate an argument, you may need to enter a MIN and MAX range that 
is inclusive of the desired value. For example, when evaluating an argument to equal to “0.5”, 
enter “0.49” for MIN and “0.51” for MAX. 
X: COCKPIT HIGHLIGHT IS VISIBLE. Checks for a set cockpit highlight to be displayed. 
Each cockpit highlight is assigned an ID by the mission designer. This trigger evaluates whether 
a specific highlight is displayed in the cockpit. 
• 
ID – sets the ID value of the cockpit highlight to check (as set by X: COCKPIT 
HIGHLIGHT ELEMENT/INDICATION/POINT trigger actions). 
 
X: COCKPIT INDICATION TEXT IS EQUAL TO (requires console) – checks the contents of a 
set cockpit digital indication string. Digital indicators in the cockpit are individually identified by 
an ID number in the .LUA files. Each indicator displays a collection of display elements. This 
trigger evaluates whether a specific display element of a set indicator matches the desired string 
of characters. This is a very useful method of evaluating whether the correct avionics 
parameters are set-up on the digital displays. 
• 
INDICATOR ID – sets the ID value of the cockpit indicator containing the desired 
element. Indicator ID’s are described in DCS\Mods\aircrafts\Aircraft 
Name\Cockpit\Scripts\device_init.lua. To quickly locate the indicator ID’s in the .LUA file, 
perform a search function for “indicators”. Indicator ID's begin with ‘0’ at the top of the 
table and are increased by 1 with each subsequent indicator in the table. For example, 
the HUD ID for A-10C is ‘5’. 


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• 
ELEM NAME (element name) – sets the name of the display element containing the 
desired string. To obtain an element name, run a mission with the desired element string 
displayed in the cockpit, open the game console and execute the 
“console.out(list_indication(n))” command (where ‘n’ is the desired indicator’s ID). The 
game console can be accessed by pressing the “`” command in-game. The 
console.out(list_indication(n)) console command will list all currently displayed elements 
with their associated strings for the set indicator. Note, the element name entry must 
match the element name exactly, including capitals and spaces (spaces may be present 
as initial characters). 
• 
VALUE – sets the character string, which will satisfy the condition to execute the trigger. 
Note, the string entry must match the element string exactly, including capitals and 
spaces (spaces may be present as initial characters). 
 
EXAMPLE: To setup a trigger in A-10C that checks for the TAD map range to be set to 40 miles, 
enter “1” for indicator ID to set this to the left MFCD, enter “TAD_scale” as the element name 
and enter “40” as the desired string. 
X: COCKPIT PARAM EQUAL TO (requires console) – checks for the desired setting of a set 
cockpit parameter. This trigger evaluates a number of specially-designed cockpit parameter 
trackers for the A-10C (such as TGP zoom level, steerpoint name, etc.). 
 
• 
PARAM (parameter) – sets the name of the parameter to check. To obtain a parameter 
name, run a mission with the desired parameter active, open the game console and 
execute the “console.out(list_cockpit_params())” command. The game console can be 
accessed by pressing the “`” command in-game. The console.out(list_cockpit_params()) 
console command will display the current states of all cockpit parameters. 
• 
VALUE – sets the parameter setting, which will satisfy the condition to execute the 
trigger. Note, depending on the parameter, the value may be a numerical or alphabetical 
string. 
X: COCKPIT PARAM IN RANGE (requires console) – checks for the set cockpit parameter to 
be within the set value range. This trigger evaluates a number of specially-designed cockpit 
parameter trackers (such as TGP zoom level, steerpoint name, etc.). 
• 
PARAM (parameter) – sets the name of the parameter to check. To obtain a parameter 
name, run a mission with the desired parameter in effect, open the game console and 
execute the “console.out(list_cockpit_params())” command. The game console can be 


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accessed by pressing the “`” command in-game. The console.out(list_cockpit_params()) 
console command will display the current states of all cockpit parameters. 
• 
MIN – sets the minimum value of the set parameter, which will satisfy the condition to 
execute the trigger. Valid value range is -1^9 to 1^9. 
• 
MAX – sets the maximum value of the set parameter, which will satisfy the condition to 
execute the trigger. Valid value range is -1^9 to 1^9. 
 
X: COCKPIT PARAM IS EQUAL TO ANOTHER – checks for the set parameter value to be 
identical to another parameter’s value. This trigger can be used in conjunction with the X: 
COCKPIT PARAM SAVE AS action in order to compare parameter values at different points in the 
mission. 
 
• 
PARAM (parameter) – sets the name of the first parameters to evaluate. To obtain a 
parameter name, run a mission with the desired parameter in effect, open the game 
console and execute the “console.out(list_cockpit_params())” command. The game 
console can be accessed by pressing the “`” command in-game. The 
console.out(list_cockpit_params()) console command will display the current states of all 
cockpit parameters. 
• 
PARAM (parameter) – sets the name of the second parameter to evaluate. 
Note, one of the two parameter variables may be a custom parameter name saved using the   
X: COCKPIT PARAM SAVE AS action. 
ACTIONS 
The conditions and actions of the triggers use the command numbers, which can be found in 
the corresponding Scripts folder of each aircraft along the path DCS\Mods\aircraft\Aircraft 
Name\Cockpit\Scripts: 
\Mods\aircraft\Aircraft Name\Cockpit\Scripts\command_defs.lua – command numbers; 
\Mods\aircraft\Aircraft Name\Cockpit\Scripts\clickabledata.lua – button command numbers; 
\Mods\aircraft\Aircraft Name\Cockpit\Scripts\devices.lua – device ID numbers in the cockpit. 
 


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X: COCKPIT HIGHLIGHT ELEMENT – enables a cockpit highlight of the specified cockpit 
control (switch, button, knob, etc.). 
• 
ID – sets the ID of the highlight. The ID can be referenced by other triggers to evaluate 
the status of or remove the highlight. 
• 
ELEM NAME (element name) – sets the name of the cockpit control to highlight. 
Clickable cockpit functions (switches, buttons, knobs, etc.) are described in 
Scripts\Aircrafts\Aircraft Name\Cockpit\clickabledata.lua. 
• 
SIZE OF BOX – sets the span of the highlight in meters. A setting of ‘0’ will 
automatically conform the highlight to the 3D shape of the cockpit control. 
 
X: COCKPIT HIGHLIGHT INDICATION (required console) – enables a cockpit highlight of 
the specified digital indication element (such as HUD display elements). 
• 
ID – sets the ID of the highlight. The ID can be referenced by other triggers to evaluate 
the status of or remove the highlight. 
• 
INDICATOR ID – sets the ID value of the cockpit indicator containing the desired 
indication. Indicator ID’s are described in DCS\Mods\aircrafts\Aircraft 
Name\Cockpit\Scripts\device_init.lua. To quickly locate the indicator ID’s in the lua file, 
perform a search function for “indicators”. Indicator ID’s begin with ‘0’ at the top of the 
table and are increased by 1 with each subsequent indicator in the table. For example, 
the HUD ID for A-10C is ‘5’. 
• 
ELEM NAME (element name) – sets the name of the display element to highlight. To 
obtain an element name, run a mission with the desired element string displayed in the 
cockpit, open the game console and execute the “console.out(list_indication(n))” 
command (where ‘n’ is the desired indicator’s ID). The game console can be accessed by 
pressing the “`” command in-game. The console.out(list_indication(n)) console 
command will list all current element strings of the set indicator. 
• 
SIZE OF BOX – sets the span of the highlight in meters. 
 
X: COCKPIT HIGHLIGHT POINT – enables a cockpit highlight centered at the specified 3D 
cockpit coordinates. This action allows you to specify the 3D dimensions of the highlight, which 


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can be useful for creating “flat” 2D highlights of panel instruments in either horizontal or vertical 
planes. 
• 
ID – sets the ID of the highlight. The ID can be referenced by other triggers to evaluate 
the status of or remove the highlight. 
• 
X (FWD/AFT) – sets the highlight position on the X (forward/aft) axis of the cockpit in 
meters. 
• 
Y (UP/DN) – sets the highlight position on the Y (up/down) axis of the cockpit in 
meters. 
• 
Z (RGT/LFT) – sets the highlight position on the Z (right/left) axis of the cockpit in 
meters. 
• 
BOX DIM, X – sets the span of the highlight’s X axis in meters. 
• 
BOX DIM, Y – sets the span of the highlight’s Y axis in meters. 
• 
BOX DIM, Z – sets the span of the highlight’s Z axis in meters. 
 
X: COCKPIT PARAM SAVE AS (requires console) – save the current value of the specified 
cockpit parameter as a new parameter. This trigger allows you to save the state of a parameter 
for later evaluation during the mission. 
• 
SOURCE – sets the name of the parameter for which the value will be saved. To obtain 
a parameter name, run a mission with the desired parameter in effect, open the game 
console and execute the “console.out(list_cockpit_params())” command. The game 
console can be accessed by pressing the “`” command in-game. The 
console.out(list_cockpit_params()) console command will display the current states of all 
cockpit parameters. 
• 
DESTINATION – sets the name of the new parameter, under which the value of the 
saved parameter will be stored while the mission is running. 
 
X: COCKPIT PERFORM CLICKABLE ACTION – sets the specified cockpit control to the 
specified position. This trigger can be used to force-set a required cockpit control (for example 
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• 
COCKPIT DEVICE – sets the ID value of the cockpit device manipulated by the 
required control. Device ID’s are described in DCS\Mods\aircrafts\Aircraft 
Name\Cockpit\Scripts\devices.lua. Device ID’s begin with ‘1’ at the top of the table and 
are increased by 1 with each subsequent device in the table. For example, the ID for 
autopilot is ‘38’. 
• 
COMMAND – sets the command value for the required control, starting with a base 
value of 3000. Command values are described in DCS\Mods\aircrafts\Aircraft 
Name\Cockpit\Scripts\clickabledata.lua, using the argument 
“device_commands.Button_n” (where ‘n’ is the command value of interest). To quickly 
locate a desired command in the .LUA file, perform a search for relevant terms (such as 
“autopilot” or “MFCD”). For example, the command to engage the autopilot in A-10C is 
scripted as “device_commands.Button_2”. As such, it would be entered in the Command 
field as “3002”. 
• 
VALUE – sets the argument value (control position in the cockpit). Control arguments 
are described in DCS\Mods\aircrafts\Aircraft Name\Cockpit\Scripts\clickabledata.lua. The 
variable “arg” describes the argument ID (not necessary for this trigger). The variable 
“arg_value” describes the increment of each movement of the argument. The variable 
“arg_limit” describes the limits of the argument’s range of movement. 
 
X: COCKPIT REMOVE HIGHLIGHT – removes the specified cockpit highlight. 
• 
ID – sets the ID of the cockpit highlight to remove. 
 
X: PREVENT CONTROLS SYNCHRONIZATION – This trigger can be used at the start of the 
mission to disable synchronization of cockpit controls with the actual controls on the player's 
input hardware. When enabled in the player's Options > Miscellaneous tab, control 
synchronization may negatively affect missions with cockpit triggers by automatically setting 
cockpit controls to positions other than default. 
 
X: SET COMMAND – inputs the specified game command. 


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• 
COMMAND – sets the ID value of the command to input. The command ID can be 
obtained in the OPTIONS>CONTROLS screen by hovering the mouse over the command 
description (left side of the screen). This functionality can be enabled in Mission 
Editor/Mission Editor.lua by changing the 
“OPTIONS_ADD_COMMAND_CODES_TO_TOOLTIP” line from “false” to “true”. 
 
X: SET COMMAND WITH VALUE – inputs the specified game command with the specified 
value. 
• 
COMMAND - sets the value of the command to input. The command value can be 
obtained in the Game Options>Controls screen by hovering the mouse over the 
command description (left side of the screen). This functionality can be enabled in 
Mission Editor/Mission Editor.lua by changing the 
“OPTIONS_ADD_COMMAND_CODES_TO_TOOLTIP” line from “false” to “true”. 
• 
VALUE – sets the value with which to enter the command. 
 
X: START LISTEN COCKPIT EVENT – start listening for the specified cockpit event to set the 
specified flag to on. Cockpit events are limited to the Ka-50. 
• 
EVENT – sets the event name to listen to. The following events are currently scripted in 
the engine. 
o "setup_HMS" 
o "setup_NVG" 
o "DisableTurboGear" 
o "GroundPowerOff" 
o "EnableTurboGear" 
o "GroundPowerOn" 
o "OnNewNetHelicopter" 
o "initChaffFlarePayload" 
o "switch_datalink" 
o "OnNewNetPlane" 
o "WeaponRearmFirstStep" 
o "WeaponRearmComplete" 


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o "initChaffFlarePayload" 
o "repair" 
o "LinkNOPtoNet" 
o "UnlinkNOPfromNet" 
• 
FLAG – sets the flag number to set to on when the specified event occurs. 
 
X: START LISTEN COMMAND – start listening for the specified input command to set the 
specified flag to on. 
• 
COMMAND – sets the value of the command to listen to. The command value can be 
obtained in the Game Options>Controls screen by hovering the mouse over the 
command description (left side of the screen). This functionality can be enabled in 
Mission Editor/Mission Editor.lua by changing the 
“OPTIONS_ADD_COMMAND_CODES_TO_TOOLTIP” line from “false” to “true”. 
• 
FLAG - sets the flag number to set to on when the specified event occurs. 
• 
HIT COUNT – sets the number of times the command must be entered before the 
specified flag is set to on. 
• 
VAL LIM MIN – sets the minimum value of the command input. 
• 
VAL LIM MAX – sets the maximum value of the command input. 
• 
COCKPIT DEVICE – cockpit system ID number. 
 
X: START WAIT USER RESPONSE – start listening for input of the SPACE BAR key to set the 
specified flag to on. This can be a convenient way to progress a training mission based on the 
player’s signal. Using this trigger will prevent an input command normally mapped to the Space 
Bar key (usually fire gun). 
• 
FLAG – sets the flag number to set to on when the SPACE BAR key is pressed while the 
action is in effect. 


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X: STOP WAIT USER RESPONSE – stop listening for input of the SPACE BAR key. This trigger 
disables the START WAIT USER RESPONSE action. 
 
This action can be useful when creating mission scenarios where the player is to command AI 
groups to perform various actions, such as advance forward or hold position, by binding the 
desired AI actions to the flag number of the corresponding custom radio message. 
 
 
 


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Trigger Practical Exercise 
Now that we have reviewed the mechanics of the Trigger system, we will create a basic mission 
using trigger scripting.  In this mission, we will do the following: 
 
1. Player will fly to battle area, and when nearing this area, friendly artillery will bombard 
an enemy position. 
2. As the player flies closer, they will receive a Forward Air Controller message about tasked 
targeting. 
3. When the player destroys enemy armor in the target area, friendly ground forces will 
advance. 
4. When friendly forces reach their objective, they will radio the player of a successful 
mission. 
 
The first thing we will do is set up the Zone triggers.  So, I will create three different trigger 
zones, and I will call these Start Artillery, FAC Message, and Mission Success.  I will set the TYPE 
as ONCE for each of them. 
 
 
 
I will now set up the conditions and actions for each of these triggers. 


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For the Start Artillery trigger, I will create a NEW condition and set the TYPE to UNIT INSIDE 
ZONE.  In the UNIT field I will select the player’s aircraft (Player) and in the ZONE I will select 
Start Artillery.  The Start Artillery zone is one I created with the trigger zone creation tool that 
we’ll discuss later. 
 
 
To set the action, I will press NEW and then select GROUP ACTIVATE as the ACTION. With that 
selected, I will set the Arty-01 as the Group.  Because this is to be an activated group, I set its 
START TIME in the Group Properties to a time past the anticipated mission start time. 
 
The next trigger zone we will script is the FAC Message.  To do so I will select the FAC Message 
from the triggers list and then click the NEW button in the Conditions pane.  Again, I will select 
UNIT IN ZONE as the TYPE and the UNIT as PLAYER.  However, for this trigger I will set the 
ZONE as FAC Message. 
 
For the action, I want both a text message and audio message to play.  So, I will first press the 
NEW button in the Actions pane and check that the MESSAGE TO ALL action is selected.  I will 
then enter a text message in the TEXT box. 
 


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I now need to set the second (audio) action for this trigger by pressing the NEW button again 
but this time selecting the SOUND TO ALL option as my ACTION.  I will then press the OPEN 
button and use the browser to select the audio file I wish to play. 
 
The third trigger zone condition action we will create will be for the Mission Success message.  
This will trigger when the friendly ground forces reach the objective.  The objective will be 
defined as one of the trigger zones I had created. 
 
I will create a NEW condition and set the TYPE to UNIT IN ZONE.  In the UNIT field, I will select 
one of the friendly armor units (BTR-01) and in the ZONE field, I will select Objective. 
 


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For the action, I want both a text message and audio message to play.  So, I will first press the 
NEW button in the Actions pane and check that the MESSAGE TO ALL action is selected.  I will 
then enter a text message in the TEXT box.  I now need to set the second (audio) action for this 
trigger by pressing the NEW button again but this time selecting the SOUND TO ALL option as 
my ACTION.  I will then press the OPEN button and use the browser to select the audio file I 
wish to play. 


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The next trigger we will create is one that allows the friendly ground units to advance from their 
starting location once the blocking enemy force is destroyed.  To do so, we will first create a 
new trigger as a ONCE TYPE and call it Advance.  Now we will create a NEW condition and set 
the TYPE to GROUP DEAD.  From there, we will set the UNIT to the enemy armor units that are 
blocking our path (Objective-01).  For the Action, we will create a new one by clicking the NEW 
button and then setting the ACTION to GROUP ACTIVATE.  From the GROUP drop down list I 
will select our friendly ground force platoon that will activate and advance when the blocking 
force is destroyed.  Remember that I needed to set the START TIME value of the friendly 
ground forces (BTR-01) to a time past the mission play time. 
 
The final trigger we will place in this example is an enemy air defense that is assigned a random 
chance of appearing in the mission.  We will create a new ONCE trigger and call it Random AAA.  
Next, we will create a NEW condition and set the TYPE to RANDOM.  In the % field, we will 
choose 50 (as in 50%).   
 


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To set the action, we will create a NEW action and set the ACTION to GROUP ACTIVATE.  From 
the GROUP drop down we will select the enemy air defense vehicle I placed in the mission called 
AAA.  In the unit placement window, there is also the option to have activated unit visible or 
invisible before it is active in the world. 
 
 
 


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Define Mission Goals 
 
When evaluating a mission for success, draw, or failure, the simulation uses point totals that are 
assigned by the mission builder.  If total points at the end of a mission are 49 or less, the 
mission is a failure; if total points equal 50, the mission is a draw.  If total points are 51 or 
higher, the mission is deemed a success.  This point total is also used to define which stage and 
mission may be chosen next in a campaign. 
The same set of conditions used in the Trigger system is also used to define mission goals.  In 
the Goal window, the list of all created goals is displayed in the top pane.  Once a goal is 
selected by clicking on it, the conditions of the goal are listed in the bottom pane. 
 
 
 
To create a New goal, press the NEW button under the MISSION GOALS pane.  Upon doing so, 
functions are displayed beneath the pane: 
• 
NEW button.  Press this button to create/add a new Goal to the Goal List. 
• 
DELETE button.  To remove a Goal from the list, click on it from the list and then click 
on the DELETE button. 
Goal List 
 
 
Selected Goal's Condition(s) 
 
 


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• 
CLONE button.  Press this button to clone the selected Goal into the Goal list. 
• 
NAME. Type in the name you wish to assign to the Goal.  This name, along with its 
score and assignment, will be displayed in the Goal List. 
• 
SCORE. Each goal may be assigned a point score by either using the left and right 
buttons or manually entering it into the field. 
The bottom drop down field allows you to assign who the points will be awarded to.  There are 
three options: 
• 
OFFLINE.  This setting is used for single player missions; points are only in regards to 
the Player. 
• 
RED.  A Goal assigned to RED will result in the assigned points awarded to the RED side. 
• 
BLUE.  A Goal assigned to BLUE will result in the assigned points awarded to the BLUE 
side. 
Once a Goal has been created, you must click the NEW button under the CONDITIONS pane to 
determine the conditions by which the Goal is based.  The creation of Goal conditions is the 
same as that used to create Trigger conditions. 
NEW button.  Press the NEW button to create a new Goal condition.  When you create a new 
Goal you will need to set the TYPE.  You may create multiple conditions for a single Goal. 
DELETE button.  Press the DELETE button to remove a condition from the Goal.  You will first 
need to click on the condition you wish to remove before pressing the DELETE button. 
CLONE button.  Press the CLONE button to clone the selected Goal condition. 
TYPE drop down field.  Using this drop down, you can set the condition by which the Goal is 
accomplished.   
Enter or select additional parameters depending on the type of condition. 
The mission is considered completed when all its specified conditions are met. If even one of 
these conditions is not yet satisfied, the mission will not be completed. 
 
 
 


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Battlefield Commanders 
 
The Battlefield Commanders button opens the BATTLEFIELD COMMANDERS panel of the Mission 
Editor. This panel allows you to set the various roles for single and multiplayer missions. 
 
PILOT CAN CONTROL VEHICLES. This checkbox enables/disables the ability of a player 
assigned to an aircraft to assign movement and targeting commands to AI ground units via the 
F10 map view during the mission. If you are creating a single player mission, you will probably 
want to enable this. 
MISSION/MULTIPLAYER ROLES (Red, Blue). This table sets the number of slots open in a 
multiplayer mission for each side: 
• 
GAME MASTER. This allows the player to observe and play as JTAC and control ground 
units for both sides. The Game Master can view all units. As a Game Master, you can 
dynamically alter the ground war during the mission.  
 
Note 1: Although there are both Red and Blue side Game Master roles, both 
sides act the exact same and  
both control units from both sides. 
 
Note 2: For Head-to-Head multiplayer matches, it is best not to enable any 
Game Master roles. 
• 
TACTICAL CMDR (COMMANDER). This allows players to strategically control ground 
units from the F10 Command Map. This includes indirect fire systems like artillery and 
multiple rocket launcher systems. This also allows first person vehicle control, including 
JTAC capability. 
• 
JTAC/ Operator. This allows first person vehicle control, including JTAC capability, but 
does not have strategic control over ground units. 
• 
OBSERVER. Players cannot play as JTAC or control ground units, but it has unlimited 
camera access to observe the action.  
Once a mission has been started, each player will choose which command role to play from the 
Choose Role window. Once you select the desired role, press the Start button. 


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Aircraft that are set to human control will also be listed. 
 
 
 
Set Mission Options 
 
The Mission Options panel has been described in detail previously in the System Bar chapter of 
the manual.  
Fly Mission 
 
Press the green flight button to exit the Mission Editor and open the mission Briefing menu in 
preparation for the flight. 
 
 
 


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Task Planning for Unit Groups 
Fundamental Concepts 
Mission building involves creating unit groups, planning of group routes and combat tasks, and 
developing a dynamic battlefield atmosphere using triggered events, mission weather and time 
of day settings. 
When designing a mission, you can choose one of two basic approaches to creating battle 
scenarios: 
1. Simple: Place and route groups with minimal adjustments of default route and task 
settings (actions to determine behavior will be created automatically). 
2. Advanced: Use the Advanced Actions Panel of the Group Properties Menu for precise 
manual control over group actions. 
The first method requires minimum use of the interface to create simple missions with the idea 
that AI groups will act generally as envisioned by the designer, but using automatic behavior 
actions programmed into the AI based on factors such as presence of enemy units, contact 
range, etc. In this approach, the AI will generally move along its route and engage enemy units 
as soon as they are within engagement range, which can vary based on the unit type and task 
(in case of aircraft groups). 
However, the automated AI actions created by default may not always produce the desired 
results. In particular, if the mission calls for complex AI actions, for example attacking only 
certain types of ground units in different target areas or restrictions on the use of particular 
weapons, the desired behavior may be achieved more effectively by using the Advanced Actions 
Panel to create and configure group actions in detail. Although more time consuming and 
complex, this allows for much greater flexibility and control in scripting AI behavior in the 
mission. 
Actions refer to the various behaviors a mission designer can script for the AI to perform in the 
mission. Before we describe all of the advanced actions in detail, you should understand the 
following terms: Group Artificial Intelligence, Task, Enroute Task, Command and Option. 
Tasks and Enroute Tasks are the primary combat actions and include a number of different 
targeting and engagement options for air, ground and naval groups. For example, a task to 
attack an enemy group or to act as a Forward Air Controller (FAC) in providing targeting 
commands to other friendly units. All Tasks and Enroute Tasks are actions performed over a 
period of time. Commands are instantaneous actions, such as setting a radio frequency for the 
group. Options are rules or limitations imposed on the group in executing an action. 
All actions include a number of conditions the mission designer can set to control the starting 
and ending of the action. These include setting a mission time for starting and/or ending the 
action, action duration time, flag states (on/off), action activation probability, and custom 
scripting in LUA code language. 
 


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Group Artifical Intelligence (AI) 
Group Artificial Intelligence is a virtual object (represented by the lead unit of a group) that 
controls game units or a group of units. The AI executes the actions set for the group in the 
mission editor. In doing so, the object follows behavior rules programmed into the simulation by 
the developers, however its behavior can also be adjusted by the mission designer using the 
tasking options available in the Advanced Actions Panel. Note, actions are set for entire groups 
only and not for individual units within a group. 
 
When creating a group route, the mission designer can add or edit the actions for the group to 
perform at each waypoint (WP) of the route. Actions of a given waypoint are activated once the 
group leader reaches the waypoint. The actions are performed sequentially based on their order 
and/or priority setting. Priority is set as a whole number, starting with 0 as the highest priority 
value. Actions can also be set in the Trigger Menu of the mission editor to be activated 
independently of the route waypoints. 
Perform Task 
Task actions involve combat engagement, targeting and maneuvering. By setting a Perform 
Task, the mission designer commands the AI to perform a specific combat function at a specific 
point in the mission. For example: orbit on station, engage an enemy group, provide targeting 
to other groups as a FAC. Tasks have the highest execution priority for the AI and are generally 
used to set the primary group action for a waypoint. The AI will perform multiple Tasks one at a 
time according to their order or priority setting. 
Task execution can be ended either by the AI automatically in-game or according to the action 
stop conditions set by the mission designer. For example, the AI will cease to attack a 
designated group of enemy vehicles when all of the vehicles in the group are destroyed or the 
AI group has exhausted its supply of usable weapons. Alternatively, the AI can be forced to 
cease the attack by setting an action stop condition, such as an action duration time limit. 
Start Enroute Task 
Like Perform Tasks, Start Enroute Tasks are combat actions that involve targeting or 
engagement actions. However, Start Enroute Tasks are designed to be active for the length of 
the group's route and can be executed multiple times and in multiple locations as long as the 
conditions for executing the Start Enroute Task are in effect and the AI is able to execute the 
action. As such, Start Enroute Tasks assume periodic interruptions of route navigation to 
perform the action, such as attacking "pop-up" enemy units detected along the route. 
Whereas Tasks involve definitely known and pre-set targets, Start Enroute Tasks allow for some 
uncertainty in target type or location. The key phrase to keep in mind when using Start Enroute 
Tasks is "Search For...". This means the AI will actively search for the target and perform an 
attack only when the target is detected. 
Start Enroute Tasks can only be ended by action stop conditions set by the mission designer. 
Otherwise, an Start Enroute Task will be active for the duration of the AI's "life" in the mission. 
Numerous Start Enroute Tasks can be active simultaneously, however only one Start Enroute 
Task can be executed at a time. If conditions for multiple Start Enroute Tasks are true (for 


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example, enemy groups designated in two different Start Enroute Tasks are detected 
simultaneously), one Start Enroute Task will be selected by the AI to perform based on its order 
or priority setting.  
Note, any Task will always have a higher priority over any concurrent Start Enroute Task (unless 
set otherwise manually by the mission designer). As such, an Start Enroute Task can be 
interrupted by a Task and resumed after its completion. 
Perform Command 
A Command is an instantaneous group action that is executed immediately upon activation. For 
example, a Set Frequency command action will change the group's radio communications 
frequency. Like Tasks and Enroute Tasks, the conditions for executing Commands can be 
customized by the mission designer and include mission time, flags state, command activation 
probability, and custom scripting in LUA code language. 
Set Option 
Options set rules for the group for the duration of the mission, unless started and ended at 
specific waypoints. Options are set using the format:<variable>=<value>, such as 
Formation=Trail. Using such options, the mission designer can control the AI's use of sensors 
and weapons when performing actions. For example, the <Radar Use> option setting to 
<Never> can be used to script a radar-silent intercept. 
 
All actions can be tied to route waypoints or set independently of the route using the AI Task 
action of the Trigger Menu of the mission editor. In the latter case, the action will be executed 
when the rules of the trigger are in effect, as opposed to passing a waypoint. 
 
A more thorough overview of all AI actions will be provided below. 
 
Panel Flags 
"Flag" variables in the form of a checkbox are used extensively to enable/disable various options 
in the panels of the Group Properties Menu. Do not confuse this with the FLAG ON/FLAG OFF 
trigger rule and action in the Trigger Menu of the mission editor. You can think of panel flags as 
"locks". 
 
 
 
Speed lock checkbox 


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In conclusion, some of the main steps in creating a mission include: creating unit groups, 
placing the group routes on the map, setting up group main tasks (for aircraft groups), 
configuring the group actions using the Advanced Actions Panel (Tasks, Enroute Tasks, 
Commands, Options), creating triggers to script certain group actions in addition to those set 
with route waypoints. 
 
 
 


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Group Route Planning 
When placing group routes, one of the basic functions to set will be the desired speed 
("SPEED") and estimated time of arrival ("ETA") for each waypoint. 
 
 
 
Depending on the plans of the mission designer, one, both or neither of these values can be 
"locked" at each waypoint using the panel flags. When either value is locked by the user, the 
mission editor automatically calculates the other value based on the known range between 
consecutive waypoints. 
Locking speed and ETA values requires a logical consistency between waypoint lock settings as 
not every combination of speed and ETA lock is always possible. The route waypoint locks must 
be arranged such that the AI always retains a reference time value somewhere along the route. 
Using an example of a relatively simple route consisting of 4 waypoints, the following 6 
combinations of lock settings are valid. 
The Red Coalition has the following three designations for WP: 
1. SP – Starting Point, 
2. WP … – Waypoint Route Number, 
3. DP – Destination Point. 
Speed and ETA for the 
selected waypoint 
 
Selected waypoint # 
 


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The Blue Coalition has all its WP set to zero by default. 
Example 1 
User locks: 
• 
Group start time (Т0), i.e. ETA for WP0; 
• 
ETA for the final waypoint (Т3); 
In this case, the user doesn't control the speed and ETAs for waypoints 1 and 2 or the speed for 
WP3. These values are calculated by the mission editor automatically. The mission editor 
calculates the average speed for the route to reach WP3 at the designated ETA. Note that the 
desired speed refers to the speed to the waypoint, i.e. the speed the AI group will assume once 
it passes the preceding waypoint. 
The AI group will attempt to adjust its speed for WP1, WP2 and WP3 as necessary to arrive at 
WP3 at the locked ETA. 
 
 


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If the user unlocks the ETA for either WP0 or WP3, the route will no longer be valid, because 
the mission editor will not have a time reference for calculating the desired speeds for WP1 and 
WP2. When a route is invalid, the speed and ETA checkboxes become framed in red to indicate 
an error and a corresponding message appears when the user attempts to close the Group 
Properties Menu or save the mission. 
In order to unlock both the speed and ETA of a waypoint, at least one preceding and 
subsequent waypoint must have a locked ETA! 
Example 2 
User locks: 
• 
Group start time (Т0), i.e. ETA for WP0; 
• 
Speed (V0 – V3) for each waypoint; 
In this case, the user doesn't control the ETAs for any waypoints after the initial waypoint, but 
wants to ensure the group maintains a desired speed along the route. The mission editor 
automatically calculates the ETAs for WP1, WP2, WP3 based on the known range and locked 
desired speed of the waypoints: 


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Example 3 


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User locks: 
• 
Group start time (Т0), i.e. ETA for WP0;  
• 
ETA for all other waypoints (Т1, Т2, Т3); 
In this case, the user wants to ensure the waypoints are reached at the designated ETAs. The 
AI group will attempt to maintain speed for each waypoint such that it arrives at each waypoint 
at the designated ETA. 
The mission editor calculates the desired speed for each waypoint based on the known range 
and ETA between consecutive waypoints: 
 
 
 


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Example 4 
User locks: 
• 
Group Start time (Т0), i.e. ETA for WP0; 
• 
Desired speed for WP1 and WP3 (V1, V3); 
• 
ETA for WP2 (Т2); 
In this case, the user controls the ETA for WP2 and the travel speed for WP1 and WP3. 
The mission editor automatically calculates the ETAs for WP1 and WP3, as well as the speed for 
WP2: 
 
 


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Eagle Dynamics  185 
 
 
 
Example 5 
User locks: 
• 
Group start time (Т0), i.e. ETA for WP0; 
• 
ETA for the final waypoint (Т3); 
• 
Desired speed for WP1 and WP3 (V1, V3); 
In this case, the user controls the ETA for WP3 and also the travel speed for WP1 and WP3. 
Such a route is valid, because there is at least one waypoint (in this case WP2) between the 
starting and ending waypoints, which has both the speed and ETA unlocked, allowing the 
mission editor to automatically calculate both values as needed to meet the desired settings for 
WP0, WP1 and WP3. 
The AI group will attempt to adjust its speed for WP2 such that it will arrive at WP3 at the 
designated ETA and desired speed. 
The mission editor automatically calculates the ETA for WP1 and WP2, as well as the desired 
speed for WP2: 


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Eagle Dynamics  187 
 
Example 6 
User locks: 
• 
ETA for the final waypoint (Т3); 
• 
Desired speed for WP1 – WP3 (V1 - V3); 
In this case, the mission editor automatically calculates the starting time (ETA for WP0):  
 
 
 


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If the SPEED or ETA value is outside of the valid range for the particular unit (such as desired 
speed below the minimum flying speed), the SPEED and ETA checkboxes become framed in red 
to indicate an invalid value warning and a corresponding message appears when the user 
attempts to close the Group Properties Menu or save the mission. To correct such an error, 
enter a valid value in the locked field. 
 
If the user attempts to set an invalid route, for example lock the speed for all waypoints and at 
the same time lock the ETA for the starting and final waypoints, the SPEED and ETA checkboxes 
become framed in red to indicate a flag error warning and a corresponding message appears 
when the user attempts to close the group properties panel or save the mission: 
 
To correct such an error, set waypoint locks to a valid route combination. 
 
 


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Hints 
• 
To avoid repetitive error messages when closing the group properties panel, use the 
waypoint edit panel to cycle between waypoints rather than selecting waypoints on the 
map: 
 
• 
To correct invalid SPEED or ETA value warnings (red font), enter a valid value. 
• 
To correct invalid flag warnings (red checkboxes), set the SPEED and ETA locks to a valid 
route combination. 
• 
Every route must have at least one waypoint with a locked ETA! This can be the initial 
waypoint to set the group starting time or any subsequent waypoint. 
• 
The Mission Editor does not prevent you from setting any combination of speed and ETA 
locks, however it informs you when an invalid combination is set with either an invalid 
value warning or invalid flag warning. A warning window will pop-up if attempt to save 
the group properties or the mission whenever an invalid route is present. 
 
 


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Place Airplane and Helicopter Group 
 
At the top of the Object (OBJ) Tool Bar are the Place Airplane and Place Helicopter buttons. You 
will use these buttons to place aircraft groups in the mission, set their routes, and the actions 
they will take. When placing an aircraft group, it is important to remember that the groups can 
consist of one to four units (aircraft). Because the placement functions of fixed wing and rotary 
wing (helicopters) are very similar, we will discuss them jointly. 
Note, the mission editor supports group copy/paste functionality. To copy a group, select it and 
press [CTRL+C]. To paste the group with identical properties, position the mouse over the 
desired point on the map and press [CTRL+V]. 
The aircraft Group Properties Mode consist of numerous functions, which are described below. 
We will discuss them from top to bottom. 
 


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NAME. In the Name field, you may enter in a unique name for the aircraft group. If you do not 
enter one, a default name will be generated. The Name you create will be used when assigning 
some types of Triggers such as a Group Dead condition. Always be careful not to assign more 
than one group with the same Name.  
CONDITION. The condition for the random spawning of a group in a mission. For this, LUA 
expressions used in the Simulator Scripting Engine Documentation are entered into the field. 
First, the initialization script should be loaded in the trigger panel. The script is executed before 
the mission is loaded and its result is used to set the conditions for the random group spawn. 
COUNTRY. The Country drop down list will display all the countries that have been assigned to 
either the RED or BLUE sides when the mission was initially created by use of the CREATE NEW 
MISSION button. The Country selected will filter the TYPE of aircraft available.  
TASK. The Task drop down menu allows you to select the group task. This setting will be in 
effect for the group for the duration of the mission. Note, the group task serves as a filter of 
available and automatically generated actions in the Advanced Actions Panel as well as the 
default payloads available. 
 
 
 
• 
Nothing. This mission task assumes a non-combat flight along a route. Such an aircraft 
does not take part in any active actions against enemy forces and just follows its route. 
Under the threat of an enemy attack the aircraft will try to evade it. 
• 
AFAC. The Airborne Forward Air Controller (AFAC) mission task will set the assigned 
aircraft to mark targets with smoke rockets or illumination flares. For night missions, this 
can be a useful task to assign an airplane to support a player flying a Close Air Support 
(CAS) mission. 


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• 
Anti-ship Strike. A mission task to attack enemy marine vessels using anti-ship 
missiles. 
• 
AWACS. (Airborne Warning and Control System). The AWACS aircraft flies according to 
a planned straight or circular route using looped waypoints, and it alerts allied aircraft, 
SAM sites, and ships when it detects enemy aircraft. Certain SAM systems can receive 
targeting data directly from the AWACS even when their own acquisition radar systems 
have been destroyed. Note that AWACS detection can be limited by range, very low 
target altitudes, and terrain masking. 
• 
CAP (Combat Air Patrol). The CAP mission task implies flying a large race-track pattern 
using looped waypoints around a defined route to defend an area from enemy aircraft 
incursion. This type of task does not involve spotting and destroying enemy ground 
targets or a significant deviation from the planned route to intercept aircraft. Be aware 
that a high-altitude CAP will make life for low level interdiction easier for your aircraft. A 
combination of a high/low CAP sandwich is the most balanced deployment. The crucial 
factor while patrolling will be the fuel load limiting the distance and duration of the CAP. 
Unless manually disabled by the mission designer in the Advanced Actions Panel, all AI 
aircraft will stop patrolling and return to base in a straight route as soon as their fuel 
falls to the guaranteed minimum required for the return flight (Bingo fuel state).  
• 
CAS (Close Air Support). CAS involves actively searching for enemy ground targets on 
the battlefield and destroying them in support of friendly ground units under fire. This 
task is most suitable for dedicated attack aircraft and helicopters. 
• 
Escort. This mission task is allocated to fighters and attack helicopters and involves 
escorting allied aircraft (transport aircraft, bombers, or attack aircraft) and defending 
them along the route from possible attacks of enemy aircraft and air defense systems. In 
doing so, the escorts should not engage in fights with the enemy if they do not pose a 
threat or are significantly off the course line. 
• 
Fighter Sweep. The fighter sweep mission task is a combat task that involves 
penetrating enemy air space to attack enemy fighters or other types of aircraft. The 
main objective of a fighter sweep is winning air superiority and to ensure unimpeded use 
of the air space by friendly aircraft. Since the aircraft taking part in a fighter sweep may 
find themselves at a considerable distance from their airfields and take part in prolonged 
dogfights, their fuel load will be a crucial factor. 
• 
Ground Attack. This mission task is used to attack enemy ground targets using a 
variety of air to surface weapons. This type of mission usually involves unguided bombs 
weighing from 500 to 20000 lbs. and unguided rockets. Unless otherwise set in the 
advanced tasking options, the AI will generally prioritize use of longer-range weapons, 
such as guided air-to-surface missiles, over shorter-range weapons, such as unguided 
rockets and cannon. 
• 
Intercept. This is a defensive mission task whereby the aircraft must carry out an active 
search of incoming enemy aircraft and/or receive targeting data from ground based or 
airborne radar. This type of combat task is reserved for large scale defense and active 
patrolling and you should not use it while defending a small area or a local installation. 


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While chasing the enemy, the interceptor may deviate far from its planned route and the 
area that is to be defended will be left undefended. 
• 
Pinpoint Strike. The Pinpoint strike mission task involves detecting and attacking 
surface targets using precision-guided weapons. 
• 
Reconnaissance. The aircraft will fly directly over the assigned Reconnaissance Task 
waypoint to best acquire intelligence. 
• 
Refueling. This mission task is reserved for aerial tankers. An aircraft assigned this 
mission will refuel any thirsty allied aircraft during its flight. 
• 
Runway Attack. This is a specialized form of ground attack that will allow the aircraft 
to automatically align the axis of its attack along the length of the targeted runway. This 
is most useful when deploying runway denial weapons. To do so, set the Targeting area 
over the airfield to attack and select Airfields from the Target Categories. 
• 
SEAD (Suppression of Enemy Air Defenses). Similar to the CAS Task, this mission task 
allows you to use attack aircraft in a more specialized role to attack enemy air defense 
sites with anti-radar missiles or other weapon types. 
• 
Transport. An aircraft assigned to a Transport mission task does not take part in any 
active actions against enemy forces and just follows its route. Under the threat of an 
enemy attack the aircraft will try to evade it. 
UNIT. The Unit selection is composed of two fields and they allow you to select how many 
aircraft units will be part of the flight group (1 to 4). The right field is used to set the total 
number of airplanes in the group; to do so, use the left and right arrow buttons. The left field is 
used to select an airplane within the group; to do so, use the left and right arrow keys. 
TYPE. Depending on the Country and Task selections, a list of appropriate aircraft is listed in 
this pull-down list. 
SKILL. The Skill level allows you to select how competent the aircraft pilot is when flown by the 
artificial intelligence. This setting can control such factors on how much G the pilot can pull, at 
what range it will attack, and how accurate its weapon delivery skills are. There are five Skill 
options for AI aircraft: 
• 
Average – an AI pilot with average training. 
• 
Good – an AI pilot with good training. 
• 
High – an AI pilot with high training. 
• 
Excellent – an AI pilot with excellent training. 
• 
Random – This option will randomly select from one of the four options above.  
 
For non-AI groups, you have two selections: 
• 
Client – If you wish the aircraft to be flown by a human in a multiplayer game, set it as 
Client. Do not set aircraft to Player in a multiplayer game.  
• 
Player – Set the aircraft to Player when you want it to be flown by a human player in a 
single-player mission/campaign.  


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Note that a unit's skill level will affect its detection ranges, reaction times and targeting errors. 
PILOT. Enter a unique name for each unit within the aircraft Group. If you do not, a default 
name will be created automatically. This name is important because it will be used to set Trigger 
Conditions. For example, if you create a condition based on the destruction of a unit, the unit 
will be selected from a list using its PILOT name. 
TAIL #. Enter in this field either a three- or two-digit number you wish to have displayed on the 
aircraft.  
COMM. Frequency for radio communications in MHz. The AI group will conduct radio 
communications at the specified frequency. Example: 124 MHz AM means a frequency of 124 
MHz in the AM (amplitude modulation) band. 
CALLSIGN. Type in the callsign of the aircraft you wish it to use. For Russian aircraft, a three-
digit number is used. This callsign will be used in communications with the flight, AWACS, and 
ground controllers. 
HIDDEN ON MAP. check box. After creating a mission, you may wish to hide certain units so 
that people playing your mission cannot see them. For example, you may want to hide mobile 
enemy units from being seen by the player on the briefing and F10 maps. Press this check box 
to hide the selected aircraft group from the ME World Map and F10 view. You can view all 
hidden groups using the Units List window (discussed later in this manual).  
UNCONTROLLED.  When setting an AI group to a “Takeoff from Ramp” (cold start) waypoint, 
the Uncontrolled check box can be used to have the AI group appear at their starting location 
on the ramp, but not begin the spool up sequence until initiated by an AI TASK trigger as set by 
the START Command in the Triggered Actions of the group. In this case, the group aircraft will 
appear in the mission in parked configuration and remain as such until triggered to “come alive”. 
HIDDEN ON PLANNER. This option hides aircraft from the mission map in the mission 
planner. This option can be useful if you need to hide an object from the player. 
LATE ACTIVATION. This option spawns a group of aircraft in the mission after a certain time 
after reaching any condition or event. 
 
Modal Buttons 
The following modal buttons are displayed on the lower half of the Group Properties Panel:  
For AI groups: 
 
• 
route, 
• 
payload, 
• 
triggered actions, 
• 
route summary. 
For player-controlled aircraft: 


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• 
route, 
• 
payload, 
• 
triggered actions, 
• 
route summary, 
• 
INU fix point, 
• 
navigation target points, 
• 
failures, 
• 
waypoint properties, 
• 
radio presets. 
Route Mode 
 
When in Route mode, the data in the lower half of the Group Properties Menu is in regards to 
waypoint management. Waypoints are arbitrary points on the map (Lat, Long, and altitude) that 
can be chained together to create a flight route. During the course of a mission, the group will 
fly from one waypoint to the next along the route line and at each waypoint you can assign 
unique characteristics.  
To place a new aircraft group, you will need to be in the Route mode and have an aircraft 
selected. You may then left click on the map to place the groups starting point, which will also 
be waypoint 1. When you place a group, its waypoint marker (circle with its waypoint number 
next to it) and route line will be colored appropriately: 
 White - Selected unit.  
 Red - A Red side unit that is not selected.  
 Blue - A Blue side unit that is not selected.  
At the starting waypoint, there will be a unit icon instead of a standard waypoint circle. Different 
icons denote different types of units: 
 
 
 


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Aircraft Editor Icons (Russian/Western) 
Russia 
NATO 
Unit Type 
 
 
Utility helicopter 
 
 
Attack helicopter 
 
 
Reconnaissance helicopter 
 
 
Anti-ship/Anti-submarine helicopter 
 
 
Fighter aircraft 
 
 
Attack aircraft 
 
 
Reconnaissance aircraft  
 
 
Bomber aircraft 
 
 
Transport aircraft 
 
 
AWACS (Airborne Early Warning and Control) 
 
 
Anti-ship/Anti-submarine aircraft 
 
 
Tanker 
 
 
UAV (Unmanned Aerial Vehicle) 
 
 


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For each waypoint of the route, the following options can be set in the waypoint control panel 
as described above. 
 
WAYPOINT. The WAYPOINT fields allow you to cycle between waypoints you have created, 
and by left clicking on the World Map you will add a waypoint. The left field displays the 
currently selected waypoint and you can cycle it by pressing the left and right arrow buttons. 
The field on the right displays the total number of waypoints in the route. The circle and 
waypoint number of the selected waypoint will be colored yellow on the map. 
NAME. For each waypoint you can assign a unique name. Type the name of the waypoint in 
this field and this name will then appear next to the waypoint on the map. 
TYPE. Each waypoint can be assigned a type of action that the aircraft will perform when it is at 
that waypoint. These include: 


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• 
Turning point. This is the most common and basic waypoint and will result in the 
aircraft performing a lead turn ahead of the actual waypoint location to complete the 
turn on course for the following waypoint. 
 
• 
Fly over point. Much like a Turing Point, a Fly Over Point will sequence the aircraft 
from the preceding waypoint to the next, but only after passing directly over the 
waypoint location. This will result in a course correction required to come on course for 
the following waypoint. 
 
• 
Takeoff from runway. This type is only available when waypoint 1 is selected and it 
allows the aircraft to start on the runway threshold with all systems up and running. 
When set to Takeoff, the waypoint will snap to the nearest airfield or FARP. 
• 
Takeoff from ramp. This type is only available when waypoint 1 is selected and it 
allows the aircraft to start on the parking apron (ramp) with all systems shut down. 
When set to Takeoff, the waypoint will snap to the nearest airfield or FARP. 
• 
Takeoff from parking hot. This type is only available when waypoint 1 is selected and 
it allows the aircraft to start on the parking apron (ramp) with all systems up and 
running. When set to Takeoff, the waypoint will snap to the nearest parking apron 
(ramp). 
• 
LandingReFuAr. This type is available when selecting any waypoint other than 1. When 
set to LandingReFuAr, the waypoint will snap to the nearest airfield or FARP. 
• 
Landing. This type is only available when the last waypoint in the route is selected; the 
waypoint will automatically snap to the nearest airfield or FARP. 
• 
Takeoff from ground. This type is only available when waypoint 1 is selected and it 
allows the aircraft to start from the ground with all systems shut down. In this case, it 
takes some time to prepare for takeoff. 
• 
Takeoff from ground hot. This type is only available when waypoint 1 is selected and 
it allows the aircraft to start from the ground with all systems up and running. 


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ALTITUDE. The altitude setting will set the altitude in meters that the aircraft will be at when it 
reaches the waypoint. To set this, you can either use the left and right arrow buttons or type it 
into the field. 
• 
Altitude type. Altitude can be set in meters above Mean Sea Level (MSL) - altitude 
measured relative to sea level (constant) or in meters Above Ground Level (AGL) - 
altitude measured directly over the ground below. Because terrain elevations vary 
throughout the theater, setting an AGL altitude will result in the aircraft following the 
terrain contours along the route leg for the waypoint. On the other hand, setting an MSL 
altitude will result in level flight at the set altitude, unless obstructed by terrain (such as 
when attempting to maintain a low-level MSL altitude in mountainous terrain). 
SPEED. Indicates the desired ground speed for the waypoint as set by the user when the speed 
is locked or as automatically calculated by the mission editor when the speed is unlocked. Note, 
at high altitudes the ground speed is significantly different (higher) than indicated airspeed, 
which is displayed in the aircraft cockpit. 
GS (GROUND SPEED LOCK CHECKBOX). Selects between manual and automatic entry of the 
desired speed for the waypoint. Not applicable to a starting waypoint.  
If the speed is locked, the group will attempt to maintain the desired speed on the route leg 
from the preceding waypoint to the current one.  
MACH. The Mach number shows the ratio of the speed of the aircraft relative to the speed of 
sound. Depends on the height, temperature and pressure specified in the editor. It is shown 
only in the aircraft group panel. 
START/ETA (Estimated Time of Arrival). Indicates the desired arrival time for the waypoint (or 
group start time in the case of the initial waypoint). This is set by the user if the ETA is locked or 
calculated automatically by the mission editor if the ETA is unlocked. 
Fix Time (ETA LOCK CHECKBOX). Selects between manual and automatic entry of the desired 
ETA for the waypoint. The ETA is locked for the initial waypoint (group start time) by default. 
When locked, the ETA field can be used to set a delayed group activation in the mission by 
setting an ETA for the initial waypoint at a time past the mission starting time. For example, if 
the mission is set to start at 12:00:00/1 and the user wishes to have the group appear in the 
mission 15 minutes after the mission starts, he can lock the ETA for waypoint-1 at 12:15:00/1. 
Furthermore, if the user wishes for the group to appear in the mission based on a triggered 
event of unknown time, he can set the ETA for the starting time past any likely mission time, 
such as 100 days later (12:00:00/100). In such a scenario, the group will not appear until 
triggered by the scripted event or the starting ETA is reached. 
If the ETA for the waypoint results in calculated speeds that are too slow or too fast for the 
aircraft type, the font will become red to indicate an invalid entry and a corresponding error 
message will appear when the user attempts to close the properties panel or save the mission. 
See above for more information. 
 
 
 


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Waypoint Mode Buttons 
These three buttons allow you to add, edit and delete route waypoints. 
 
• 
ADD – In ADD mode, each press of the left mouse button over the map adds a new 
waypoint. This mode is selected on by default when a Group Properties Mode is open.  
• 
EDIT – In EDIT mode, existing waypoints can be selected on the map for editing in the 
waypoint properties panel.  
• 
DEL – Pressing this buttons deletes the selected waypoint. 
 
 
 


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Payload Mode 
 
The Payload screen allows you to set the aircraft's external stores (weapons, fuel tanks, and 
pods), internal fuel, quantities of chaff, flares and gun rounds, and the paint scheme. 
 
 
 
At the top of the Payload page is a drawing of the aircraft (head-on) that illustrates the station 
number assigned to each station. Stations can load weapons, fuel tanks, and pods according to 
the aircraft and station.  
Below the illustration is the Loading Chart and this lists each loading payload package as a 
separate line. To the left of each line is the name of the payload package, and each column to 
the right represents a different station and what is loaded on it. To select a payload package, 
click on it and it will be highlighted. If you right click your mouse on a station box in the chart, a 
pop-up window lists the possible types of payloads that can be hung on that station and by then 
moving your mouse to the right you can select the specific payload to load on that station. At 
the bottom of the pop-up window is the Remove option that allows you to clear the station.  
Below the Loading Chart is a group of five buttons that allow you to manage the chart. These 
include: 
Aircraft stations 
 
 
Payload options 
 
 
Internal loading 
 
 


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• 
NEW. In addition to the existing payload packages, you may press the NEW button at 
the bottom of the Loading Chart to create your own. Upon doing so, a pop-up window 
will prompt you to create a name for the new package. After you create a name and 
press the OK button to accept it, a new line on the loading chart with the name you 
entered will be displayed. You may then load each station using the right-mouse click 
function on each station.  
• 
COPY. You may also create new payload packages by making a copy of an existing one 
and then modifying it. To do so, select the package you want to use as a base and then 
press the COPY button. When you do so, you will be prompted to create a new name for 
the package. Once you do so, a new payload package line will be created with the new 
name but using the package assignment of the base-payload you selected.  
• 
DELETE. To remove a payload package from the chart, select the package you want to 
remove and then press the DEL (delete) button.  
• 
RENAME. If you are not satisfied with the name of a payload package, you may select 
the package and then press the Rename button. You will then be prompted to enter a 
new name for the package. Once you press OK, the package will be renamed.  
• 
EXPORT. When you create an aircraft group and set its TASK, a group of payload 
packages will be automatically associated with that task. The Export button allows you to 
associate a payload package with another Task. For example, if you have an all-ATGM 
package in the CAS Task that you also want to use as a Ground Attack Task package, 
you could select the package in CAS and then Export it to Ground Attack. The next time 
you create a Ground Attack Tasked group, the package would then appear as one of the 
payload options. 
 
To the right of the Payload screen is a set of controls that allow you to adjust the internal 
loading of the aircraft and the paint it will wear. 


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• 
INTERNAL FUEL (slider). The INTERNAL FUEL slider can be dragged left/right to set 
the amount of fuel loaded on the aircraft in percent of maximum. 
• 
FUEL WEIGHT. Loaded internal fuel as a kilogram (kg) value.  
• 
EMPTY. Empty weight of the aircraft without fuel and payload package in kilograms.  
• 
WEAPONS. Total weight of all loaded stores on stations in kilograms.  
• 
MAX. This field displays the maximum, safe total weight of the aircraft in kilograms. 
• 
TOTAL. Total weight of aircraft to include empty weight, fuel weight, and payload 
package weight in kilograms.  
The non-interactive slider bar below the MAX and TOTAL fields provides a visual indication of 
the maximum percent of loading on the aircraft as a percentage. 
Non-fuel internal loading of the aircraft is listed next: 
• 
CHAFF. Number of chaff bundles loaded. This can be decreased/increased using the "<" 
- ">" arrow buttons.  
• 
FLARE. Number of flares loaded. This can be decreased/increased using the "<" - ">" 
arrow buttons.  
 
Note, the total number of chaff and flares is limited by the number of countermeasure cartridges 
on the aircraft, so increasing one will decrease the other. 
 


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• 
GUN. Percent of maximum number of cannon rounds that can be loaded.  
• 
AMMO TYPE. Selection of the ammunition type loaded for the gun. 
• 
ROPE LENGTH. Adjuster of the length of the rope of the cargo transported on the 
external suspension of the helicopter. 
• 
PAINT SCHEME. Selection of the aircraft paint scheme ("skin"). The number of choices 
depends on the aircraft. 
Triggered Actions Mode 
 
The Triggered Actions button opens the Triggered Actions Panel. This panel can be used to add 
or edit group actions analogous to the Advanced Actions Panel, but activated based on trigger 
rules as scripted in the Triggers Menu using the AI TASK trigger action. 
Route Summary Mode 
 
The Summary panel provides information on the entire flight route of the selected air group. 
 
START TIME. The mission start time for the group in Hour:Minute:Second/Day.  
ROUTE TIME. How long it will take the aircraft to fly the route, assuming no departures from 
the planned route. This is indicated in Hour:Minute:Second/Day format.  
ROUTE LENGTH. Total distance of the route in meters.  
AVERAGE SPEED. The average indicated airspeed of the route by totaling the assigned 
airspeed of each route leg and then dividing by the number of legs.  
 
 
 


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INU Fix Point Mode 
 
The INU Fix Point button opens the INU FIX POINT panel. This panel is used to place reference 
points with known earth coordinates for the Inertial Navigation Unit (INU) of the player aircraft. 
These points can be used to update the INU when flying over or designating them using the 
targeting system. Usually visible landmarks are used as update locations, such as bridges or 
other easily identified landmarks. 
 
 
 
The coordinates of the point will appear in the INU FIX POINT panel. Fix Points can be placed 
directly on the map using the mouse in ADD mode or moved over the map in EDIT mode. 
Pressing the DEL button will delete the fix point.  
 
 


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Target Point Mode 
 
The Target Point mode allows you to set target points for the navigation system. 
Target Points can be used by the mission designer to designate coordinate points on the ground 
as targets. These points can be selected by the pilot in flight using the "OT" button on the 
navigation system and are indicated on the PVI-800 and ABRIS displays. 
 
ADD. Add a new Target Point. 
EDIT. In EDIT mode, the Target Point can be moved over the map by clicking and dragging the 
point. 
DEL. Delete the selected Target Point. 
 
The Target Point panel indicates the latitude/longitude coordinates of the selected Target Point. 
The Comment field allows you to add a custom comment for the selected Target Point. 
Note, the navigation system of the Ka-50 can store up to 10 Target Points. 
In flight, Target Points 0 - 9 can be selected on the PVI control panel. 
Target Points Panel 
Target Point Number 
Target Point 
Coordinates 
Comment 
Target 
Target Point #1 
stored as "TRG01" 


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A detailed description of operations using the operational points panel is given in the pilot's 
manual of the aircraft equipped with the operational points function. 
 
Failures Mode 
 
The FAILURES Panel allows you to set the aircraft's failures. The list of failures depends of 
aircraft type. 
Your aircraft might be damaged in combat as the result of a missile or shell hit. To be ready for 
such a situation and to be able to fly the aircraft when onboard systems have failed, this tool 
allows you to simulate such failures. Select the Failures button and specify in the failures panel 
the device you want to fail. Specify the exact failure time for the device or a Time Between 
Failure (TBF) if you wish to simulate failures without an exact failure time, but will occur within 
that specified time frame. For example: if you specify 30 in the Within field for the left engine, 
this means that your left engine will fail within the next 30 minutes. If you were to specify 0:15 
in the After field, the failure will occur with set probability within the next 30 minutes after 15 
minutes after takeoff.  
Target Point Mode 
 
Selected Target Point 
indicationon the PVI 
 
Selected Target Point 
indication on the ABRIS 
 


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Additionally, you can adjust the probability of failures by adjusting the Probability (%) field using 
the arrow buttons. The Probability ranges between 0% (no chance) to 100% (certain failure). 
Note that failure(s) only apply to the Player aircraft. 
 
 
Along the left side of the window is the DEVICE list that can be used to set an in-mission failure.  
To the right of each device line is a set of fields that allow you to set a time frame from mission 
start that the failure will occur and the probability that the failure will occur. 
• 
AFTER (hh:mm). Input the hour and minutes from mission start that the failure will 
occur.  
• 
WITHIN (mm). Use the third field to determine the time that the failure may happen.  
• 
The PROBABILITY (%) field allows you to enter the probability as a percentage (0 – 
100) that the failure will occur in the mission. 
The steps needed to set aircraft failures include: 
1. Check the checkbox of the desired failure. 
2. Set the time at or after which the failure is to take place (hh:mm). 
3. Set the time within which the failure is to take place (mm). 
4. Set the probability for the failure to occur (%). 
For example, to set a left engine failure an hour into the flight within a 15-minute time span and 
a 50% probability, check the L-ENGINE Device box, enter 01:00 in the After field, enter 15 in 
the Within field, and enter 50 in the Probability field. 
At the bottom of the window are two additional controls: 
• 
RAND. Pressing the random button will randomly select devices to fail and set random 
time windows and probabilities.  
• 
CLEAR. The clear button will disable all failures and set all time windows and 
probabilities to zero.  


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Note, the mission editor supports group copy/paste functionality. To copy a group, select it and 
press [CTRL+C]. To paste the group with identical properties, position the mouse over the 
desired point on the map and press [CTRL+V]. 
Waypoint Properties Mode 
 
 
A detailed description of the operations for using the waypoint parameters panel is given in the 
manual for the NS 430 navigator and the pilot's manual of the aircraft equipped with the 
waypoint function. 
Example for А-10С. Attributes define the steering modes selected for the desired steerpoint. 
These steering modes are; scale, steer, vertical navigation (2D/3D), vertical angle (when in 3D 
mode only), and selected vertical angle (when in 3D mode only). 
 
 
 


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Radio Presets Mode 
 
 
The panel is used to preset frequencies on the channels of the radio stations on this type of 
aircraft. User-set frequencies are saved to the mission file. 
 
 
 
 
 


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Advanced Actions Mode (aircraft groups) 
 
Pressing the Advanced tab open the Advanced Actions Panel, which lists the actions associated 
with the selected waypoint: 
 
This panel is used to set (add/edit/delete) group actions (Perform Task, Start Enroute Task, 
Perform Command, Set Option), which are tasked to the AI at this waypoint by the user or 
generated automatically by the Mission Editor.  
Panel Interface Controls 
The following buttons are located at the bottom of the Advanced Actions Mode: 
• 
ADD – Adds a new action to the list. When pressed, a default No Task action is created, 
which can be edited in the Action Settings pop-up panel to the left. 
• 
INS – Inserts a new action above the currently selected one. 
• 
EDIT – Opens the Action Settings pop-up panel to display and edit the settings of the 
action. The same functionality is duplicated when clicking on any route waypoint on the 
map. 
• 
DEL – Deletes the selected action. 
• 
UP – Moves the selected action up the list. 
• 
DOWN – Moves the selected action down the list. 
• 
CLONE – Clones the selected action down the list. 


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Actions List 
The Actions list includes all Perform Tasks, Start Enroute Tasks, Perform Commands, and Set 
Options associated with the currently selected waypoint (to be more precise, associated with 
arrival at the currently selected waypoint by lead AI unit of the group). The actions are executed 
sequentially or as prioritized once the group leader reaches the waypoint. 
As discussed previously, Perform Tasks and Start Enroute Tasks are executed as processes, i.e. 
requite time to complete. Perform Commands are executed instantaneously. Options set rules 
and limitations for the group. 
Only one Task can be performed at a time. Some additional priority rules apply when triggered 
actions are present in addition to standard waypoint actions, which we will discuss below.   
Multiple Start Enroute Tasks can be active at the same time, but only one can be executed at a 
time. All Start Enroute Tasks are stopped if a Task needs to be performed. If an Start Enroute 
Tasks is stopped to perform a Task, the Start Enroute Task is reactivated upon completion of 
the Task. 
Commands and Options are executed instantaneously according to the order in the actions list 
or priority setting. 
All actions listed in the actions list are displayed using a standard format of Action Number, 
Action Type with parameter(s), Action Name, Action Attribute: 
<number>.<type>(<parameter #1>, <parameter #2>, … <parameter #n>)“<name>” -
<attribute #1> -<attribute #2> …-<attribute #n> 
The Action Name is an optional custom name for the action for easier identification in the 
actions list. This field can be left blank (empty). 
The Action Attributes are used to reference one or more of the following possible attributes: 
• 
“-x” – disabled action; 
• 
“-a” – automatically generated action; 
• 
“-!” – invalid action. This attribute indicates an incorrect action, usually resulting from 
the action being incompatible with the group's mission task as set in the Group 
Properties Panel. This may be due to the mission designer changing the group's mission 
task after creating the action; 
• 
“-?/” – action includes a start condition; 
• 
“-/?” – action includes a stop condition; 
• 
“-?/?” – action includes both a start and stop condition; 
• 
“-ref” – action was started at a previous waypoint. 
Additionally, black, grey and red font colors are used to denote: 
grey – automatically generated action; 
white – valid action; 


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red – invalid action. 
 
Example of actions for an Su-25 attack group at WP1. 
 
 
 
 
 
 
 
 
 
 
Automatically generated 
action CAS (gray) 
 
Task, orbit 
 
Task, Attack group 
Command, set frequency 
 
Option, flare using 
 
Action was started at a 
previous waypoint 
 
Stop condition enabled 
 
 
Start condition enabled 
 
 
Disabled action 
 
 
Automatically generated 
action 
 
Number 
 
Action 
 
Parameter 
 
Name 
 
Attributes 


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Let's examine a sample scenario of 6 actions to better understand the execution sequencing 
based on the action type, list order, and priority setting: 
 
 
 
 
 
 
 
 
 
At mission start, the AI has two concurrent actions: action #1 (Enroute Task 1 <Search Then 
Engage in Zone>) and action #2 (Task 1 <Attack Group>). Unless set otherwise by the mission 
designer, any Task has a higher priority over any Enroute Task, so the AI begins to execute 
action #2, while storing action #1 in memory. Once action #2 is completed (or is no longer 
executable), the AI proceeds to execute action #3 (Command <Set Frequency>), action #4 
(Option <Flare Using>), action #6 (Task <Attack Unit>), while also starting #5 (Enroute Task 2 
P
r
i
o
r
i
t
y 
Time 
 
Task 1 
Command execute 
Option execute 
 
Task 2 
 
Start enroute task 2 (pending) 
 
Enroute task 2 
execute 
 
Start enroute task 1 (pending) 
 
Enroute 
task 1 
execute 
 
 
Enroute task 1 execute 
 
Enroute 
task 1 
(pending) 
 
#2. Task 1 (Attack Group) 
 
#5. Enroute Task 2 (Search Then Engage Group) Priority=0 
 
#3. Command (Switch Frequency) 
 
#4. Option (Flare Using) 
 
#6. Task 2 (Attack Unit) 
 
#1. Enroute Task 1 (Search Then Engage in Zone) 


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Eagle Dynamics  215 
 
<Search Then Engage Group>) and storing it in memory. Although both action #1 and action 
#5 (enroute tasks) are now running in the background, they cannot be executed while action 
#6 (a task) is underway. Once action #6 is completed (or is no longer executable), the AI can 
return its attention to actions #1 and #5. The conditions for action #1 become true first, so the 
AI begin to execute this action. However, action #5 has the higher priority setting of <0>, so 
when the conditions for both action #1 and action #5 are in effect, action #1 is stopped and 
action #5 is executed. Once action #5 is completed, the AI can return to executing action #1. 
 
Triggered Tasks 
Tasks activated by a trigger will have a higher execution priority over waypoint Tasks. For 
example, if a triggered Task is activated while a waypoint Task is underway, the waypoint Task 
will be stopped and stacked in memory while the AI switches to the triggered Task. Once the 
triggered Task is completed (or skipped due to not being possible), the previously running 
waypoint Task will be resumed. 
Triggered Enroute Tasks 
Enroute Tasks activated by a trigger will be added to the list of currently active Enroute Tasks. 
As with waypoint Enroute Tasks, triggered Enroute Tasks remain active until stopped by a stop 
condition. 
 
 
 


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Action Properties Panel 
 
 
 
The Action Properties Panel is used to configure the properties of the action selected in the 
actions list. The panel can be opened by pressing the ADD, INS or EDIT buttons in the action 
list, or by double-clicking an action. By default, pressing the ADD button adds a "No Task" action 
and opens a black Action Properties Panel. In the Action Properties Panel, the actions in the 
actions list can be cycled using the NUMBER </> buttons in the properties panel. 
Upper Action Properties Panel 
The Upper Action Properties Panel is used to set the main action properties, including the action 
type, as well as access the start and stop condition panels of the action: 
TYPE – action type drop-down menu.  
 
Upper Action Properties Panel 
 
Lower Action Properties Panel 
 


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• 
Perform Task – set a Task action; 
• 
Start Enroute Task – start an Enroute Task action; 
• 
Perform Command – set a Command action; 
• 
Set Option – set an Option action. 
ACTION – action drop down menu to select the specific action of the action type chosen in the 
TYPE menu (specific actions discussed below). 
NUMBER – indicates the selected action's sequence number in the actions list panel.  
 
ENABLE TASK (check-box) – removing the check disables the selected action and adds an "-x" 
attribute in the actions list panel. This function allows you to test AI behavior with and without 
the selected action without having to delete and re-create it in the actions list. 
NAME (input string) – input in this field is optional and can be used to enter a custom action ID 
to ease navigation and identification of the action for the mission designer or other potential 
users. 
 
CONDITION – this button opens and closes the Start Conditions Panel. Start conditions can be 
used to set rules for the selected action to begin and can include: mission time, logical variable 
(flag state), probability, and custom scripting in LUA code language. 
 
All of the start condition operate using a "OR" rule. When multiple conditions are set, any one 
being true will activate the action. 
TIME MORE – sets the in-game mission time after which this condition is in effect. 
IS USER FLAG – sets a flag number and status (on/true or off/false) as a start condition. The 
flag number can be entered manually or cycled using the left/right arrow keys. The flag state is 
set using the checkbox to the right of the flag number. If the box is checked, the flag needs to 
be on/true for the condition to be in effect. If the box is unchecked, the flag needs to be 


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off/false for the condition to be in effect. Flags can be set on and off using the trigger functions 
in the Trigger Menu. 
 
If flag 2 is ON/TRUE 
 
If flag 2 is OFF/FALSE 
PROBABILITY – sets the probability in per cent of the action being started. 
CONDITION (LUA PREDICATE) – this window can be used to enter a custom expression for 
the action using Lua code language. The code entered will be generated as a function: 
function <generated_name>() 
return <lua code> 
end, 
This function will be run periodically by the simulation and used as a start condition for the 
action. 
 
STOP CONDITION – this button opens and closes the Stop Conditions Panel. Stop conditions 
can be used to set rules for the selected action to end and can include: mission time, logical 
variable (flag state), custom scripting in Lua code language, duration in time since the action 
was started, and a route waypoint (for Enroute Tasks only). 
While Tasks can be stopped either by a stop condition or by the AI in-game when the task is 
completed (or skipped), Enroute Tasks are designed to be in effect for the duration of the route, 
so can only be stopped using a stop condition. 
The Stop Conditions Panel varies slightly between Tasks and Enroute Tasks: 
 
Stop Conditions 
Panel for Tasks 


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The TIME MORE, IS USER FLAG, PROBABILITY and CONDITION (LUA PREDICATE) functions are 
identical to the Start Conditions Panel. 
 
The DURATION function sets the maximum duration in time for the action to be active. The 
action will be stopped once the set duration time is exceeded. This can be a useful condition for 
Orbit tasks to limit the AI's time on station. 
The LAST WPT functions sets the waypoint at which the action will be stopped. 
 
 
Stop Conditions 
Panel for Enroute Tasks 


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Configuring Advanced Actions 
Once an action is selected in the ACTION drop down menu of the Upper Action Properties Panel, 
the action properties appear in the Lower Action Properties Panel and can be customized by the 
mission designer.  
The specific actions available for selection depend on the type of group being edited and the 
group task (CAS, Intercept, etc.). If the group task is changed after initial group creation, it may 
conflict with the actions already set in the actions list. In such cases, the invalid action(s) will be 
presented in red font and a "-!" attribute will be added to indicate an invalid action. An error 
window will also pop up if the user attempts to close the group Properties Panel or save the 
mission. 
 
 
 
 
 
 
 
Altered group task 
 
 
Invalid actions after altered group task 
 
 
 


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Automatic Actions 
An air group's task setting (CAS, Intercept, etc.) does not affect its behavior in-game, but only 
serves to filter the available actions in the Advanced Actions Panel. 
To allow users to build missions without involving themselves with the Advanced Actions Panel, 
an initial action is automatically generated for the air group at the initial waypoint. This action 
appears as a repeater of the group task, however in this case it does determine the groups 
behavior in-game. Any automatic action includes the "-a" attribute in the actions list. This action 
is automatically repeated as a reference with a "-ref" attribute at all other route waypoints. 
 
 
 
If the group task is changed after creation, the automatic actions are automatically changed 
accordingly. The group task actions can also be added manually using the Advanced Actions 
Panel. 
The following group tasks generate automatic actions of the same type: "AWACS", "Refuleing", 
"CAS", "CAP", "Fighter Sweep", "SEAD" and "Anti-ship". In all cases other then "AWACS" and 
"Refueling", the automatic actions are in fact Enroute Tasks to search for then engage targets 
appropriate to the task. Because these actions are automatic, the properties of these actions are 
pre-determined and cannot be edited. 
 
 


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Perform Task 
As mentioned above, the Perform Tasks available for a group depend on the group type and the 
group task. 
The following Perform Tasks may be available, depending on the group task: 
• 
No Task 
• 
Aerobatics 
• 
Attack Group 
• 
Attack Map Object 
• 
Attack Unit 
• 
Bombing 
• 
Bombing Runway 
• 
Cargo Transportation 
• 
Embarking 
• 
Disembarking 
• 
Escort 
• 
Follow 
• 
Ground Escort 
• 
FAC – Assign Group 
• 
Orbit 
• 
Land 
• 
Refueling 
• 
WW2: Big Formation 
• 
WW2: Carpet Bombing 
No Task 
Available for all group types and all mission tasks. A No Task action does not set any action for 
the group to perform. 
Aerobatics 
The action is designed to perform maneuvers and aerobatic figures. Applicable to:  
Group type(s): fixed-wing groups; 
Group Task(s): "Nothing", "CAP", "CAS", "Fighter Sweep", "Ground Attack", "Intercept", 
"Reconnaissance", "Transport". 


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During aerobatic task selection, a panel opens, showing a list where you can select the 
necessary maneuver and add (+) them to the Maneuver sequence column. The buttons below: 
DEL, UP, DOWN – are used to set the required sequence of maneuvers. The SAVE PRESET and 
LOAD PRESET buttons save and load preset series of aerobatic figures and maneuvers, 
respectively. 
Maneuver parameters: 
RepeatQty. Number of repetitions. 
InitAltitude. Initial altitude for maneuver execution. 
InitSpeed. Initial speed for maneuver execution.  
UseSmoke. Enables smoke. 
StartImmediately. Executes the maneuver immediately after mission start. 
Flight time. Sets the time for maneuver execution. 
 
Attack Group 
Attack a specific enemy air, ground or naval group as designated by the mission designer. 
Applicable to:  
Group type(s): fixed-wing and helicopter groups; 


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Group Task(s): "SEAD", "CAS", "AFAC" (can only designate ground groups as targets), "Anti-
ship" (can only designate naval groups as targets), "Intercept" (can only designate air groups as 
targets). 
 
 
The target group can be designated by selecting it from the GROUP drop-down menu in the 
Lower Action Properties Panel or by left-clicking over the target group on the map. 
When designated as the target, a red triangle appears over the target group and a dashed line 
connects the target triangle to the waypoint of the action. 
The Lower Action Properties Panel also allows you to set the specific weapon type for the 
attacking group to employ against this target or, alternatively, leave this choice up to the AI 
using the default "Auto" setting. If a specific weapon type is set, but the attack is not possible 
using this weapon type (for example, if the weapon type is missing from the payload or has 
been exhausted), the attack will not be performed. 
Target Panel: 
GROUP. Drop down menu to select the target group from all applicable enemy groups available 
in the mission. 
WEAPON. Drop down menu to select the weapon types cleared to use for this action. 
Depending on the task to be performed for the AC AI, the list of weapons in the menu may 
differ. Below is a complete list of available weapons for AI in the game and its description. Each 
menu item assigns a specific category/type of weapon to use. 


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• 
Auto. Automatic selection of weapons by the AI. 
• 
Unguided. Unguided bombs, rockets, cannon. 
o Cannon. Cannon only. 
o Rockets. Unguided rockets only. 
▪ 
Smoke rockets. Smoke rockets only. 
▪ 
Light rockets. Low-caliber unguided rockets. 
▪ 
Candle rockets. Illumination rockets only. 
▪ 
Heavy rockets. High-caliber unguided rockets. 
o Bombs. Unguided bombs only. 
▪ 
Iron bombs. General-purpose free-fall bombs. 
▪ 
Cluster bombs. Cluster bombs only. 
▪ 
Candle bombs. Illumination bombs only. 
• 
Guided. Guided munitions (bombs, missiles). 
o Guided bombs. Guided bombs only. 


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o Missiles. The use of all air-to-surface and air-to-air guided missiles aboard an 
aircraft. 
o ASM. Application of tactical guided missiles of air-surface class of all types on board 
the aircraft. The surface can be water and land. 
▪ 
ATGM. Anti-tank guided missiles only. 
▪ 
Standard ASM. Guided missiles on ground targets only. 
▪ 
ARM. Anti-radiation missile only. 
▪ 
Antiship missiles. Antiship missiles only. 
▪ 
Cruise missiles. Cruise missiles only. 
o AAM. Use of air-to-air guided missiles of all types on board aircraft. 
▪ 
SR AAM. Guided short-range missiles only. 
▪ 
MR AAM. Guided medium-range missiles only. 
▪ 
LR AAM. Guided long-range missiles only. 
Note, by limiting the AI on the types of weapons cleared for use in the action, you may prevent 
the AI from successfully executing it (for example, when the weapon type has been exhausted). 
REL QTY. The amount of payload cleared to expend in executing this action. 
MAX ATTACK QTY. The maximum number of attack runs cleared for this action. 
GROUP ATTACK. When checked, the entire flight group will participate in the attack of the 
target. By default, each aircraft in a flight group is assigned one target. 
DIRECTION FROM. Allows you to set the course (azimuth) of the aircraft group for reaching 
the target for an attack. 
ALTITUDE ABOVE. Sets the altitude of the aircraft group on approach to target. 
 
Attack Map Object 
Attack a specific structure or object on the map, such as a bridge, bunker, etc., based on a map 
coordinate position. Applicable to: 
Group Type(s): fixed-wing and helicopter groups; 
Group Task(s): "Pinpoint Strike", "Ground Attack", "Runway Attack".  


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Because world structures are not individually selectable on the map, this Task designates a 
target point on the map with a red triangle and dashed line connecting the target point to the 
Task waypoint. You can drag the target point using the mouse to position it over the desired 
target on the map. Once the Task is initiated, the AI will attempt to find the closest structure or 
object to the target point and attack it using the weapons set in the task properties. 
Target Panel: 
WEAPON. Drop down menu to select the weapon types cleared to use for this action. 
REL QTY. The amount of payload cleared to expend in executing this action. 
MAX ATTACK QTY. The maximum number of attack runs cleared for this action. 
GROUP ATTACK. When checked, the entire flight group will participate in the attack of the 
target. By default, each aircraft in a flight group is assigned one target. 
DIRECTION FROM. Allows you to set the course (azimuth) of the aircraft group for reaching 
the target for an attack. 
ALTITUDE ABOVE. Sets the altitude of the aircraft group on approach to target. 
 
Attack Unit 
Similar to the Attack Group Task, but allows the mission designer to designate a specific unit 
within the target group to attack. Applicable to:  


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Group Type(s): fixed-wing and helicopter groups; 
Group Task(s): "Pinpoint Strike", "Ground Attack", "Runway Attack". 
 
In addition to selecting a specific group unit as a target, the Attack Unit Task can be  used to 
designate a static object as a target using the STATIC drop-down menu or by left-clicking a 
static object on the map. This task also allows the mission designer to set the amount of 
munitions to expend and number of attacks runs. 
Target Panel: 
GROUP. Drop down menu to select the target group from all applicable enemy groups available 
in the mission. 
UNIT. Drop down menu to select the specific unit of the target group to attack. 
STATIC. Drop down menu to select a static object as the target (bunker, FARP, etc.) 
WEAPON. Drop down menu to select the weapon types cleared to use for this action. 
REL QTY. The amount of payload cleared to expend in executing this action. 
MAX ATTACK QTY. The maximum number of attack runs cleared for this action. 
GROUP ATTACK. When checked, the entire flight group will participate in the attack of the 
target. By default, each aircraft in a flight group is assigned one target. 
DIRECTION FROM. Allows you to set the course (azimuth) of the aircraft group for reaching 
the target for an attack. 


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ALTITUDE ABOVE. Sets the altitude of the aircraft group on approach to target. 
 
Bombing 
Deliver air-to-ground ordnance onto the map coordinate as designated by the mission designer. 
Applicable to: 
Group Type(s): fixed-wing and helicopter groups; 
Group Task(s): "Pinpoint Strike", "Ground Attack", "Runway Attack". 
 
Unlike the Attack Map Object Task, the Attack Coordinate Task will set the AI to attack the 
specific point on the map and not the closest map object in the vicinity. In other words, if you 
place the target point over an empty piece of dirt, the AI will attempt to deliver weapons onto 
this particular point. 
As with other attack Tasks, you can configure the Task properties, including the weapons to be 
employed. 
Target Panel: 
WEAPON. Drop down menu to select the weapon types cleared to use for this action. 
REL QTY. The amount of payload cleared to expend in executing this action. 
MAX ATTACK QTY. The maximum number of attack runs cleared for this action. 


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GROUP ATTACK. When checked, the entire flight group will participate in the attack of the 
target. By default, each aircraft in a flight group is assigned one target. 
DIRECTION FROM. Allows you to set the course (azimuth) of the aircraft group for reaching 
the target for an attack. 
ALTITUDE ABOVE. Sets the altitude of the aircraft group on approach to target. 
DIVE BOMB. May be used against targets against which it is impossible to perform low-altitude 
attacks due to the following factors: terrain, target type, lack of necessary ammunition. 
 
Bombing Runway 
Attack enemy airbase runways. Applicable to: 
Group Type(s): fixed-wing groups; 
Group Task(s): "Runway Attack". 
 
The target airbase can be selected from the RUNWAY drop-down menu or by selecting the 
target airbase on the map using the mouse. 
Target Panel: 
RUNWAY. Drop down menu to select the target airbase. 
WEAPON. Drop down menu to select the weapon types cleared to use for this action. 


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REL QTY. The amount of payload cleared to expend in executing this action. 
MAX ATTACK QTY. The maximum number of attack runs cleared for this action. 
GROUP ATTACK. When checked, the entire flight group will participate in the attack of the 
target. By default, each aircraft in a flight group is assigned one target. 
DIRECTION FROM. Allows you to set the course (azimuth) of the aircraft group for reaching 
the target for an attack. 
ALTITUDE ABOVE. Sets the altitude of the aircraft group on approach to target. 
 
Cargo Transportation 
The action is used to organize the transportation of cargo by a helicopter group to the specified 
zone. Applicable to: 
Group Type(s): helicopter groups; 
Group Task(s): "Anti-ship Strike", "CAS", "Transport", "Escort". 
 
GROUP. Selection of cargo to be transported by the helicopter group. 
ZONE. Delivery trigger zone. 


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When this action is selected, the triangular marker will be automatically set to the selected 
cargo group. The helicopter will then fly up to the cargo, carry out its pick-up and then deliver it 
to the specified delivery area. 
 
Embarking 
The action is for organizing the embarkation of assault personnel. Applicable to: 
Group Type(s): helicopter groups; 
Group Task(s): "Ground Attack", "CAS", "Transport". 
 
ON LAND. This flag activates the helicopter group's set waiting time on the ground for 
personnel embarkation, in the format (hours: minutes: seconds / day). The helicopter group will 
remain grounded for the entirety of the specified duration even when personnel embarkation 
has already been completed successfully. If the flag is unchecked, the helicopters will take off 
immediately after finishing embarkation. 
Distribution. Selects the helicopter pilot for the embarkation task. 
List of divisions. List of infantry squads for embarkation. In order to be able to add a ground 
group to the list of squads, each infantry squad must be set to "Perform Task – Embark to 
transport", and must have the flag – "TRANSPORTABLE" activated in the vehicle group panel. 
ADD. The button adds the infantry unit (selected from the list above) into the embarkation list 
below. 


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REMOVE. Removes the selected infantry unit from the embarkation list. 
Total size …/… . The total number of infantrymen in the squads and the total possible number 
of loading places in the helicopter group. 
Current size …/… . The number of infantrymen in the added (selected) infantry unit, and the 
possible number of loading places in one helicopter from the group. 
When you select this action, a triangular marker will automatically appear near the waypoint, 
connected to it by a line. This marker must be dragged with the mouse to the map point chosen 
for the personnel embarkation. 
 
VEHICLE GROUP. Selects the vehicle group for the embarkation task. 
ZONE RADIUS. The radius of the embarkation area of the infantry squads, in meters. 
After the helicopter group lands at the indicated point (in the radius of the zone), the landing 
will begin its loading: 


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There are currently no in-game models for infantrymen in-transit (located inside the helicopter 
cabin). 
 
 


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Disembarking 
This action is for organizing the disembarkation of assault personnel. Applicable to: 
Group Type(s): helicopter groups; 
Group Task(s): "Ground Attack", "CAS", "Transport". 
 
List of divisions. Shows a list of infantry squads available for unloading. In order to be able to 
add an infantry group this list, the infantry group must have the main task "Embarking". 
ADD. The button adds the infantry unit (selected from the list above) into the disembarkation 
list below. 
REMOVE. Removes the selected infantry unit from the disembarkation list. 
When you select this action, a triangular marker will automatically appear near the waypoint, 
connected to it by a line. This marker must be dragged with the mouse to the map point chosen 
for the personnel disembarkation. 
The helicopter group will drop off the infantry groups in the specified zone, after which it will 
take off and continue to follow its route and assigned tasks. 


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Escort 
Air group to escort other air group. Escort group will engage threats to escorted air group. 
Applicable to: 
Group Type(s): fixed-wing groups. 
Group Task(s): "Escort", "SEAD", 
 
The target air group can be selected from the GROUP drop-down menu or by selecting the air 
group to escort on the map using the mouse. 
Target Panel: 
GROUP. Drop down menu to select the air group. 
• 
Distance - Formation forward and back location of group to group being followed. 
• 
Elevation - Formation altitude difference of group to group being followed. 
• 
Interval - Formation side-to-side location of group to group being followed. 
LAST WPT. Waypoint at which Follow action ends. 
ENGAGE DIST. Distance between threat and escorted flight that will cause the escort flight to 
engage the threat. 
Threat Type List. Check types of threats that escort flight is cleared to engage as part of 
escort task. 


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Follow 
Air group to follow other air group. Applicable to: 
Group Type(s): fixed-wing and helicopter groups; 
Group Task(s): All. 
 
The target air group can be selected from the GROUP drop-down menu or by selecting the air 
group to follow on the map using the mouse. 
Target Panel: 
GROUP. Drop down menu to select the air group. 
• 
Distance - Formation forward and back location of group to group being followed. 
• 
Elevation - Formation altitude difference of group to group being followed. 
• 
Interval - Formation side-to-side location of group to group being followed. 
LAST WPT. Waypoint at which Follow action ends. 
 
 


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Ground Escort 
This action is for organizing the aerial escort (performed by a helicopter group) of a ground unit 
group along the ground unit group's travel route. Applicable to: 
Group Type(s): helicopter groups; 
Group Task(s): "CAS", "Ground Attack", "Escort". 
 
Target Panel: 
GROUP. Selects the ground unit group to be escorted by the helicopter group. 
LAST WPT. Waypoint at which Follow action ends. 
FORWARD DISTANCE. Forward distance to the ground unit group's target area, in meters.  
The target ground group can be selected from the GROUP drop-down menu or by selecting the 
ground group to follow on the map using the mouse. 
 
 


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FAC – Assign Group 
This task creates an Airborne Forward Air Controller (AFAC) to direct friendly aircraft onto a 
target group designated by the mission designer. Applicable to: 
Group Type(s): fixed wing and helicopter groups in BLUE coalition only; 
Group Task(s): "AFAC". 
 
Targeting actions will begin when friendly units arrive in the area and establish communication 
with the AFAC. 
Note: the FAC: Assign Group Task assumes full situational awareness for the AFAC. The target's 
location will always be known and the AFAC will always attempt prosecute the attack if 
conditions permit, even when the target has not been independently detected by the AFAC. 
Target Panel: 
GROUP. Drop down menu to select the target group from all applicable enemy groups available 
in the mission. The FAC will only provide targeting against the group designated as the target in 
the mission editor and will not target other groups. 
WEAPON. Drop down menu to select the weapon types cleared to use for this action. The FAC- 
Assign Group Task allows you to set the weapon type(s) for the FAC to request from the 
attacking groups. 


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DESIGNATION. Selects the method of target designation (Auto, smoke marker ("Willy Pete", 
WP), IR-Pointer, Laser, WP-Laser. Target designation is carried out on the player’s radio request 
at a fixed radio range. 
 
If the FAC unit is located from the enemy at a distance greater than the operational range of the 
target designator equipment, then the maximum ranges for each of the available equipment will 
be displayed in the menu. 
 
In this case, it is necessary to adjust the distance of the Forward Air Controller to the enemy 
such that it is within the specified maximum range. 
DATALINK. Automatic data transmission system for the exchange of target information 
between ground units and aircraft. 
CALLSIGN. Callsign of the Forward Air Controller. 
NUMBER. Selection field for the FAC’s number. 
FREQUENCY. Set the FAC group's radio communications frequency in MHz. 
MODULATION. Set the FAC group's radio communications AM/FM modulation. 
 
 
Method of target 
designation 
Maximum distance for 
target designation 


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Orbit 
Set the air group to orbit "on station" while awaiting for further conditions to proceed with the 
mission. Applicable to: 
Group Type(s): fixed-wing and helicopter groups; 
Group Task(s): all mission tasks. 
 
The PATTERN drop-down menu allows the mission designer to select between a race-track 
pattern (loop between the current and subsequent waypoints) or a circle pattern. When circle 
pattern is selected, the orbit will be centered on the orbit waypoint. 
The SPEED and ALTITUDE settings set the airspeed in kilometers per hour and altitude in 
meters for the pattern. 


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Circle pattern 
 
 
 
Race-Track pattern 
 
 
 


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An Orbit Task will be stopped by the AI automatically upon reaching Bingo fuel state, when the 
AI only has enough fuel to return to base (RTB). 
The Task can also be stopped using the Stop Conditions Panel by setting one or more stop 
conditions for the task. 
The Orbit Task allows the mission designer to create scenarios for the AI group to hold off on 
proceeding with the route until certain conditions are met. These can include a radio command 
from the player scripted through the Triggers Menu, the destruction of an enemy unit, such as a 
SAM threat, or the presence of particular units inside a designated zone. Any actions anticipated 
for the group after entering an orbit station should be added in the actions list below the Orbit 
Task. 
Land 
The action is for organizing of the en-route stopovers of the helicopter group between the 
waypoints of its travel route. Applicable to: 
Group Type(s): helicopter groups; 
Group Task(s): all mission tasks. 
 
ON LAND. This flag activates the helicopter group's set waiting time on the ground after 
landing, in the format (hours: minutes: seconds / day).  
The target area can be placed on the map using the left mouse button. A line connects the 
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Refueling 
Set the air group to refueling for forced following to nearest tanker and refueling. Applicable to: 
Group Type(s): fixed-wing groups; 
Group Task(s): all mission tasks. 
 
During the course of an aircraft group's TASKS (roles), for example, escort, patrol, attacking air 
/ ground targets, etc., you can add refueling as one of the main tasks. When the aircraft group 
reaches a critical fuel level, the group will set course for the nearest friendly tanker, perform its 
approach, and refuel from the UPAZ suspended refueling units. 
Standard options for airborne fuel transfer for the Il-78M tanker aircraft are: fuselage-mounted 
refueling apparatus for refueling heavy bomber class aircraft, and the paired underwing 
refueling units for refueling fighter-class aircraft. Options may vary for tankers of NATO 
countries. 
 


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After refueling the group will resume assigned route. 


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WW2: Carpet Bombing 
The action is for the organization of carpet bombardment of area-type targets, for missions 
during the WW2 period. Applicable to: 
Group Type(s): fixed-wing groups, primarily for WW2 module bomber aircraft; 
Group Task(s): "Ground Attack". 
 
WEAPON. Drop down menu to select the weapon types cleared to use for this action. 
REL QTY. The amount of payload cleared to expend in executing this action. 
PATTERN LENGTH. Length of the aircraft group's formation. 
ALTITUDE ABOVE. Altitude of the aircraft group on approach to target. 
The target area can be placed on the map using the left mouse button. A target line connects 
the center of the target area (triangle marker) with the action waypoint (industrial areas, cities, 
or enemy ground unit groups). Keep in mind that this action for bombers should be set from the 
waypoint that comes after the starting point of the travel route. In this example, these 
waypoints are Waypoint 1 and Waypoint 0 respectively. For the starting point of the route, 
Waypoint 0, the main tasks to be set are for the construction and type of the battle formation. 
As with other attack Tasks, you can configure the Task properties, including the weapons to be 
employed. If the specified weapons are unavailable at the time of the planned attack, the 
aircraft will not execute any attack. 
 
 


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WW2: Big Formation 
The action is for the organization of carpet bombardment of area-type targets, for missions 
during the WW2 period. Applicable to: 
Group Type(s): fixed-wing groups, primarily for WW2 module bomber aircraft; 
Group Task(s): "Ground Attack". 
 
GROUP. Selects the lead aircraft from the list. The group's flight formation will be constructed 
with respect to this lead aircraft. 
POSITION. Selects the position of the aircraft group highlighted on the map with respect to the 
lead aircraft group.  
• 
Distance – Formation forward and back location of group to group being followed. 
• 
Elevation – Formation altitude difference of group to group being followed. 
• 
Interval – Formation side-to-side location of group to group being followed. 
Below are the options for the battle formation and the location of the group relative to the 
leader in the formation. 
• 
Formation Type – battle formation used by USAF bombers throughout the WWII 
("Combat Box" and "Javelin Down" wedge). 
• 
Position in Wing – position of the aircraft group within the wing (a relatively large 
formation of aircraft) with respect to the lead group, to a max of 500 meters. 


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Eagle Dynamics  249 
 
• 
Position in Group – position of the group in the middle formation, to a max of 250 
meters. 
• 
Position in Box – position of the group in its battle formation, to a max of 80 meters. 
When you select a position in the formation, the distance/excess/interval are all automatically 
assigned. They can also be adjusted manually only after selecting all items. Keep in mind that 
the AI bomber groups will perceive short distances as critical and will maneuver to avoid a 
collision. 
LAST WPT. Saving (execution) of this type of formation to the specified route point. Used for 
trailing groups following the route of the lead group. 
Below are some examples of historically-accurate formations: 
Example 1: "Combat Box". 
Below is a diagram of the "Combat Box" formation employed by USAF bombers during WW2. 
 
The diagram shows four wings (three aircraft in each) located at different heights relative to the 
lead wing. These wings together close the formation, in our case, a combat box. This formation 
made it possible for the wings to maintain a tight structure and conduct a circular fire defense 
covering the entire aircraft group. 
The first lead wing in the formation is assigned the WPT route from 0 to 7. Under the actions for 
WPT 0 the main task is then set to "WW2: Big Formation" (formation type "Combat Box", with 
Leader in all positions). The second action for WPT 0 is set to the behavior option "VARIANT" 
(type "WW2: Bomber Element", any formation). At WPT 1, we then set the main task to "WW2: 
Carpet Bombing". The remaining wings will then orient themselves according to the tasks 
assigned to the lead wing for WPTs 0 and 1. 
1 
4 
2 
3 
4 
1 
3 
2 
3 
1 
4 
2 


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For each of the three trailing wings added in the example, we repeat the extended actions for 
WPT 0 as we did for the lead wing - this is necessary to build a large formation. In the GROUP 
field of the trailing wings, indicate the leading wing (B-17 Lead), with their position within the 
box set to Left / Right / Rear. To copy a group, select it and press [CTRL+C]. To paste the 
group with identical properties, position the mouse over the desired point on the map and press 
[CTRL+V]. 
 


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This results in the "Combat Box" formation: 
 
 
Bombing by cue of the lead wing: 


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Example 2: "Javelin Down". 
The "Javelin Down" formation it is formed in the same way as the Combat Box formation by 
assigning extended actions to the lead wing for WPTs 0 and 1, and WPT 0 for the trailing wings. 
Since the construction is a wedge, the closest wing (looking towards the lead wing) must be 
selected in the GROUP field for all the remaining trailing wings. To copy a group, select it and 
press [CTRL+C]. To paste the group with identical properties, position the mouse over the 
desired point on the map and press [CTRL+V]. 
 


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The left side of the formation is set in the same manner as with the right. This produces the 
"Javelin Down" formation: 
 
 


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Start Enroute Task 
As mentioned previously, the Start Enroute Tasks available for a group depend on the group 
type (fixed wing or helicopter group) and the group task. Remember, unlike Tasks, Start 
Enroute Tasks involve target groups the AI will have to independently detect prior to being able 
to conduct an attack. The AI's ability to detect enemy groups depends on a number of factors, 
including the sensors carried by the aircraft, AI skill setting, weather, etc.  
Aircraft sensors: 
• 
Air-to-air radar 
• 
Air-to-surface radar 
• 
Multimode radar 
• 
Radar Warning Receiver (RWR) 
• 
Daytime electro-optical systems 
• 
Night-time electro-optical system 
• 
Visual detection (subject to cockpit visibility restrictions) 
Attacking AI settings: 
• 
Skill setting 
• 
Airspeed 
• 
Cockpit visibility restrictions 
Environmental and target factors: 
• 
Illumination level 
• 
Background terrain (forest, field, road, open water) 
• 
Direct visibility limitations due to atmospheric conditions such as fog, rain and snow 
• 
Cloud interference 
• 
Target unit size 
• 
Target group size 
• 
Target speed 
• 
Firing activity around the target 
When creating scenarios using Start Enroute Tasks, all of the above conditions should be taken 
into account. For example, sending a daytime CAS aircraft to attack a ground group at night or 
obscured in dense fog conditions may result in the failure of the aircraft to detect the target. In 
addition, consider the distance of the target zone from the AI's flight route and make sure it is 
within the AI's detection range. 
The following Start Enroute Tasks may be available, depending on the group type and task: 
• 
No Enroute Task 


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• 
Search Then Engage 
• 
Search Then Engage in Zone 
• 
Search Then Engage Group 
• 
Search Then Engage Unit 
• 
Refueling 
• 
AWACS 
• 
FAC 
• 
FAC - Engage Group 
No Enroute Task 
Available for all group types and all mission tasks. A No Enroute Task action does not set any 
action for the group to perform. 
Search Then Engage 
As long as the action is in effect, the AI will actively search for the target types set in the task 
properties and engage as soon as possible without conflicting with other tasks. Applicable to: 
Group Type(s): fixed wing and helicopter groups. 
 
Target Panel: 


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ENGAGE DISTANCE. This checkbox allows you to lock a specific range from the route leg for 
valid targets of the action. Targets beyond this range will not be attacked. 
 
 
 
TYPES OF TARGETS. The list of available targets depends on the group task and the targets to 
be engaged are selected using check-boxes in the Lower Action Properties Menu: 
1. SEAD. 
• 
Air Defense 
o AAA (Anti-Aircraft Artillery) 
o SAM (Surface-to-Air Missile systems) 
▪ 
SR SAM (Short-Range SAM systems) 
▪ 
MR SAM (Medium-Range SAM systems) 
▪ 
LR SAM (Long-Range SAM systems) 
2. Anti-Ship. 
o Naval 
o Ships 
▪ 
Armed Ships 
▪ 
Heavy Armed Ships 
o Aircraft Carrier 
o Cruisers 
o Destroyers 
o Fregates 
o Corvettes 
▪ 
Light Armed Ships 
▪ 
Unarmed Ships 
Start task 
 
 
Engage distance from 
route for target attack 
 
 


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o Submarines 
3. CAS and AFAC 
o All 
o Air 
▪ 
Helicopters 
o Ground 
▪ 
Infantry 
▪ 
Fortifications 
▪ 
Vehicles 
• 
Armor 
o Tanks 
o IVF (Infantry Fighting Vehicles) 
o APC (Armored Personnel Carriers) 
• 
Artillery 
• 
Unarmed 
▪ 
Air Defense 
• 
AAA (Anti-Aircraft Artillery) 
• 
SAM (Surface-to-Air Missile systems) 
▪ 
SR SAM (Short-Range SAM systems) 
▪ 
MR SAM (Medium-Range SAM systems) 
▪ 
LR SAM (Long-Range SAM systems) 
o Naval 
▪ 
Light Armed Ships 
4. Fighter Sweep and Intercept. 
• 
Airplanes 
o Fighters 
o Bombers 
PRIORITY. This number is used to set the action priority in relation to other actions of the 
waypoint. The priority number represents the order this action will take relative to other actions, 
starting with '0' as the highest priority.  
The Search Then Engage Enroute Task can be used to create scenarios where the air group 
maintains a holding pattern and leaves it to attack discovered enemy units within the limitations 
set by the task properties. To do this, create the Search Then Engage Enroute Task in the 
actions list after the Orbit Task. 


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Search Then Engage in Zone 
Same as the Search Then Engage Enroute Task, but with an added restriction of a user-defined 
target area. The target area is a circular zone the user can place anywhere on the map and 
adjust the radius. Applicable to:  
Group Type(s): aircraft and helicopter groups;  
Group Task(s): all group tasks, except "Fighter Sweep" and "Intercept". 
 
The target area can be placed on the map using the left mouse button. A target line connects 
the center of the target area (triangle marker) with the action waypoint. 
Target Panel: 
ZONE RADIUS. This field is used to enter the radius of the target area in meters.  
TYPES OF TARGETS. The list of available targets depends on the group task and the targets to 
be engaged are selected using check-boxes in the Lower Action Properties Menu. 
PRIORITY. This number is used to set the action priority in relation to other actions of the 
waypoint. The priority number represents the order this action will take relative to other actions, 
starting with '0' as the highest priority. 
Like the Search Then Engage Enroute Task, the Search Then Engage in Zone Enroute Task can 
be used to create scenarios where the air group maintains a holding pattern and leaves it to 
attack discovered enemy units within the target area and the limitations set by the task 


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properties. To do this, create the Search Then Engage in Zone Enroute Task in the actions list 
after the Orbit Task. 
Search Then Engage Group 
Analogous to the Attack Group Task, but requires the attacking group to independently detect 
the target group prior to conducting an attack. 
 
Target Panel: 
GROUP. Drop down menu to select the target group from all applicable enemy groups available 
in the mission. 
VISIBLE. The VISIBLE option allows the unit to know or not know the location of target 
position at the start of the mission. 
WEAPON. Drop down menu to select the weapon types cleared to use for this action. 
PRIORITY. This number is used to set the action priority in relation to other actions of the 
waypoint. The priority number represents the order this action will take relative to other actions, 
starting with '0' as the highest priority.  
The Search Then Engage Group Task can be used to create scenarios where the air group 
maintains a holding pattern and leaves it to attack the designated group whenever it is 
detected. To do this, create the Search Then Engage Group Enroute Task in the actions list after 
the Orbit Task. 


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Search Then Engage Unit 
Analogous to the Attack Unit Task, but requires the attacking group to independently detect the 
target unit prior to conducting an attack. 
 
Target Panel: 
GROUP. Drop down menu to select the target group from all applicable enemy groups available 
in the mission. 
UNIT. Drop down menu to select the specific unit of the target group to attack. 
STATIC. Drop down menu to select a static object as the target (bunker, FARP, etc.) 
VISIBLE. The VISIBLE option allows the unit to know or not know the location of target 
position at the start of the mission. 
WEAPON. Drop down menu to select the weapon types cleared to use for this action. 
REL QTY. The amount of payload cleared to expend in executing this action. 
MAX ATTACK QTY. The maximum number of attack runs cleared for this action. 
GROUP ATTACK. When checked, the entire flight group will participate in the attack of the 
target. By default, each aircraft in a flight group is assigned one target. 
DIRECTION FROM. Allows you to set the course (azimuth) of the aircraft group for reaching 
the target for an attack. 


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ALTITUDE ABOVE. Sets the altitude of the aircraft group on approach to target. 
PRIORITY. This number is used to set the action priority in relation to other actions of the 
waypoint. The priority number represents the order this action will take relative to other actions, 
starting with '0' as the highest priority. 
The Search Then Engage Unit Task can be used to create scenarios where the air group 
maintains a holding pattern and leaves it to attack the designated enemy unit whenever it is 
detected. To do this, create the Search Then Engage Group Enroute Task in the actions list after 
the Orbit Task. 
Refueling 
The aircraft will perform aerial refueling. Applicable to: 
Group Type(s): airborne tanker aircraft, including IL-78 and KC-135;  
Group Task(s): Refueling. 
When the Refueling Mission Task is created, a Refueling Enroute Task is created automatically 
as an automatic action at the initial waypoint. This action cannot be deleted or edited. 
 
 
 


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AWACS 
The aircraft will perform Airborne Warning and Control for friendly units. Applicable to: 
Group Type(s): dedicated AWACS aircraft, including A-50, E-2B, E-3A;  
Group Task(s): AWACS. 
AWACS detects aerial targets and transmits data to friendly aircraft via radio and data links. This 
information may be used by the player. When the AWACS Mission Task is created, an AWACS 
Enroute Task is created automatically as an automatic action at the initial waypoint. This action 
cannot be deleted or edited. 
 
 
FAC 
The aircraft will act as an Airborne Forward Air Controller (AFAC) to provide targeting orders for 
friendly units in the area. Applicable to: 
Group Type(s): fixed wing and helicopter groups in BLUE coalition only; 
Mission Task(s): AFAC. 
Under a FAC Enroute Task, the FAC will automatically prioritize targets for the player or 
attacking AI groups and issue targeting orders throughout the attack phase. 


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Note: The FAC's target selection may not correspond to the targets intended for the player or 
attacking AI by the mission designer, because no specific target group is selected. 
 
Target Panel: 
CALLSIGN. FAC's callsign 
NUMBER. FAC's number. 
FREQUENCY. Set the FAC group's radio communications frequency in MHz. 
MODULATION. Set the FAC group's radio communications AM/FM modulation. 
 
FAC – Engage Group 
Analogous to the FAC Enroute Task, except in this case a specific enemy group is selected by 
the mission designer for the AFAC to target. Applicable to: 
Group Type(s): fixed-wing and helicopter groups in BLUE coalition only; 
Mission Task(s): AFAC. 


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Target Panel: 
GROUP. Drop down menu to select the target group from all applicable enemy groups available 
in the mission. 
VISIBLE. The VISIBLE option allows the unit to know or not know the location of target 
position at the start of the mission. 
WEAPON. Drop down menu to select the weapon types cleared to use for this action. In the 
case of an AFAC, the WEAPON selection refers to weapons the AFAC will request to be 
employed against the target. 
PRIORITY. This number is used to set the action priority in relation to other actions of the 
waypoint. The priority number represents the order this action will take relative to other actions, 
starting with '0' as the highest priority.  
DESIGNATION. Selects the method of target designation (Auto, smoke marker ("Willy Pete", 
WP), IR-Pointer, Laser, WP-Laser. Target designation is carried out on the player’s radio request 
at a fixed radio range. 


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If the FAC unit is located from the enemy at a distance greater than the operational range of the 
target designator equipment, then the maximum ranges for each of the available equipment will 
be displayed in the menu. 
 
In this case, it is necessary to adjust the distance of the forward observer to the enemy such 
that it is within the specified maximum range. 
DATALINK. Automatic data transmission system for the exchange of target information 
between ground units and aircraft. 
CALLSIGN. Callsign of the FAC. 
NUMBER. Selection field for the FAC’s number. 
FREQUENCY. Set the FAC group's radio communications frequency in MHz. 
MODULATION. Set the FAC group's radio communications AM/FM modulation. 
Remember, because this is an Enroute Task, the AFAC will have to independently detect the 
target group prior to being able to issue targeting commands against it. As described above, 
target detection will depend on a number of dynamic variables in-game, including possible 
terrain obstructions or weather interference. If the mission designer has not assigned any 
groups, the AFAC will not issue any targeting commands. 
 
 
 
Target designation 
method 
Maximum distance for 
target designation 
 


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Perform Command 
The following commands can be set as actions upon reaching a waypoint: 
No Action 
No command is set. Default selection. 
Run Script 
Run the Lua-script entered in the scratchpad. 
Script File 
Selects the LUA-script file. 
Set Frequency 
Set the group's radio communications frequency in MHz and AM/FM modulation. 
 
FREQUENCY. Set the group's radio communications frequency in MHz. 
MODULATION. Set the group's radio communications AM/FM modulation. 
• 
АМ - Amplitude modulation. 


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• 
FM - Frequency modulation. 
POWER. Transmitter power. This affects communication range. 
Set Frequency for unit 
Command to switch to the specified radio frequency for the unit. 
 
FREQUENCY. Set the group's radio communications frequency in MHz. 
MODULATION. Set the group's radio communications AM/FM modulation. 
• 
АМ - Amplitude modulation. 
• 
FM - Frequency modulation.  
POWER. Transmitter power. This affects communication range. 
UNIT. Selects the unit to which the frequency is assigned. 
 
Transmit Message 
Command to send a message from the lead group. 


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FILE. Selects the audio file to be played during the radio transmission (*.ogg;*.wav). 
SUBTITLE. Field for inputting the text message (subtitles) to be displayed during the radio 
transmission. 
LOOP. Settings for repeating the message. 
DURATION. Duration of the message, in seconds. 
 
Stop Transmission 
Stops the transmission from the lead group. This command has no available options. 
 
Switch Waypoint 
When the conditions for this action are in effect, the group will navigate from the current 
waypoint directly to the one set by this action. For example, the group can be made to fly from 
waypoint 3 directly to waypoint 6. When this command is executed, all other actions associated 
with the waypoint are stopped. 


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By default, this is set to the next waypoint in the route. 
All main tasks, commands, and behavior options, missed waypoints, will not be fulfilled. 
This command can also be used to create a looping route by switching to an earlier waypoint. 
The looping command can be stopped using a stop condition, such as a mission time or a flag 
state. 
Invisible 
Set the group to be invisible to all enemy AI units. Enabled and disabled using the ENABLE 
checkbox. 
This command may be useful when creating ground-based FACs in close proximity to enemy 
positions as a means of simulated a well camouflaged position and preventing the FAC from 
being destroyed. 
Immortal 
Set the group to be immortal. Enemy AI units will be able to detect the group, but their 
weapons will have no effect.  
This command may be useful when creating prolonged engagement scenarios, in which 
persistence of fire is a desired element. 
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Set the unit's position datalink on/off. 
Smoke On_Off 
This command activates the a smoke generator, if available, located on the aircraft's wing 
mounts. It has a single option – the VALUE checkbox, which allows or disables the execution of 
the command. 
 
 


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Set Option 
The following Options can be set as actions upon reaching a waypoint: 
No Option 
No option is set. Default selection. 
ROE (Rules of Engagement) 
Set fire rules to determine the group's combat behavior when encountering enemy units. 
 
• 
Weapon free – engage any enemy group in contact. Target prioritization is performed 
automatically by the group based on the situation.  
• 
Priority designated – engage any enemy groups in contact. However, the enemy 
group designated as the target for the action will be the primary target and engaged 
first. Once the primary target is destroyed, further target prioritization is performed 
automatically by the group based on the situation.  
• 
Only designated – engage only the enemy group designated as the target for the 
action. 
• 
Return fire – return fire only; do not engage first.  
• 
Weapon hold – do not fire under any circumstances. 


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The default setting for all groups is Only designated. 
Reaction to Threat 
Set defensive rules to determine the group's combat behavior when encountering enemy units. 
 
• 
No reaction – no defensive actions to counter threats. 
• 
Passive defense – utilize passive and active defense measures, but no defensive 
maneuvering against incoming threats.  
• 
Evade fire – utilize passive and active defense measures as well as defensive 
maneuvering against incoming threats. 
• 
Evasive vertical maneuver – the group will be able to increase or decrease altitude to 
avoid a known threat zone. The group will also utilize active and passive defense 
measures. 
• 
Allow Abort Mission – allow group to cease mission if engaged. 
• 
Horizontal AAA fire evade – The group performs evasive maneuvers against enemy 
anti-aircraft fire without changing altitude. 
The Reaction on Threat Options are only in effect in defense. When performing an attacking 
action, the ROE option is in effect. In other words, the ROE option has a higher priority over the 
Reaction on Threat option. 


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The default setting for all groups is Allow Abort Mission. 
 
Radar Using 
Set the rules for the use of radar by the group. 
 
• 
Never use – do not use radar to perform target search or engagement (missile 
guidance). 
• 
Use for attack only – do not use radar to perform target search, but use it if necessary 
to engage the target (missile guidance). Target search can be performed by other 
sensors if available. 
• 
Use for search if required – allows the group to use radar for target search if 
necessary (when detection by other means is not successful).  
• 
Use for continuous search – maintain radar on continuously. 
The default setting is Use for search if required. 
Keep in mind that radar illumination is a telltale signature and can ruin the element of surprise 
in combat operations, and as such pilots should ideally minimize radar uptime in covert 
operations. 
 
 


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Chaff – Flare Using 
Set the rules for the release of chaff and/or flares by the group. 
 
• 
Never use – do not release chaff and/or flares when engaged. 
• 
Use against fired missiles – release chaff and/or flares only when incoming missiles 
have been detected. 
• 
Use when flying in SAM WEZ – release chaff and/or flares as a preventative measure 
when inside a known enemy SAM threat zone or within weapons range of a known 
enemy aircraft armed with IR-homing missile. 
• 
Use when flying near enemies (n/a) – The aircraft group will use 
countermeasures/decoys over enemy territory. 
The default setting is Use when flying in SAM WEZ. 
 
 


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Formation 
Set the formation for the group to assume upon reaching the waypoint. The following 
formations are available: Line Abreast, Trail, Wedge, Echelon Right, Echelon Left, Finger Four, 
Spread Four, WW2: Bomber Element, WW2: Bomber Element Height Separation and WW2: 
Fighter Vic. 
 
TYPE. Formation type. 10 options are available for aircraft combat formations:  
• 
Line Abreast. 
• 
Trail. 
• 
Wedge. 
• 
Echelon Right, the default setting. 
• 
Echelon Left. 
• 
Finger Four. 
• 
Spread Four. 
• 
WW2: Bomber Element. 
• 
WW2: Bomber Element Height Separation. 
• 
WW2: Fighter Vic. 
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• 
Wedge, the default setting. 
• 
Front. 
• 
Echelon. 
• 
Column. 
SIDE. Choice of port/starboard side for asymmetrical formations. Used only for helicopter 
formations when choosing line abreast/echelon formation. 
VARIANT. Choice of formation variant when selecting formation type, differing in size 
(indicated in meters). 
 
For a more detailed explanation of the formations, including illustration, consult the Flight 
Manual. 
The default setting is Echelon Right. 
 
RTB on Bingo Fuel 
This is a flag setting to allow/restrict the group to return to base upon reaching Bingo Fuel state 
(when there is only enough fuel left to return to base.) 
The default setting is ON (allow). 
 
 


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RTB on out of ammo 
This option allows for the group to return to base when all ammunition has been spent. 
 
The default setting is No weapon. 
 
Silence 
This is a flag setting to force the group to maintain radio silence upon reaching the waypoint.  
The default setting is OFF (radio communications are allowed). 
If no Options are set in the Actions List, the default settings for all options are assumed. 
 
ECM Using 
The "ECM Using" option determines the procedure for using the aircraft's onboard electronic 
warfare suite during the course of a combat mission. 


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The default setting is Use if only lock by radar. 
Restrict Air-to-Air Attack 
This option forbids units from attacking airborne targets. Tick the checkbox labelled VALUE to 
forbid this action. 
The default setting is OFF. 
Restrict Jettison 
This option restricts units from jettisoning external stores. Tick the checkbox labelled VALUE to 
forbid this action. 
The default setting is OFF.  
Restrict Afterburner 
This option restricts units from using afterburners, reducing IR visibility and improving 
survivability against heat-seeking missiles. Tick the checkbox labelled VALUE to forbid this 
action. 
The default setting is OFF. 


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Restrict Air-to-Ground Attack 
This option forbids units from attacking ground targets. Tick the checkbox labelled VALUE to 
forbid this action. 
The default setting is OFF.  
AA Missile attack ranges 
This option determines the distance at which air-to-air missiles may be fired. 
 
• 
Max range launch – Missile launch is permitted at the maximum possible range. 
• 
No escape zone launch – Missile launch is permitted only when the target has entered 
the missile’s no escape zone. 
• 
Half way max range - No escape zone launch – Missile launch is permitted at a 
distance between the missile’s maximum possible range and it’s no escape zone. 
• 
Launch by target threat estimate – the default setting. Missile launch according to 
the threat level of the target: the closest hostile target that is closing in on the unit, with 
an active radar; either locked on or actively attacking. 
• 
Random between max range and no escape zone launch – Missile launch is 
permitted at a random distance between the missile’s maximum possible range and it’s 
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No Report Waypoint Pass 
This option forbids the aircraft group from reporting on their passage through a waypoint. Tick 
the checkbox labelled VALUE to forbid this action. 
The default setting is OFF.  
Radio usage when contact 
The option determines the type of targets for radio communications when the group is in 
contact with the enemy. 
 
The default setting is ALL targets. 
Radio usage when engage 
The option determines the type of targets for radio communications when the group is actively 
engaged in combat with the enemy. The target panel is similar to that of the previous option. 
The default setting is ALL targets. 
Radio usage when kill target 
The option determines the type of targets for radio communications when the group has 
damaged or destroyed an enemy target. The target panel is similar to that of the previous 
option. 


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The default setting is ALL targets. 
 
 


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Place Ship Group 
 
You will use this window to place ship groups in a mission, set their routes, and determine the 
actions they will take. Unlike aircraft groups, you can place up to 99 units within a single group 
(not recommended though). When placing ships, you will be automatically restricted to placing 
them on large bodies of water.  
Note, the mission editor supports group copy/paste functionality. To copy a group, select it and 
press [CTRL+C]. To paste the group with identical properties, position the mouse over the 
desired point on the map and press [CTRL+V]. 
The Place ship windows consist of numerous functions, which are described below. We will 
discuss them from top to bottom. 
 
NAME. In the Name field, type in a unique name for the naval group. If you do not enter one, a 
default one will be generated. This Name you create will be used when assigning some types of 
Triggers such as Activate Unit. Always be careful not to assign more than one group with the 
same Name.  


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CONDITION. The condition for the random spawning of a group in a mission. For this, LUA 
expressions used in the Simulator Scripting Engine Documentation are entered into the field. 
First, the initialization script should be loaded in the trigger panel. The script is executed before 
the mission is loaded and its result is used to set the conditions for the random group spawn. 
COUNTRY. The Country drop down list displays all the countries that have been assigned to 
either the RED or the BLUE sides when the mission was initially created by use of the CREATE 
NEW MISSION button. The Country selected will filter the TYPE of ships available. 
UNIT. The Unit selection is composed of two fields and they allow you to select how many ships 
will be part of the naval group (1 to 99). The right field is used to set the total number of ships 
in the group; to do so, use the left and right arrow buttons. The left field is used to select a ship 
within the group; to do so, use the left and right arrow keys. 
TYPE. Depending on the Country, a list of appropriate ships is listed in this pull-down list. 
UNIT NAME. Enter a unique name for each unit within the naval Group. If you do not, a 
default name will be created automatically. This name is important because it will be used to set 
Trigger Conditions based on units. For example, if you create a condition based on the 
destruction of a unit, the unit will be selected from a list using its UNIT NAME.  
SKILL. The Skill level allows you to select how competent the aircraft pilot is when flown by the 
artificial intelligence. This setting can control such factors on how much G the pilot can pull, at 
what range it will attack, and how accurate its weapon delivery skills are. There are five Skill 
options for AI aircraft:  
• 
Average  
• 
Good  
• 
High  
• 
Excellent  
• 
Random. This option will randomly select from one of the four options above. 
Note that a unit's skill level will affect its detection ranges, reaction times and targeting errors. 
HEADING. The course dial can be used to set a unit's standing course when no route has been 
created to determine the direction of travel. 
HIDDEN ON MAP check box. After creating a mission, you may wish to hide certain units so 
that people playing your mission cannot see them. Check this box to hide the selected naval 
group from the ME World Map. You can view all hidden groups using the Units List window 
(discussed later in this document).  
HIDDEN ON PLANNER. This option hides aircraft from the mission map in the mission 
planner. This option can be useful if you need to hide an object from the player. 
VISIBLE bef. ACTIVATION. If you choose to have a unit appear according to an Activate 
Group/Unit trigger, you can choose to have that unit visible in the world or invisible in the world 
until the unit is activated. If you wish to have the unit visible in the world but inactive until 
activation, check this box. 


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GAME MASTER ONLY. This option indicates that the selected group is available only to the 
game master – the owner of the game session. 
LATE ACTIVATION. This option spawns a group of aircraft in the mission after a certain time 
after reaching any condition or event. 
FREQUENCY. Frequency for radio communications in MHz. The AI group will conduct radio 
communications using the indicated frequency. Example: 127.5 MHz AM means 127.5 MHz in 
the AM (amplitude modulation) range. 
Modal buttons 
Five modal buttons control what is displayed on the lower half of the Naval Group Properties 
placement window. These include: ROUTE, AMMO, TRIGGERED ACTIONS, SUMMARY and 
SUPPLIERS. 
 
Route Mode 
 
When in Route mode, the data in the lower half of the ship placement window is in regards to 
waypoint management. A waypoint is an arbitrary point on the map (Lat, Long) that can be 
chained together to create a route. During the course of a mission, the group will steer from one 
waypoint to the next along the route line, and at each waypoint you can assign unique actions. 
 
To place a new naval group, you will need to be in the Route mode with a ship Type selected. 
You may then left click on the map to place the group's starting point, which will be waypoint 1. 
When you place a group, its waypoint marker (circle with its waypoint number next to it) and 
route line will be colored appropriately:  
• 
White - Selected unit.  
• 
Red - A Red side unit that is not selected.  
• 
Blue - A Blue side unit that is not selected.  
At waypoint one there will be a unit icon instead of a standard waypoint circle. Different icons 
denote different types of units: 
Naval Editor Icons (Russian/Western) 
Russian 
NATO 
Unit Type 
 
 
Submarine 


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Frigate 
 
 
Aircraft carrier 
 
 
Heavy cruiser 
 
 
Cruiser 
 
 
Medium ship/frigate 
 
 
Cargo (commercial) ship 
 
To shift the entire group's position on the map, click and drag the group's lead unit to the 
desired location. To adjust the position of other units within the group, click and drag the 
desired unit relative to the leader's position. 
 


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Below the Modal buttons are the Route controls. For each waypoint of the route, the following 
options can be set in the waypoint control panel as described above. From top to bottom: 
 
WAYPOINT. The WAYPOINT fields allow you to cycle between waypoints you have created. 
The left field displays the currently selected waypoint and you can cycle it by pressing the left 
and right arrow buttons. The field on the right displays the total number of waypoints in the 
route. The circle and waypoint number of the selected waypoint is colored yellow on the map. 
NAME. For each waypoint you can assign a unique name. Enter the name of the waypoint in 
this field and this name will then appear next to the waypoint on the map. 
TYPE. Each waypoint can be assigned a type of action that the group will perform when it 
reaches the waypoint. These include:  
• 
Turning Point. This is the most common and basic waypoint and the group will simply 
pass through such a waypoint and proceed to the next.  
ALTITUDE. Not adjustable for naval groups. 
SPEED. The speed setting will set the speed in kilometers per hour (km/h) that the ship group 
will have achieved when it reaches the waypoint. To set this, you can either use the left and 
right arrow buttons or enter it into the field. The group's maximum speed will not exceed the 
maximum speed of the slowest ship in the group. 
GS (GROUND SPEED LOCK CHECKBOX). Selects between manual and automatic entry of the 
desired speed for the waypoint. Not applicable to a starting waypoint. 
If the speed is locked, the group will attempt to maintain the desired speed on the route leg 
from the preceding waypoint to the current one.  See above "Group Route Planning". 
START/ETA. (Estimated Time of Arrival). Indicates the desired arrival time for the waypoint (or 
group start time in the case of the initial waypoint). This is set by the user if the ETA is locked or 
calculated automatically by the Mission Editor if the ETA is unlocked.  
Fix Time (ETA LOCK CHECKBOX). Selects between manual and automatic entry of the desired 
ETA for the waypoint. The ETA is locked for the initial waypoint (group start time) by default. 
When locked, the ETA field can be used to set a delayed group activation in the mission by 
setting an ETA for the initial waypoint at a time past the mission starting time. For example, if 
the mission is set to start at 12:00:00/1 and the user wishes to have the group appear in the 
mission 15 minutes after the mission starts, he can lock the ETA for waypoint-1 at 12:15:00/1. 
Furthermore, if the user wishes for the group to appear in the mission based on a triggered 


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event of unknown time, he can set the ETA for the starting time past any likely mission time, 
such as 100 days later (12:00:00/100). In such a scenario, the group will not appear until 
triggered by the scripted event or the starting ETA is reached. 
If the ETA for the waypoint results in calculated speeds that are too slow or too fast for the 
aircraft type, the font will become red to indicate an invalid entry and a corresponding error 
message will appear when the user attempts to close the properties panel or save the mission. 
See above for more information. 
 
Waypoint Mode Buttons 
These three buttons allow you to add, edit and delete route waypoints. 
 
• 
ADD – In ADD mode, each press of the left mouse button over the map adds a new 
waypoint. This mode is selected on by default when a group properties panel is open.  
• 
EDIT– In EDIT mode, existing waypoints can be selected on the map for editing in the 
waypoint properties panel.  
• 
DEL – Pressing this button deletes the selected waypoint. 
 
Ammo Mode 
 
The LOADOUTS EDITOR panel is opened by pressing on the button labelled AMMO and allows 
the user to select the color scheme of the chosen unit. 


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Triggered Actions Mode 
 
The Triggered Actions button opens the Triggered Actions Panel. This panel can be used to add 
or edit group actions analogous to the Advanced Actions Panel, but activated based on trigger 
rules as scripted in the Triggers Menu using the AI TASK trigger action.  
Route Summary Mode 
 
When in Summary mode, you are provided basic mission data in the lower half of the window. 
This data includes: 


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START TIME. The mission start time for the group in Hour:Minute:Second/Day.  
ROUTE TIME. Estimated en-route time for the chosen route when travelling at the given 
speed. This is indicated in Hour:Minute:Second/Day format.  
ROUTE LENGTH. Total distance of the route in kilometers.  
AVERAGE SPEED. The average indicated speed of the route by totaling the assigned speed of 
each route leg and then dividing by the number of legs. 
Note, the mission editor supports group copy/paste functionality. To copy a group, select it and 
press [CTRL+C]. To paste the group with identical properties, position the mouse over the 
desired point on the map and press [CTRL+V]. 
 
Suppliers 
 
The SUPPLIERS button brings up an information panel with the ammunition suppliers for the 
chosen ship group. 


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FULL INFO. Opens the Resource Manager panel. 
ADD. Adds a warehouse. When clicked, it marks all ship groups and airfields with checkboxes, 
that when ticked designates these groups as suppliers. This will create arrowed lines that go 
from these supplier units to the original ship group. 
DEL. Removes the selected suppliers from the panel list. 
 
 
 


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Advanced Actions Mode (naval groups) 
 
Pressing the Advanced tab opens the Advanced Actions Panel, which lists the actions associated 
with the selected waypoint: 
 
This panel is used to set (add/edit/delete) group actions (Perform Task, Start Enroute Task, 
Perform Command, Set Option), which are tasked to the AI at this waypoint by the user or 
generated automatically by the Mission Editor. 
Panel Interface Controls 
The following buttons are located at the bottom of the Advanced Actions Menu: 
• 
ADD – Adds a new action to the list. When pressed, a default No Task action is created, 
which can be edited in the Action Settings pop-up panel to the left. 
• 
INS – Inserts a new action above the currently selected one. 
• 
EDIT – Opens the Action Settings pop-up panel to display and edit the settings of the 
action. The same functionality is duplicated when clicking on any route waypoint on the 
map. 
• 
DEL – Deletes the selected action. 
• 
UP – Moves the selected action up the list. 
• 
DOWN – Moves the selected action down the list. 
• 
CLONE – Clones the selected action down the list. 


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Action Properties Panel for Naval Groups 
The Action Properties Panel for Naval Groups is analogous to the panel for aircraft groups. In 
other words, this panel is used to set Perform Tasks, Start Enroute Tasks, Perform Commands 
and Set Options for the group to perform, as well as the starting and ending conditions of the 
actions. However, the specific types of actions available for naval groups differs from aircraft 
groups. 
Perform Task 
No Task 
No action is assigned to the group to perform.  
Fire at Point 
Fire against a coordinate point on the map as designated by the mission designer. 
 
To perform this action, move the triangular marker that appears near the group when this 
action is selected, to a desired point on the map. 
Target Panel: 


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ZONE RADIUS. The value sets the radius of the target area. When firing artillery, the ship will 
spread rounds within the entire target area. When firing cruise missiles, the ship will target the 
center coordinate of the target area. 
WEAPON. Drop down menu to select the weapon types cleared to use for this action. This 
menu is dependent on the type of ship and its available types of weaponry. 
ROUNDS EXPEND. Setting this flag allows you to set the amount of ammunition consumed. 
 
Attack Group 
This action is intended to organize an attack of a specified group of ships. 
 
GROUP. Selecting the target air/ground/ship group from the list. 
WEAPON. Drop down menu to select the weapon types cleared to use for this action. This 
menu is dependent on the type of ship and its available types of weaponry. 
REL QTY. The amount of payload cleared to expend in executing this action. 
MAX ATTACK QTY. The maximum number of attack runs cleared for this action. The ship's 
group stops an attack if the target is defeated, even if the specified number of attacks has not 
yet been performed. If the target is not hit within the specified number of attacks, the ship's 
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GROUP ATTACK. When checked, the entire naval group will participate in the attack of the 
target. By default, each ship in a naval group is assigned one target. 
DIRECTION FROM. Allows you to set a course (azimuth) for the selected ship group for its 
approach to the target. 
 
The target marked for destruction is the enemy group that is marked with a triangular marker. A 
line will also be drawn from the waypoint to the target. 
 
Start Enroute Task 
Naval groups cannot be assigned any Start Enroute Task actions. Therefore, the only available 
selection is No Enroute Task. 
Perform Command 
The following commands can be set as actions upon reaching a waypoint: 
No Action 
No command is set. 


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Run Script 
Run the Lua script entered in the scratchpad. 
Script File 
Selects the LUA script file. 
Invisible 
Set the group to be invisible to all enemy AI units. Enabled and disabled using the ENABLE 
checkbox. 
Immortal 
Set the group to be immortal. Enemy AI units will be able to detect the group, but their 
weapons will have no effect. 
Set Option 
The following Options can be set as actions upon reaching a waypoint: 
No Option 
No option is set. Default selection. 
ROE (Rules of Engagement) 
Set fire rules to determine the group's combat behavior when encountering enemy units. 


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• 
WEAPON FREE – engage any enemy group in contact. Target prioritization is 
performed automatically by the group based on the situation. The default setting. 
• 
RETURN FIRE – return fire only; do not engage first. 
• 
WEAPONS HOLD – do not fire under any circumstances. 
As mentioned above, all behavior options work regardless of the active task. If the behavior 
options are not added to the action list, then the default behavior options apply. 
Alarm State 
This option determines the readiness of the group for combat and has three definitions. 


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• 
Auto – Auto mode. The default option. The group switches from travel mode to combat 
alert when an enemy is detected. In the absence of an enemy, the group automatically 
returns to travel mode. 
• 
GREEN state – Group is not ready for combat. Sensors and weapons are stowed. 
• 
RED state – The group is combat ready; weapons and sensors are ready to fire and 
ships are actively searching for targets. 
 
 
 


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Place Ground Unit 
 
You will use this button to place ground unit groups in the mission, set their routes, and create 
their actions. When placing a ground group, it is important to remember that the groups can 
consist of one to 99 vehicles. When placing groups, only the group lead vehicle will be visible on 
the map when zoomed out. As you zoom in though, the individual units of the group will appear 
on the map. This is important for accurate unit placement. 
Note, the mission editor supports group copy/paste functionality. To copy a group, select it and 
press [CTRL+C]. To paste the group with identical properties, position the mouse over the 
desired point on the map and press [CTRL+V]. 
The ground group placement windows consist of numerous functions which are described 
below. We will discuss them from top to bottom.  
 
NAME. In the Name field, you may enter a unique name for the vehicle group. If you do not 
enter one, a default one will be generated. The Name you create will be used when assigning 
some types of Triggers such as Activate Unit. Always be careful not to assign more than one 
group with the same Name. 


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CONDITION. The condition for the random spawning of a group in a mission. For this, LUA 
expressions used in the Simulator Scripting Engine Documentation are entered into the field. 
First, the initialization script should be loaded in the trigger panel. The script is executed before 
the mission is loaded and its result is used to set the conditions for the random group spawn. 
COUNTRY. The Country drop down list displays all the countries that have been assigned to 
either the RED or BLUE sides when the mission was initially created by use of the CREATE NEW 
MISSION button. The Country selected will filter the TYPE of ground units available. 
UNIT. The Unit selection is composed of two fields and they allow you to select how many 
ground units will be part of the group (1 to 99). The right field is used to set the total number of 
vehicles in the group; to do so, use the left and right arrow buttons. The left field is used to 
select a vehicle unit within the group; to do so, use the left and right arrow keys. 
 
Note: For Surface to Air Missile (SAM) batteries like SA-10, SA-11, etc., all the needed 
units of the SAM battery must all be part of the same Vehicle Group. 
 
Note: If you place a ground unit to act as a JTAC, use a unit that is armed and  
has 
sensors. The armed HMMWV is a good choice. 
CATEGORY. Drop-down list for selecting the unit category: 
• 
Air Defence. 
• 
Armor. 
• 
Artillery. 
• 
Fortification. 
• 
Infantry. 
• 
Missiles. 
• 
Train. 
• 
Unarmed 
TYPE. Depending on the Country selection, a list of appropriate ground units will populate this 
pull-down list. 
UNIT NAME. Enter a unique name for each unit within the Group. If you do not, a default 
name will be created automatically. This name is important because it will be used to set some 
Trigger Conditions. For example, if you create a condition based on the destruction of a unit, the 
unit will be selected from a list using its UNIT NAME. 
SKILL. The Skill level allows you to select how competent the unit is controlled by the artificial 
intelligence. This setting can control such factors as what range it will attack from, and how 
accurate its weapon delivery skills are. There are five Skill options for AI ground units:  
• 
Average 
• 
Good 
• 
High 
• 
Excellent 


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• 
Random. This option will randomly select from one of the four options above.  
 
Note: A unit's skill level will affect its detection ranges, reaction times and targeting 
errors. 
 
Note: Regardless of skill level, AI aircraft will have great difficulty spotting infantry units 
unless the infantry unit is moving or firing weapons. 
HEADING. The course dial can be used to set a unit's standing course when no route has been 
created to determine the direction of travel. 
HIDDEN ON MAP check box. After creating a mission, you may wish to hide certain units so 
that people playing your mission cannot see them. Check this box to hide the selected ground 
group from the ME World Map. You can view all hidden groups using the Units List window 
(discussed later in this document).  
HIDDEN ON PLANNER. This option hides ground unit from the mission map in the mission 
planner. This option can be useful if you need to hide an object from the player 
VISIBLE before ACTIVATION. If you choose to have a unit appear according to an Activate 
Group/Unit trigger, you can choose to have that unit visible in the world or invisible in the world 
until the unit is activated. If you wish to have the unit visible in the world but inactive until 
activation, check this box. 
LATE ACTIVATION. This option spawns a group of units in the mission after a certain time 
after reaching any condition or event. 
GAME MASTER ONLY. This option indicates that the selected group is available only to the 
game master – the owner of the game session. 
PLAYER CAN DRIVE. This option enables the player to drive the selected units by using 
[RAlt+J]. 
TRANSPORTABLE. This option allows the selected infantry, transport, armored, and cargo 
units for transport by helicopter. 
Modal Buttons 
Four modal buttons control what is displayed on the lower half of the Vehicle Group Properties 
placement window. These include: ROUTE, AMMO, TRIGGERED ACTIONS, and SUMMARY. 
 
Route Mode 
 
When in Route mode, the data in the lower half of the vehicle placement window is in regards 
to waypoint management. Waypoints are arbitrary points on the map (Lat / Long) that can be 


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chained together to create a route. During the course of a mission, the group will drive from one 
waypoint to the next along the route line and at each waypoint you can assign unique actions 
(like a formation). 
To place a new vehicle group, you will need to be in the Route mode and have a vehicle group 
selected. You may then left click on the map to place the group’s starting point, which will also 
be waypoint 1. When you place a group, its waypoint marker (circle with its waypoint number 
next to it) and route line will be colored appropriately:  
• 
White - Selected unit.  
• 
Red - A Red side unit that is not selected.  
• 
Blue - A Blue side unit that is not selected.  
At waypoint one will be a unit icon instead of a standard waypoint circle. Different icons denote 
different types of units: 
Ground Unit ME Icons (Russian/Western) 
Russian 
NATO 
Unit Type 
 
 
Tank 
 
 
Infantry Fighting Vehicle (IFV) 
 
 
Combat reconnaissance vehicle 
 
 
Armored Personnel Carrier (APC) 
 
 
Transport 
 
 
Civilian vehicle 
 
 
Engineers 
 
 
Self-Propelled Gun (SPG) 
 
 
Multiple Launch Rocket System (MLRS) 
 
 
MLRS Medium 
 
 
MLRS Heavy 
 
 
Anti-tank Guided Missile (ATGM) tracked 
 
 
Anti-tank Guided Missile (ATGM) wheeled 


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Forward Air Controller (FAC) vehicle 
 
 
Infantry 
 
 
Man-Portable Air Defense (MANPAD) SAM system 
 
 
Stinger SAM 
 
 
Anti-Aircraft Artillery (AAA) 
 
 
Self-propelled AAA 
 
 
Radar-guided AAA 
 
 
Wheeled AAA 
 
 
Tracked AAA 
 
 
SAM short range, wheeled 
 
 
SAM short range, tracked 
 
 
SAM short range, wheeled, radar-guided 
 
 
SAM short range, tracked, radar-guided 
 
 
SAM medium range, tracked 
 
 
SAM medium range, wheeled 
 
 
SAM medium range, tracked, radar-guided 
 
 
SAM long range, tracked, radar-guided 
 
 
SAM long range, wheeled 
 
 
Avenger SAM system 
 
 
M6 Linebacker SAM system 
 
 
Chaparral SAM system 


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M-163 Vulcan AAA system 
 
 
Mobile radar 
 
 
Radio-navigation beacon 
 
 
Stationary radar 
 
 
Air controller 
 
 
Air defense direction center 
 
 
Battle command center 
 
 
Forward Air Controller (FAC) 
 
 
Command center 
 
 
Bunker 
 
 
Checkpoint 
 
 
Storage 
 
 
Fuel depot 
 
 
Structure (building) 
To shift the entire group's position on the map, click and drag the group's lead unit to the 
desired location. To adjust the position of other units within the group, click and drag the 
desired unit relative to the leader's position. 
Below the Modal buttons are the Route controls. From top to bottom: 
 


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WAYPOINT. The WAYPOINT fields allow you to cycle between waypoints you have created. 
The left field displays the currently selected waypoint and you can cycle it by pressing the left 
and right arrow buttons. The field on the right displays the total number of waypoints in the 
route. The circle and waypoint number of the selected waypoint is colored yellow on the map. 
NAME. For each waypoint you can assign a unique name. Enter the name of the waypoint in 
this field and this name will then appear next to the waypoint on the map.  
TYPE. Each waypoint can be assigned a type of action that the group will perform when it 
reaches the waypoint. These include: 
• 
Offroad. The vehicle group will drive to the next waypoint one in front of the other in a 
line.  
• 
On road. When set to On Road, the waypoint will snap to the nearest road. When the 
next waypoint is also set to On Road, the editor will automatically plot a path along the 
road network between the two points. When placing an On Road waypoint, avoid doing 
so at a road intersection. If placing multiple groups on the same road, try to keep them 
at least 500 meters apart to avoid route conflicts.  
• 
Line Abreast. The group vehicles will assume a line abreast formation. 
• 
Cone. The group vehicles will assume a cone formation. 
• 
Vee. The group vehicles will assume a vee formation. 
• 
Diamond. The group vehicles will assume a diamond formation. 
• 
Echelon Left. The group vehicles will assume an echelon left formation. 
• 
Echelon Right. The group vehicles will assume an echelon right formation. 
• 
Custom. Select a custom formation for the group using the template drop-down menu. 
Group templates can be created using the Templates Menu of the mission editor. 
 
ALTITUDE. Not adjustable for vehicle groups. This field will indicate the altitude of the 
waypoint. 


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SPEED. The speed setting sets the speed in kilometers per hour (km/h) that the vehicle will 
drive to reach its next waypoint. To set this, you can either use the left and right arrow buttons 
or type it into the field. 
GS (GROUND SPEED LOCK CHECKBOX). Selects between manual and automatic entry of the 
desired speed for the waypoint. Not applicable to a starting waypoint.  
If the speed is locked, the group will attempt to maintain the desired speed on the route leg 
from the preceding waypoint to the current one.  
START/ETA. (Estimated Time of Arrival). Indicates the desired arrival time for the waypoint (or 
group start time in the case of the initial waypoint). This is set by the user if the ETA is locked or 
calculated automatically by the Mission Editor if the ETA is unlocked. 
Fix Time (ETA LOCK CHECKBOX). Selects between manual and automatic entry of the desired 
ETA for the waypoint. The ETA is locked for the initial waypoint (group start time) by default. 
When locked, the ETA field can be used to set a delayed group activation in the mission by 
setting an ETA for the initial waypoint at a time past the mission starting time. For example, if 
the mission is set to start at 12:00:00/1 and the user wishes to have the group appear in the 
mission 15 minutes after the mission starts, he can lock the ETA for waypoint-1 at 12:15:00/1. 
Furthermore, if the user wishes for the group to appear in the mission based on a triggered 
event of unknown time, he can set the ETA for the starting time past any likely mission time, 
such as 100 days later (12:00:00/100). In such a scenario, the group will not appear until 
triggered by the scripted event or the starting ETA is reached. 
If the ETA for the waypoint results in calculated speeds that are too slow or too fast for the 
aircraft type, the font will become red to indicate an invalid entry and a corresponding error 
message will appear when the user attempts to close the properties panel or save the mission. 
See above for more information. 
 
Waypoint Mode Buttons 
These three buttons allow you to add, edit and delete route waypoints. 
 
• 
ADD – In ADD mode, each press of the left mouse button over the map adds a new 
waypoint. This mode is selected on by default when a Group Properties panel is open.  
• 
EDIT – In EDIT mode, existing waypoints can be selected on the map for editing in the 
waypoint properties panel.  
• 
DEL – Pressing this button deletes the selected waypoint. 
When planning engagements, consider some of the following: vehicle weapon fire is less 
accurate when on the move. Each vehicle has separate armor values depending on facing (front, 
sides, rear and top). As such, you generally want to keep units facing towards the enemy where 
their armor is the thickest. You may also want to have as many barrels pointing at the enemy as 


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possible, so formations like Line Abreast or Echelon Left/Right may be most effective. It's also 
helpful to do a careful study of the terrain when planning the mission. Consider the line of sight 
between friendly and enemy units to make sure vehicles can be detected (or not) in accordance 
with your plans. 
Ammo Mode 
 
The LOADOUTS EDITOR panel is opened by pressing on the button labelled AMMO and allows 
the user to select the color scheme of the chosen unit. 
 
 
Triggered Actions Mode 
 
The Triggered Actions button opens the Triggered Actions Panel. This panel can be used to add 
or edit group actions analogous to the Advanced Actions Panel, but activated based on trigger 
rules as scripted in the Triggers Menu using the AI TASK trigger action.  


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Route Summary Mode 
 
When in Summary mode, you are provided basic mission data in the lower half of the window. 
This data includes: 
 
START TIME. The mission start time for the group in Hour:Minute:Second/Day. 
ROUTE TIME. Calculated travel time while maintaining a given speed. This is indicated in 
Hour:Minute:Second/Day format. 
ROUTE LENGTH. Total distance of the route in kilometers. 
AVERAGE SPEED. Average speed while travelling the given route. 
 
 
 


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Notes regarding airbase and FARP ground vehicle 
support equipment 
At Forward Arming and Refueling Points (FARP)s, ground equipment resources are tracked to 
determine the level of support that can be provided to the player. This can include ground 
power, radio communications, fuel, and weapons for both AI helicopters and the player. For 
more details on contacting ground crew, see the Radio Communications section in the Flight 
Manual.  
The ground equipment units must be placed within a 150 meters radius from the center of the 
FARP. The units required vary between eastern and western forces: 
Table of objects/units at the airfield/FARP 
Service 
Required units 
(red coalition) 
Required units 
(blue coalition) 
Conditions 
Airfield, ATC 
Tower 
Tower 
Not destroyed 
Airfield, ground 
crew, rearming, 
refueling, ground 
power, aircraft 
repair 
Not required 
Not required 
Repair occurs automatically 
three minutes after the rotors 
(supporting propellers) are 
stopped 
FARP, ATC 
CP SKP-11 ATC, 
FARP Command 
Post 
APC M1025 
HMMWV,  
FARP Command 
Post 
Within 150 meters from the 
FARP center 
FARP, ground 
crew, rearming 
GAZ-3308,  
GAZ-66,  
KAMAZ-43101, 
KrAZ-6322,  
Ural-375 KUNG, 
Ural-375, 
Ural-4320-09-31, 
Ural-4320T,  
FARP Ammo 
Storage 
M818,  
FARP Ammo 
Storage 
Within 150 meters from the 
FARP center 
FARP, ground 
crew, refueling 
ATMZ-5, ATZ-10, 
FARP Fuel Depot 
Tanker М978 
HEMTT,  
FARP Fuel Depot 
Within 150 meters from the 
FARP center 
FARP, ground 
crew, ground 
power 
GPU APA-5D,  
GPU APA-80 
M818 
Within 150 meters from the 
FARP center 


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FARP, night 
lighting system 
CP SKP-11 ATC 
APC M1025 
HMMWV 
Within 150 meters from the 
FARP center 
FARP, repair 
UAZ-469,  
Ural-4320-09-31, 
Ural-4320Т,  
ZIL-131 KUNG, 
KAMAZ-43101,  
FARP Tent 
M818,  
FARP Tent 
Within 150 meters from the 
FARP center. Repairs take 
three minutes after rotors 
(supporting propellers) are 
stopped 
The vehicles must be within a radius of 150 meters from the center of the FARP to provide 
appropriate service. 
For example, if you want to provide on FARP radio communication with the CP (command post) 
and electrical power, you must supply at least two vehicles – CP SKP-11 ATC and one of the 
APAs for the red side or the M1025 HMMVW and M818 for the blue side. 
If any of the above units are absent or destroyed, the assigned resource will be unavailable. In 
case a FARP is attacked and all units are destroyed, you may wish to set up a trigger to move 
new units within 150 meters of the destroyed base to provide support functions.  
Service vehicles shall be located within a radius of 150 meters from the center of the FARP. The 
size of the FARP shall be approximately 200x200 meters. 
The rearm, refuel, and electric power at the airfields do not depend on vehicles. Again though, 
the radio communications to request these depend on the tower (the tower must not be 
destroyed). If the tower is destroyed, the communications can be restored with either the SKP-
11 for the red side or the HMMVW M1025 for the blue side. To prepare for such an event, you 
can set the mission up so that if the tower is destroyed a mobile command vehicle will be 
dispatched to the airbase. 
Repair of the player's helicopter is carried out in the airfield or FARP within 3 minutes after the 
rotors (supporting propellers) stop. 
 
Below is one of the many possible options for symmetrical service convoys for the red and blue 
coalitions for the FARP. The units in the columns perform all the functions as shown in the table 
above, plus column security is added. 
 
 
 


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Service Column (Red Coalition): 
 
Service column (blue coalition): 
 
 
 


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Ammo supply for ground units 
Upon exhausting all their ammunition, ground units, such as air defense systems, missile 
defense systems, self-propelled guns, infantry fighting vehicles and tanks, may all have their 
ammunition stores be replenished using supply vehicles. Supply vehicles are counted as 
unlimited warehouses. They can be included in the composition of both a static group of units 
(SAM positions) and mobile unit groups (self-propelled gun convoy or armored vehicles). A 
group can have several supply vehicles, and if a coalition of a group has different types of these 
machines, then the creator of the mission can diversify the composition of the group for added 
realism. One supply vehicle replenishes the ammunition of all units located within a radius of 
200 meters from it. If the unit is outside this 200 meter radius, its ammunition will not be 
replenished. The creator of the mission in the editor should take this into account when forming 
diverse positions of air defense groups and convoys of armored vehicles, especially if they are 
large in length and do not fit into a radius of 200 meters. Ammunition replenishment time 
depends on the type of unit. 
Supply vehicles for ground forces 
Supply vehicle 
(warehouse) 
Country 
The ammo supply condition 
GAZ-3308 
Russia 
Within a radius of 200 meters of the supply vehicle 
GAZ-66 
Russia 
Within a radius of 200 meters of the supply vehicle 
KAMAZ-43101 
Russia 
Within a radius of 200 meters of the supply vehicle 
KrAZ-6322 
Ukraine 
Within a radius of 200 meters of the supply vehicle 
M818 
USA 
Within a radius of 200 meters of the supply vehicle 
Ural-375 KUNG 
Russia 
Within a radius of 200 meters of the supply vehicle 
Ural-375 
Russia 
Within a radius of 200 meters of the supply vehicle 
Ural-4320-09-31 
Russia 
Within a radius of 200 meters of the supply vehicle 
Ural-4320Т 
Russia 
Within a radius of 200 meters of the supply vehicle 
 
The following are examples of the location of the supply vehicle in mobile vehicle formations and 
fixed unit groups (examples are not a limitation on the mission creator's intent): 
 


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Example 1. Supply vehicle in a column of self-propelled guns (one for 4 self-propelled guns). 
 
Example 2. Supply vehicle at a Patriot SAM site (one for each launcher). 
 


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Example 3. Supply vehicle at a S-300PS SAM site (one for all launchers). 
 
Replenishment time consists of the time required to move the launchers or ammunition to a 
given unit, replace them (replenish them), and connect them, such as on the chassis of Patriot, 
S-300PS, Buk, Hawk SAMs and other units according to their type of weapon. 
Supply ammo for SAM 
SAM 
Armament 
Supply ammo time from a supply vehicle 
(warehouse), sec. 
SA-19 Tunguska 
2S6M 
Cannons 2х30мм 
2400 
Missiles 
960 
SA-6 Kub LN 2P25 
Missiles 
1800 
SA-3 S-125 LN 5P73  
Missiles 
600 
SA-10 S-300PS LN 
5P85C(D) 
Missiles 
7200 
SA-8 Osa 9A33 
Missiles 
1800 
SA-9 Strela-1 9P31 
Missiles 
1200 


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SA-13 Strela-10М3 
9A35М3  
Missiles 
960 
SA-11 Buk LN 
9A310M1 
Missiles 
780 
SA-15 Tor 9A331 
Missiles 
1080 
Patriot LN M901 
Missiles 
3600 
SPAAA Gepard-1А2 
Cannons 2х35мм 
1800 
Hawk LN M192 
Missiles 
420 
SA-18 Igla MANPADS 
Missiles 
120 
Linebacker M6 
Missiles 
200 
Cannon 25мм 
880 
Chaparral M48 
Missiles 
360 
Vulkan M163 
Cannon 20мм 
1200 
Avenger M1097 
Missiles 
400 
Roland ADS 
Missiles 
300 
Stinger MANPADS 
Missiles 
120 
SPAAA ZSU-23-4 
Shilka 
Cannons 4х23мм 
20 
ZU-23 Emplacement 
Cannons 2х23мм 
60 
ZU-23 Closed 
Cannons 2х23мм 
60 
ZU-23 on Ural-375 
Cannons 2х23мм 
60 
 
 
 


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Supply ammo for MLRS 
MLRS 
Armament 
Supply ammo time from a supply vehicle 
(warehouse), sec. 
9K51 Grad BM-21 
Solid propellant 
rockets 
40х122мм 
420 
9K57 Uragan BM-27 
Solid propellant 
rockets 
16х220мм 
840 
9А52 Smerch 
Solid propellant 
rockets 
12х300мм 
2160 
M270 MLRS 
Solid propellant 
rockets 
12х227мм 
560 
 
Supply ammo for Howitzers 
Howitzers 
Armament 
Supply ammo time from a supply vehicle 
(warehouse), sec. 
2B11 Mortar 
Mortar tube 
120мм 
30 
2S1 Gvozdika 
Gun 122мм 
940 
2S3 Akatsia 
Gun 152мм 
1186 
2S9 Nona-S 
Gun 120мм 
500 
2S19 Msta-S 
Gun 152мм 
1080 
Machine gun 
12,7мм 
110 
M109 Paladin 
Gun 155мм 
936 
SpGH vz.77 Dana 
Gun 152мм 
1488 
 
 
 


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Supply ammo for IFV/APC 
IFV/APC 
Armament 
Supply ammo time from a supply vehicle 
(warehouse), sec. 
AAV7 
Grenade 
launcher 40мм 
210 
Machine gun 
12,7мм 
90 
BMD-1 
Gun 73мм 
600 
ATGM "Malutka" 
80 
Machine guns 
3х7,62мм 
60 
BMP-1 
Gun 73мм 
600 
ATGM "Malutka" 
80 
Machine gun 
7,62мм 
60 
BMP-2 
Cannon 30мм 
1800 
ATGM "Konkurs" 
120 
Machine gun 
7,62мм 
600 
BMP-3 
Cannon 30мм 
1800 
Gun 100мм 
710 
ATGM "Kastet" 
120 
Machine guns 
3х7,62мм 
600 
MT-LB 
Machine gun 
7,62мм 
150 
BRDM-2 
Machine gun 
14,5мм 
230 


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Machine gun 
7,62мм 
140 
BTR-80 
Machine gun 
14,5мм 
230 
Machine gun 
7,62мм 
140 
BTR-RD 
ATGM "Konkurs" 
125 
Machine guns 
2х7,62мм 
60 
Cobra 
Machine gun 
12,7мм 
100 
LAV-25 
Cannon 25мм 
1200 
Machine guns 
2х7,62мм 
480 
M2A2 Bradley 
Cannon 25мм 
240 
ATGM "TOW" 
140 
Machine gun 
7,62мм 
480 
M113 
Machine gun 
12,7мм 
75 
M1043 HMMWV 
Machine gun 
12,7мм 
75 
M1045 HMMWV 
ATGM "TOW" 
180 
M1126 Stryker ICV 
Machine gun 
12,7мм 
125 
M1134 Stryker ATGM 
ATGM "TOW" 
280 
Machine gun 
7,62мм 
- 
Marder 
Cannon 20мм 
2000 


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Machine gun 
7,62мм 
400 
MCV-80 Warrior 
Cannon 20мм 
380 
Machine gun 
7,62мм 
75 
TPz 1 Fuchs 
Machine gun 
7,62мм 
120 
ZBD-04A 
Cannon 30мм 
1800 
Gun 100мм 
710 
ATGM "Kastet" 
120 
Machine gun 
7,62мм 
600 
 
Supply ammo for Tanks 
Tank 
Armament 
Supply ammo time from a supply vehicle 
(warehouse), sec. 
Challenger 2 
Gun 120мм 
450(AP), 440(HE) 
Machine gun 
7,62мм 
- 
Leclerc 
Gun 120мм 
530(AP), 230(HE) 
Machine gun 
7,62мм 
- 
Leopard 1А3 
Gun 105мм 
515(AP), 290(HE) 
Machine gun 
7,62мм 
40 
Leopard 2A5 
Gun 120мм 
400(AP), 275(HE) 
Machine gun 
7,62мм 
126 


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M1A2 Abrams 
Gun 120мм 
400(AP), 260(HE) 
Machine gun 
12,7мм 
90 
Machine gun 
7,62мм 
580 
M1128 Stryker MGS 
Gun 105мм 
260(AP), 140(HE) 
Machine gun 
12,7мм 
95 
Machine gun 
7,62мм 
500 
Merkava Mk.4 
Gun 120мм 
465(AP), 300(HE) 
Machine gun 
2х7,62мм 
545 
T-55 
Gun 100мм 
495(AP), 184(HE) 
Machine gun 
12,7мм 
110 
Machine gun 
7,62мм 
- 
T-72B 
Gun 125мм 
416(AP), 308(HE) 
ATGM "Refleks" 
130 
Machine gun 
12,7мм 
110 
Machine gun 
7,62мм 
- 
T-80U 
Gun 125мм 
406(AP), 316(HE) 
ATGM "Refleks" 
120 
Machine gun 
12,7мм 
150 


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Machine gun 
7,62мм 
- 
T-90А 
Gun 125мм 
408(AP), 310(HE) 
ATGM "Refleks" 
130 
Machine gun 
12,7мм 
50 
Machine gun 
7,62мм 
- 
 
 
 


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Advanced Actions Mode (ground groups) 
 
Pressing the Advanced tab open the Advanced Actions Panel, which lists the actions associated 
with the selected waypoint: 
 
This panel is used to set (add/edit/delete) group actions (Perform Task, Start Enroute Task, 
Perform Command, Set Option), which are tasked to the AI at this waypoint by the user or 
generated automatically by the Mission Editor. 
Panel Interface Controls 
The following buttons are located at the bottom of the Advanced Actions Mode: 
• 
ADD – Adds a new action to the list. When pressed, a default No Task action is created, 
which can be edited in the Action Settings pop-up panel to the left. 
• 
INS – Inserts a new action above the currently selected one. 
• 
EDIT – Opens the Action Settings pop-up panel to display and edit the settings of the 
action. The same functionality is duplicated when clicking on any route waypoint on the 
map. 
• 
DEL – Deletes the selected action. 
• 
UP – Moves the selected action up the list. 
• 
DOWN – Moves the selected action down the list. 
• 
CLONE – Clones the selected action down the list. 


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Action Properties Panel for Ground Groups 
The Action Properties Panel for Ground Groups is analogous to the panel for aircraft groups. In 
other words, this panel is used to set Perform Tasks, Start Enroute Tasks, Perform Commands 
and Set Options for the group to perform, as well as the starting and ending conditions of the 
actions. However, the specific types of actions available for vehicle groups differs from aircraft 
groups. 
Perform Task 
No Task 
No action is assigned to the group to perform. 
FAC – Assign Group 
This task creates a Forward Air Controller (FAC) to direct friendly aircraft onto a target group 
designated by the mission designer. To achieve full FAC functionality, the FAC unit should be an 
armed vehicle with direct line of sight to the target and placed within a few kilometers range. 
Targeting actions will begin when friendly units arrive in the area and establish communication 
with the FAC. 
Note: The FAC: Assign Group Task assumes full situational awareness for the FAC. The target's 
location will always be known and the FAC will always attempt prosecute the attack if conditions 
permit. 
The FAC will only provide targeting against the group designated as the target in the mission 
editor and will not target other groups.  


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Target Panel: 
GROUP. Drop down menu to select the target group from all applicable enemy groups available 
in the mission. 
WEAPON. Drop down menu to select the weapon types cleared to use for this action. The FAC- 
Assign Group Task allows you to set the weapon type(s) for the FAC to request from the 
attacking groups.  
DESIGNATION. Selects the method of target designation (Auto, smoke marker ("Willy Pete", 
WP), IR-Pointer, Laser, WP-Laser. Target designation is carried out on the player’s radio request 
at a fixed radio range. 
 
If the FAC unit is located from the enemy at a distance greater than the operational range of the 
target designator equipment, then the maximum ranges for each of the available equipment will 
be displayed in the menu. 


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In this case, it is necessary to adjust the distance of the FAC to the enemy such that it is within 
the specified maximum range. 
If an enemy unit is obscured from the forward air observer's line of sight (for example, due to 
terrain), the message "problem: no LOS" will be displayed in brackets, signifying that target 
designation is currently impossible for the player. 
 
 
 
For target designation the FAC must first maneuver until the target is in their line of sight. 
DATALINK. Only ground units that have EPLRS (as shown in waypoint advanced options) can 
transmit target location data via datalink to suitably equipped aircraft. 
CALLSIGN. Callsign of the FAC. 
NUMBER. Selection field for the FAC’s number. 
FREQUENCY. Set the FAC group's radio communications frequency in MHz. 
MODULATION. Set the FAC group's radio communications AM/FM modulation. 
 
 
Target designation 
method 
Maximum distance for 
target designation 
Target designation 
method 
No Line of Sight 


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Fire at Point 
Fire against a coordinate point on the map as designated by the mission designer.  
To perform this action, move the triangular marker that appears near the group when this 
action is selected, to a desired point on the map. 
 
Target Panel: 
ZONE RADIUS. This parameter affects the distribution of fire: artillery systems will shell the 
entire area of the zone, whereas missiles will hit only the center of the zone. 
WEAPON. Drop down menu to select the weapon type(s) cleared to use for this action. This 
menu is dependent on the type of armoured vehicles and its available types of weaponry. 
ROUNDS EXPEND. Setting this flag allows you to set the amount of ammunition consumed. 
 
 


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Hold 
Stop at the waypoint location and maintain position as long as the action is in effect. 
 
 
The Lower Action Properties Panel can be used to select a custom formation for the group to 
take while holding. 
This function may be useful for various combat tasks, such as post patrols or artillery fire. For 
example, an artillery battery can be set to hold in a fire mission formation to conduct fire. 
 
Embark to Transport (work in progress) 
Facilitates ground unit embarkation to transport. Available for the following ground unit group 
categories: "INFANTRY". 
Each infantry squad must have "Perform Task – Embark to transport" set, and the 
TRANSPORTABLE flag activated in the vehicle group panel. 


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Target Panel: 
VEHICLE GROUP. Selects the vehicle group for the embarkation task. 
ZONE RADIUS. The radius of the embarkation area of the infantry squads, in meters. 
 
Go to Waypoint 
The group will follow the route until it reaches the specified waypoint. 


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Target Panel: 
TO WAYPOINT. Specifies the destination waypoint. 
 
Start Enroute Task 
No Enroute Task 
A No Enroute Task action does not set any action for the group to perform. 
FAC 
The group will act as a Forward Air Controller (FAC) to provide targeting orders for friendly units 
in the area. 
Under a FAC Enroute Task, the FAC will automatically prioritize targets for the player or 
attacking AI groups and issue targeting orders throughout the attack phase. 
Note: The FAC's target selection may not correspond to the targets intended for the player or 
attacking AI by the mission designer. 


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Target Panel: 
CALLSIGN. Callsign of the FAC. 
NUMBER. Selection field for the FAC’s number. 
FREQUENCY. Set the FAC group's radio communications frequency in MHz. 
MODULATION. Set the FAC group's radio communications AM/FM modulation. 
 
FAC – Engage Group 
Analogous to the FAC Enroute Task, except in this case a specific enemy group is selected by 
the mission designer for the FAC to target. 
Remember, because this is an Enroute Task, the FAC will have to independently detect the 
target group prior to being able to issue targeting commands against it. As described above, 
target detection will depend on a number of dynamic variables in-game, including possible 
terrain obstructions or weather interference. If no group is designated by the mission designer, 
the FAC will not issue any targeting commands.  
 


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Target Panel: 
GROUP. Drop down menu to select the target group from all applicable enemy groups available 
in the mission. 
VISIBLE. The VISIBLE option allows the unit to know or not know the location of target 
position at the start of the mission. 
WEAPON. Drop down menu to select the weapon types cleared to use for this action. The FAC- 
Assign Group Task allows you to set the weapon type(s) for the FAC to request from the 
attacking groups.  
PRIORITY. The PRIORITY number is used to set the action priority in relation to other actions 
of the waypoint. The priority number represents the order this action will take relative to other 
actions, starting with '0' as the highest priority. 
DESIGNATION. Selects the method of target designation (Auto, smoke marker ("Willy Pete", 
WP), IR-Pointer, Laser, WP-Laser. Target designation is carried out on the player’s radio request 
at a fixed radio range. 


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If the FAC unit is located from the enemy at a distance greater than the operational range of the 
target designator equipment, then the maximum ranges for each of the available equipment will 
be displayed in the menu. 
 
In this case, it is necessary to adjust the distance of the FAC to the enemy such that it is within 
the specified maximum range. 
If an enemy unit is obscured from the FAC's line of sight (for example, due to terrain), the 
message "problem: no LOS" will be displayed in brackets, signifying that target designation is 
currently impossible for the player. 
 
 
For target designation the FAC must first maneuver until the target is in their line of sight. 
Only armed units can designate a target with smoke and laser. (e.g. APC M1043 HMMWV 
Armament). 
DATALINK. Only ground units that have EPLRS (as shown in waypoint advanced options) can 
transmit target location data via datalink to suitably equiped aircraft. 
CALLSIGN. Callsign of the FAC. 
Target designation 
method 
Maximum distance for 
target designation 
Target designation 
method 
No Line of Sight 


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NUMBER. Selection field for the FAC’s number. 
FREQUENCY. Set the FAC group's radio communications frequency in MHz. 
MODULATION. Set the FAC group's radio communications AM/FM modulation. 
 
 
 


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Perform Command 
The following commands can be set as actions upon reaching a waypoint: 
No Action 
No command is set. 
Run Script 
Run the Lua script entered in the scratchpad. 
Script File 
Selects the LUA script file. 
Set Callsign 
Set the group's callsign. For Western units, the callsign consists of a primary designation and a 
numerical ID. For example, "Warrior 4". 
 
 
 


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Set Frequency 
Set the group's radio communications frequency in MHz and AM/FM modulation.  
 
 
Transmit Message 
Command to send a message from the lead group. 


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FILE. Selects the audio file to be played during the radio transmission (*.ogg;*.wav). 
SUBTITLE. Field for inputting the text message (subtitles) to be displayed during the radio 
transmission. 
LOOP. Settings for repeating the message. 
DURATION. Duration of the message, in seconds. 
 
Stop Transmission 
Stops the transmission from the lead group. This command has no available options. 
 
Go to Waypoint 
When the conditions for this action are in effect, the group will navigate from the current 
waypoint directly to the one set by this action. 
For example, you can send a unit from WPT 0 immediately to WPT 2, or vice versa, from WPT 2 
back to WPT 0. 


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By default, this is set to the next waypoint in the existing route.  
All main tasks, commands, and behavior options, missed waypoints, will not be fulfilled.  
This action can be used when organizing a circular route. For example, if you send a unit to 
WPT 0 after WPT 2, it will return along the route to WPT 2 and again go to WPT 0 while the 
command is active. You can limit the command with logical conditions by using CONDITION ..., 
for example, to set a time limit for executing the command. 
Invisible 
Set the group to be invisible to all enemy AI units. Enabled and disabled using the ENABLE 
checkbox. 
This command may be useful when creating ground-based FACs in close proximity to enemy 
positions as a means of simulated a well camouflaged position and preventing the FAC from 
being destroyed. 
Immortal 
Set the group to be immortal. Enemy AI units will be able to detect the group, but their 
weapons will have no effect.  


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EPLRS 
This command enables the usage of the EPLRS (Enhanced Position Location and Reporting 
System) system and the transmission of EPLRS data to units in the group. Has one option for 
enabling or disabling this function. 
 
 
 


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Set Option 
The following Options can be set as actions upon reaching a waypoint: 
No Option 
No option is set. Default selection. 
ROE (Rules of Engagement) 
Set fire rules to determine the group's combat behavior when encountering enemy units. 
 
• 
WEAPON FREE – engage any enemy group in contact. Target prioritization is 
performed automatically by the group based on the situation. 
• 
RETURN FIRE – return fire only; do not engage first. 
• 
WEAPONS HOLD – do not fire under any circumstances. 
The default setting is WEAPONS FREE. 
Disperse Under Fire 
When enabled, this option will allow the group to disperse when under attack. The default value 
is Allow. In this case, the unit group will disperse when any one of its units is destroyed or 
damaged. The dispersal duration is indicated in seconds, after which the group will return to 


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formation and continue moving along the route. If this option is not enabled, the group will 
continue to move in formation while under fire. 
 
 
Alarm State 
Sets the combat readiness state of the group. 


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• 
Auto – default setting, where the group is not combat ready until the presence of 
enemy units is detected. Note, the AI may “sense” the presence of enemy units without 
actually detecting them with own sensors. 
• 
GREEN state – group is not combat ready. It does not perform target search or 
engagement, maintains sensors off and stowed if possible. 
• 
RED state – group is combat ready and actively searching for targets. Depending on 
the unit, it may or may not be able to move while in combat ready state. 
Engage Air Weapons 
This option allows the ground group to intercept and destroy aircraft-launched weapons on their 
approach to target. It has one checkbox which allows or forbids this action. 
 
 
 


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Place Static Object 
 
In addition to placing active air, land, and sea units, you may also place static versions of these 
objects to populate a mission.  Static objects share the same external model as their active-
object counterparts, but they are immobile and do not use sensors or weapons. Unlike active 
units, you can only have one unit per group. 
Note, the mission editor supports group copy/paste functionality. To copy a group, select it and 
press [CTRL+C]. To paste the group with identical properties, position the mouse over the 
desired point on the map and press [CTRL+V]. 
The Static Object window includes the following functions from top to bottom: 
 
 
NAME. In the Name field, enter in a unique name for the static object.  If you do not enter one, 
a default one will be generated.  The Name you create will be used when assigning some types 
of Triggers such as Unit Dead.  To avoid confusion, be careful not to assign more than one 
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COUNTRY. The Country drop down list will display all the countries that have been assigned to 
either the RED or BLUE sides when the mission was initially created by use of the CREATE NEW 
MISSION button.  
CATEGORY. Static Objects are divided into six general categories: 
• 
Airfield and deck equipment enables the usage of airfield-based maintenance 
equipment for aircraft. 
• 
Animals enables the spawning of a set of certain types of animals. 
• 
Cargos that includes a range of different types of cargo for helicopters. 
• 
Effects that includes a set of smoke effects. 
• 
Ground Vehicles that include vehicles appropriate to the selected country. 
• 
Helicopters that include those belonging to the selected country. 
• 
Heliports that allow the placement of a Forward Arming and Refueling Point (FARP) for 
forward helicopter operations. When setting a FARP, you can choose the FARP callsign 
for radio communications from the CALLSIGN drop-down menu and set the radio 
frequency in MHz in the FREQUENCY field. 
• 
Planes that include fixed-wing aircraft of the selected country. 
• 
Sea Shelf Objects that includes drilling rigs and gas production platforms. 
• 
Ships that belong to the selected country. 
• 
Structures that includes pillboxes and many other types of buildings (military and civil). 
• 
Warehouses that includes a set of warehouses and tanks. 
TYPE.  Depending on the Category selection, a list of appropriate units is listed in this pull-down 
list. 
HEADING.  You may use this control to set the heading of the unit in the simulation world.  
You can do this by either using the left and right arrow keys, typing in the heading value, or 
clicking on the heading dial.  
HIDDEN. If you wish to hide the static object on the World Map and make it invisible to players 
in the briefing map, check this box. 
HIDDEN ON PLANNER. This option hides aircraft from the mission map in the mission 
planner. This option can be useful if you need to hide an object from the player. 
DEAD. In addition to the normal static object, you may also populate the world with the 
destroyed version of the object by checking the DEAD box. 
PAINT SCHEME. Allows the user to select the paint scheme for static objects. 
 
 


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Place Initial Point (A-10C only) 
 
The Initial Point (IP) button opens the Initial Point window, which is used to place an IP on the 
map.  This point will be stored in the player's A-10C navigation system as an independent 
navigation point. 
 
The IP window allows you to set the following options: 
COALITION.  Select coalition the navigation point will be available to. 
CALLSIGN.  Select the IP callsign (ID) of the point from the list of eight available choices. 
COMMENT.  Optional comments to be indicated on the Mission Editor map. 
Below the comment field, you can set the IP properties as specific to the navigation system of 
the aircraft. These settings have no function in the A-10C. 
SCALE.  The scale mode of the waypoint. 
STEER.  The steering mode of the waypoint. 
VNAV.  The vertical navigation mode of the waypoint. 
VANGLE.  When VNAV is set to 3D, the vertical angle computation mode. 


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ANGLE.  When VNAV is set to 3D and VANGLE is set to ENTERED, the vertical angle of the 
waypoint. 
 
Place Bullseye 
 
The Bullseye button opens the Bullseye window, which is used to place a Bullseye point on the 
map.  Bullseye is a reference point used by friendly forces to communicate their position.  Each 
coalition is provided a single Bullseye point.  To move the position of the Bullseye on the map, 
simply click and drag it to the desired location. 
The Bullseye window allows you to select the coalition of the Bullseye to edit and indicates the 
current world coordinates of the selected Bullseye. 
 
 
 
 


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Create Area Trigger Zone 
 
Area trigger zones are a powerful tool that allow you set triggered conditions based on a 
specified unit entering or exiting a defined area on the map.  Trigger zones can be placed 
anywhere on the map, can be any size, and can vary in color.  You can also create a trigger 
zone and assign that zone to a mobile unit in the mission. 
Once you open the trigger zone tool, left click on the map where you want the zone to be 
centered (all trigger zones are circular).  Upon doing so, the trigger zone will be displayed on 
the map with a default name. 
 
 
On the right-side trigger zone window, you have the following options: 
NAME. Enter in the name to give the trigger zone in this field.  If no name is entered, a default 
one will be used.  This is the name you will use when setting up a trigger condition. 
RADIUS. The trigger zone may vary in size by adjusting this value.  The value can be changed 
by either clicking on the left and right arrows or by entering the value in the field.  The radius in 
meters is displayed in the field. 


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COLOR.  To help distinguish trigger zones from each other, you may use the default colors or 
create a custom one.  To select a default color, click on one of the 28 colors.  To create a 
custom color, use the left and right arrows of the R (red), G (green), and B (blue) color values.  
The A (alpha) value adjusts the transparency.  The selected/created color is displayed in the 
RGB values. 
HIDDEN. When the mission is played by others, you will probably not want the trigger areas to 
be visible on the map.  To hide them you must check this box. 
It is also possible to add a trigger zone to the ground structures, such as an airfield hangar or a 
building in a settlement, for example. If you right-click on a building on the ground, select 
assign as ... and set up the trigger zone as desired: 
 
 
 
 


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Create Unit Template 
 
Because you can create ground vehicle groups that consist of many different types of vehicles, it 
may be useful for you to save a vehicle group composition for later use.  A good example might 
be an artillery battery that consists of artillery units, ammunition trucks, a command and control 
truck, security APCs, etc.  You can place these all in a single vehicle group and then use the 
Template tool to save it and use it again later. Additionally, templates may be useful in 
conjunction with the STOP AND DEPLOY TO TEMPLATE action of the Trigger Menu. 
To create a new template: 
1. Create a new ground vehicle group with all of the group's required units. 
2. Position the units as desired for the template. The figure shows one of the options for 
the SA-10 (S-300PS) battery position. Keep in mind that moving the lead unit of a group 
will move the entire group. 
3. With the desired group selected, press the Create and Modify Templates button. 
4. Select the appropriate country for the group from the COUNTRY drop-down menu. 
5. Confirm that the ground vehicle group that you wish to make a Template of is listed in 
the SELETED GROUP field. 
6. In the TEMPLATE NAME field, enter a name that you wish to save for the Template. 
7. Press the SAVE TEMPLATE button. 
8. Close the TEMPLATES panel by pressing the Create and Modify Templates button again 
or "X" in the upper right corner of the panel. 
User templates are saved in the file  
C:\Users\UserName\Saved Games\DCS\MissionEditor\templates.lua. 
You have now created and saved a template. 
You have controls at the top of the Template window to manage your templates. 
• 
The top field allows you to select the country for which to save or open Templates. 
• 
The field below the country field is a drop-down menu that lists all the Templates you 
have created for the selected country. 
• 
Using the heading field, you can orient the template using the left and right arrows or by 
clicking on the dial.  The set orientation is indicated in the HEADING field in degrees. 
 


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Below are step-by-step instructions for placing a ground vehicle group from the TEMPLATES 
panel: 
1. Open the TEMPLATES panel by clicking on the Create and Modify Templates button.  
2. In the first drop-down list, select a country. 
3. In the second drop-down list, select the template for the ground unit group. 
4. Place the template on the map by left-clicking on the desired start position. 
5. Set the desired start orientation of the ground unit group by using the HEADING dial. 
After all the desired templates have been placed on the map, close the panel by clicking 
the Create and Modify Templates button again, or by clicking the "X" in the upper right 
corner of the panel. 
 
 
 


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Area Trigger Zone List 
 
When creating area trigger zones, you have the option to hide them so that users playing your 
missions cannot see them.  Pressing the area trigger zone list button will display the area zone 
trigger tool on the right side of the screen and list all the zones you have created for the mission 
along the bottom. 
 
At the top of the zone list are three buttons that allow you to enable and disable the hide 
function for all the listed trigger zones. 
Show All. Pressing this button will set all trigger zones to a visible state. 
Hide All. Pressing this button will set all trigger zones to a Hide state. 
Toggle Selection. The Hide state of the trigger zones will toggle. 
In the trigger zone listing window there are three columns, and each row lists a different trigger 
zone.  The columns include: 
NAME. The name of the trigger zone as entered in the NAME field. 
STATE.  This can either be blank (indicating a visible state) or HIDDEN to indicate that the 
trigger zone is currently hidden. 


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RADIUS. The radius of the trigger zone in meters. 
To close the widow, you may press the X button in the top right corner of the window. 
Unit List 
 
The Unit List displays the list of units (active and static) that you have placed in the mission, and 
allows you to quickly find a unit and view data on it. 
At the top of the list are five check boxes that allow you to filter the types of units that are 
displayed on the list.  These include Show Hidden Units, Helicopters, Planes, Vehicles, Ships, 
and Statics.  To view one of the types in the list, check the box next to the category name.  
 
Each row of the list represents a different unit group; you can use the scroll bar on the side for 
when the list becomes long.  
– This button centers the map on the player-controlled aircraft. 
There are seven columns that provide data for each group.  They are: 
GROUP NAME. Name of the group as set when the group was created. 


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UNIT NAME. Name of the unit. 
UNIT TYPE. Unit type. 
UNIT ID. Unit Identifier. 
COUNTRY.  The name of the country that the group is assigned to. 
STATUS. This can either be blank to indicate that it is not hidden or say HIDDEN to indicate 
that the group is currently in a Hide state. 
MODULE. Name of the module required for the chosen unit (e.g. WWII). 
Note: To quickly Hide or Show a group, you may double-click on it. 
 
Delete Unit/Object 
 
To remove a group entirely from the mission, including waypoints, select the group and then 
press the Delete button [DELETE]. 
 
Map Options 
 
The Map Options panel has been described in detail previously in the System Bar chapter of the 
manual. 
 
Distance Tool 
 
You can use the Distance Tool to measure distance on the World Map.  When enabled by 
pressing the Distance Tool button, left mouse button click, and hold and drag to measure a 
distance.  The distance line is drawn in blue and the distance (in meters) and bearing (degrees) 
are in black.  You must press the Distance Tool button again in order to disable it, and resume 
normal map functioning. 
 


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Exit Mission Editor 
 
To exit the Mission Editor, press the Exit button. 
 
 


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CAMPAIGN 
 
DCS World 
 


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CAMPAIGN 
To select a new campaign to play or continue an existing one, select the CAMPAIGN button from 
the Main Menu screen. 
 
 
The CAMPAIGN screen is divided into four primary areas that allow you to select modules, 
campaigns, view statistics, and view the general briefing of the campaign.  The screen consists 
of the following elements: 
MODULES. Select the module to be used for the current campaign.  
SELECT CAMPAIGN.  Along the left side of the screen is a list of all new campaigns you may 
start, and saved campaigns in progress.  The left column of the list displays the name of the 
campaign and the right column displays its status.  To select a campaign, left click on it to 
highlight it.  Once selected, progress statistics are displayed in the Campaign Details section 
where you can review the general briefing of the campaign.  
Campaign Details.  Once a campaign has been selected, details of the progress of the 
campaign are listed in this pane.  Information includes: 
• 
Last Mission Flown. Date and time of the last flown mission. 
• 
Missions Flown. How many missions the player has flow in the campaign. 
• 
Deaths in Campaign.  How many times the player has died in the campaign. 


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• 
Mission Success Rate. Mission success rate as a percentage. 
• 
Air to Ground Kills. Number of ground units destroyed by player. 
• 
Air to Air Kills. Number of air units destroyed by player. 
CAMPAIGN DESCRIPTION. When a campaign is created in the Campaign Builder, a general 
campaign briefing is written.  Here you can view that briefing. 
 
 
At the bottom of the screen are three additional buttons: 
• 
CANCEL. Press the CANCEL button to return to the Main Menu screen.  You may also 
exit the Campaign screen by pressing the yellow X in the top right corner of the screen. 
• 
RESTART. Press this button to RESTART the campaign from its original start point and 
reset all Campaign Details. 
• 
OK. Once you have selected a new or saved campaign to play, press the OK button to 
begin the next mission in the selected campaign. 
Select Campaign 
 
 
Campaign Description 
 
 
Campaign Details 
 
 
Modules 
 


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CAMPAIGN BUILDER 
 
DCS World 
 


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CAMPAIGN BUILDER 
The Campaign Builder creates what we term a Staged Campaign System (SCS).  A SCS is 
somewhere between a dynamic campaign system that automatically generates missions, and a 
linear, scripted campaign that plays the same way through every time.  A SCS may consist of 
one or more (many more if you wish) stages and each stage can consist of one or more (many 
more if you wish) missions.  Each of these missions is created in the ME as a single mission.  As 
such, each mission may consist of numerous triggers and random settings.  Using the Campaign 
Builder, you may create your campaigns by creating stages and populating them with the 
missions (.miz) you create. 
Upon selecting the CAMPAIGN BUILDER from the Main Menu, you will then be shown the 
campaign builder menu. 
 
 
In the top left corner are functions to manage the files and set the stage that the campaign will 
start on.  From here you may Open an existing campaign, Save the current campaign as is, 
create a New campaign, or Save the current campaign As a new file. Below the File and Starting 
Stage Management is a field that displays the briefing created for the mission. In the section 
Description, you can also delete the default text and enter your own.  
At the top right section of the screen is the area where you define how many stages the 
campaign will consist of.  At the bottom of the section are two buttons: Add and Remove.  To 
add a stage to the campaign, press the add button.  To remove a stage, click on the stage and 


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then press the Remove button.  You may also use the Up and Down buttons to rearrange the 
order of the stages. 
 
The window of the campaign editor has five logical sections: 
FILE AND STARTING STAGE MANAGEMENT. This section contains the following options: 
• 
New. Creates a new campaign. 
• 
Open. Opens an existing campaign. 
• 
Save. Saves all changes to the current campaign. 
• 
Save As. Saves the currently-open campaign under a new filename. 
• 
Name. Specify the campaign name in this field. 
• 
Locale. Drop-down list for choosing the localization language for the campaign. 
CAMPAIGN IMAGES. In this section you may choose the image files to be used for the 
campaign: 
• 
Campaign Image. Clicking on the SELECT IMAGE field opens a standard file selection 
window in which you can select an image (*.jpg; *.jpeg; *.png) for the campaign. The 
image must be 273x130 pixels in size. 
• 
Success final image. Clicking on the SELECT IMAGE field opens a standard file 
selection window in which you can select an image (*.jpg; *.jpeg; *.png) to be displayed 
upon campaign completion. The image must be 512х512 pixels in size. 
Campaign images 
 
 
Create Stages  
 
 
Campaign Briefing  
 
 
Mission Selection 
 
 
File and Starting Stage Management  
 


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• 
Failed final image. Clicking on the SELECT IMAGE field opens a standard file selection 
window in which you can select an image (*.jpg; *.jpeg; *.png) to be displayed upon 
failure to complete the campaign. The image must be 512х512 pixels in size. 
CAMPAIGN BRIEFING. In this field you may enter a brief description of the campaign. 
CREATE STAGES. List of campaign stages. This section contains 4 buttons for controlling the 
stages: 
• 
Up. Shifts the selected stage one spot higher in the list. 
• 
Down. Shifts the selected stage one spot lower in the list. 
• 
Add. Adds a new stage. 
• 
Remove. Removes the highlighted stage. 
MISSION SELECTION. Displays a list of missions for the selected stage: 
• 
Name. Mission name. 
• 
Range. In this field you need to set the range of points according to which missions will 
be assigned to the player, depending on the previous results garnered. 
• 
Add. Adds a mission to the stage. 
• 
Remove. Removes a mission from the stage. 
 
Below of the Stages section is the Missions section.  It is from here that you will populate each 
stage with missions.  To do so, first select the Stage you wish to populate and then press the 
Add button in the Missions section.  Upon doing so you will be presented a folder/file selection 
dialog window to select the mission you want.  Once you select it, press the OK button on the 
file browser.  The mission will now be listed as part of the selected stage, and its mission name 
and value range will be displayed.  Each mission can be assigned a value range which will 
determine mission selection within a phase. 
When creating a mission, you may assign values to triggered events such as the destruction of a 
unit, a unit reaching a defined area, a time value, etc.  At the end of a mission, these values are 
totaled and used to determine what the next stage will be and which mission from within that 
stage will be chosen. 
If mission total values are 49 or lower, the player will fall back one stage.  If the value is 50, 
they stay in the same stage.  If the mission total value is 51 or above, the player will advance to 
the next stage.  By populating a stage with multiple missions, each with different values, you 
can create a campaign that flows back and forth according to mission results. 
If two missions are assigned the same value range in a stage, the mission will be randomly 
selected. 
The assigned value range of a mission within a stage is listed in the Range column. 
At the bottom of the section, next to the Add button, is the Remove button.  Use this to remove 
a mission from a stage. 


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From the start stage field, you may set the starting stage for the campaign.  You generally will 
not want to start the campaign on stage 1 in case the player loses the first mission and 
subsequently loses the campaign!  The starting stage for the campaign will be marked with an 
asterisk (*) on the stage listing. 
Some notes about campaign building: 
• 
The more stages you put in a mission and the more missions you place in each stage, 
reduces the chances of mission repetition.   
• 
When creating a stage, it can often save time by creating a template for the stage.  This 
“template” mission would include general force layouts so that you could simply add to 
and/or modify the mission many times resulting in unique missions for a particular stage. 
• 
Use random settings and triggers as much as you can.  These can be used to create 
unpredictable force set ups including air defense units and variable AI skill settings. 
• 
By placing front lines adjacent to each other over several stages, you can reproduce a 
front line that moves back and forth according to mission results. 


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ENCYCLOPEDIA | Eagle Dynamics 
 ENCYCLOPEDIA 
 
DCS World 
 


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ENCYCLOPEDIA 
The ENCYCLOPEDIA is an invaluable tool for visual recognition of various units in the game, and 
is also an excellent source of technical data for each unit. 
To select the Encyclopedia, click the ENCYCLOPEDIA button on the Main Menu page. 
 
 
The Encyclopedia consists of two primary parts: the object picture on the left, and the object 
data window on the right. 
Along the top of the screen are a series of eight tabs that correspond to eight categories of 
objects (unit types) in the game.  These include: 
1. AIRPLANES. All fixed-wing aircraft. 
2. HELICOPTERS. All rotary-wing aircraft. 
3. SHIPS. All naval vessels. 
4. VEHICLES. All non-air defense-related ground vehicles. 
5. WEAPONS. Air, land, and sea weapons that can be launched/dropped from a unit. 
6. AIR DEFENSE. Air defense systems. 
7. PERSONNEL ASSETS. Aircraft carrier deck personnel and infantry. 


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8. MISCELLANIOUS. Ground structures, helicopter cargo, etc. that are available to the 
user in the mission editor as static objects. 
After selecting an Object Category, you may use the Object List drop down list on the right side 
of the screen to view all units in that category that are represented in the game.  Once you have 
selected a unit, left mouse click on it to view a picture on the left side of the screen, and view its 
data on the right side. 
 
 
 
 
To exit the Encyclopedia, press the CLOSE button at the bottom of the screen or press the 
yellow X in the top right corner. 
 
 
Object Categories 
 
 
Object Picture 
 
 
Objects List 
 
 
Object Data  
 
 


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MULTIPLAYER 
 
DCS World 
 


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MULTIPLAYER | Eagle Dynamics 
 
MULTIPLAYER 
ATTENTION! AN INTERNET CONNECTION IS REQUIRED FOR MULTIPLAYER 
INCLUDING LAN PLAY 
Multiplayer missions can be created by you in the Mission Editor.  When creating a multiplayer 
mission though, it is important to remember that all player-controlled aircraft in the mission 
must be set to the SKILL of CLIENT and not PLAYER. Also, keep in mind that only one CLIENT 
aircraft can exist in an aircraft group. For example, to create a mission for four online pilots, you 
will need to create four aircraft groups with a single unit set to CLIENT in each. 
To access the multiplayer menu, click mouse on MULTIPLAYER in the Main Menu. 
 
In the Main Multiplayer Menu screen, you can create own server or join another server as a 
client. 
In the upper part of the window is the SERVER LIST SETTINGS block, the CONNECT BY IP 
button and the player's call sign.  
• 
CONNECT BY IP – To connect to a game over the Internet, you use the CONNECT BY 
IP option.  To do so, press the CONNECT BY IP button.  Upon doing so, the Connection 
to server window will be displayed.  


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This window consists of two fields: 
IP/URL: Enter the IP number or URL of the server you wish to join.  
PASSWORD: If the server is password protected, enter the password into this field.  If 
the server is not password protected, you may leave this field blank. 
After completing these fields, you can either press the CANCEL button to exit the window and 
not join the server, or press the OK button to join the server. 
 
• 
CHANGE NICKNAME – The pencil icon in the upper right corner of the network game 
window opens the input / selection window of the player callsign. Enter the name you 
wish other multiplayer members to see you as here. This name will be visible in the 
menu screens and also as a unit label in the simulation. If no name is entered, a default 
one will be used. Callsigns may be a max of 25 characters long, and up to five different 
callsigns may be saved. 


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In the center of the window is a list of available servers. At the bottom are the buttons for the 
main actions. 
• 
EXIT. The EXIT button will exit Multiplayer and return you to the main menu. 
• 
NEW SERVER. The NEW SERVER window allows you to host a mission that other 
players (clients) can join. 
• 
JOIN. After you have selected a server from the Server List, press the JOIN button to 
join the server. 
 
 
 


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New Server 
For a mission to run as a multiplayer game, one user must be set up as a Server (host) that 
runs the mission that other players (clients) can join.  This is done as either a mission listing on 
a server list or as a direct IP connection. 
To start a mission Server, select the NEW SERVER button on the Main Multiplayer Menu screen. 
 
The Server screen has three main areas: Server Settings, Server Description, and Mission list.  
After you have selected a mission and set the server options, you will press the START button at 
the bottom of the screen to start the server and allow clients to join it.  It will also direct you to 
the MULTIPLAYER – Select role screen. 
 
Server settings 
The Server Options allow you to setup and view the basic parameters of the mission server.  
Some of the items can be modified and some are information only and cannot be modified.  
These are: 
• 
Server Name. Enter the name of the server in this field.  This name will then appear in 
a client’s server list if on a LAN network. 
Mission list 
 
 
Server Description 
 
 
Server Settings 
 
 


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• 
Password.  To prevent unwanted guests from joining your server, you may enter a 
password here.  Any client joining the server will be required to enter this password 
before joining. 
• 
Player limit. Enter the maximum number of players that may join the server. 
• 
Public IP. The IP of the server computer is displayed in this field.  Note that if you are 
behind a router, the router IP may be listed and this will be an invalid IP for clients to 
directly connect to.  Router IP numbers generally start with 192. 
• 
Port. Each server can be assigned a unique port by entering it here.  By default, the 
port number is 10308.  However, in order to access the server behind a firewall, you 
may need to change this port number or open the default port number in the firewall. 
• 
Public server. This indicates the type of server detected. 
 
INTEGRITY CHECK. This button brings up the server integrity check settings panel: 
 
 
 
ADVANCED. This button brings up a panel of advanced server settings: 


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Server description 
When a mission is created in the Mission Editor, the mission designer has the option to include a 
general mission briefing that will be displayed to both Red and Blue sides.  This briefing will be 
displayed in the Server Description field. 
Mission list 
Using the standard Windows folder and file browser function, select the drive and folder that 
holds your multiplayer missions.  In general, they will be stored in the Missions/Multiplayer 
folder.  Left click on the desired mission and it will be highlighted (selected). 
The list of network missions is located on the right side of the window. The user may manage 
the mission list using the following options:  


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• 
 – The LOOP button cycles through the missions in the server mission playlist. 
• 
 – The SHUFFLE button randomizes the order of missions in the server mission 
playlist. 
• 
 – The ADD MISSION button opens a browser window for selecting and adding 
missions into the server mission playlist. 
• 
 – The REMOVE MISSION button removes the selected mission from the server 
mission playlist. 
• 
 – The UP/DOWN arrows move the highlighted mission one step up or down the 
server playlist. 
• 
 – The OPEN button opens a browser window for selecting and adding mission 
playlists (*.lst) into the server playlist. 
• 
 – The SAVE AS button opens a browser window for saving mission playlists (*.lst) 
under a new filename into the chosen folder. 
At the bottom of the window are the START and BACK buttons: 
START. Pressing the START button will allow clients to join the server and direct you to the 
Select role screen. 
BACK. At the bottom of the screen is the BACK button which will direct you back to the Main 
Multiplayer Menu screen without saving changes. 
You can also cancel the screen by pressing the yellow X in the top right corner of the screen. 
 
 
 


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Select role (Server) 
The next step after creating the server is to select a coalition and an aircraft. 
The SELECT ROLE window appears after clicking the START button. 
 
 
 
SPECTATORS.  When a player first enters the Join screen, they are not assigned a side or 
aircraft and are instead listed in the Spectator List.  When in this list, they are effectively 
neutral, and may view all players on the server.  However, once the player has joined an 
aircraft, they are automatically removed from the Spectator List. 
CHAT. The chat window is used for server and player messages.  
[Tab] - Chat open/close. 
[LCtrl+Tab] - Chat channel to ALLIES. 
[LShift+Tab] - Chat channel to ALL.  
To enter text, left click in the message window until you see a flashing cursor.  You may then 
type in your message.  When complete, press the Enter button on your keyboard to send it.  
You can also switch the message recipient by clicking on the slider.  
Spectator 
List 
 
Assignment 
Windows 
Blue 
Coalition 
Chat 
Window 
 
 
Players 
Pool 
Window 
 
 
Disconnect 
from 
Server 
 
 
Mission 
Briefing 
 
 
Quit game 
 
Back to 
Spectators 
 
 
Assignment 
Windows 
Red 
Coalition 
 
 
Change 
Mission 
 
 


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The assigned chat keys cannot be changed. The window can be moved by clicking and dragging 
the window by the title bar (in this case, the chat should be in recording mode). The size of the 
chat window cannot be changed. 
Remove the envelope icon from the screen using the key combination [LCtrl+LShift+Y]. 
BACK TO SPECTATORS. At the bottom of the list is the BACK TO SPECTATORS button; press 
this button to return your pilot to the Spectator List. 
EXIT. Disconnect from the server and return to the Main menu. 
DISCONNECT. Disconnect from the server and return to the Server list. 
ASSIGNMENT WINDOWS.  These two windows display all Red Coalition and Blue Coalition 
unit type that are assigned to the mission and are capable of being flown by players (set as 
Client in the mission editor).  Both windows have seven columns that provide information about 
each unit type listed: 
• 
Group. Name of unit group. 
• 
Unit Type. Unit type. 
• 
Position. Role/position selection in a multi-seat unit. 
• 
Country. Country that unit is assigned to. 
• 
#.  Onboard number assigned to the unit. 
• 
Airfield. Home airfield. 
• 
Player.  Player Name assigned to the unit. 
PLAYERS POOL. Player list open / close button [‘] (apostrophe). Pressing this button displays a 
semi-transparent table that lists all players on the server and basic information about each. 
 
The following data is displayed in the players pool window: 
• 
Callsign. Player callsign. 


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• 
Ping. The connection latency between you and the server.  Lower numbers equate to 
better Ping numbers. 
• 
Unit. Player aircraft/unit type. 
• 
Tac. No. Player unit TAC number. 
• 
Score. Total score the player has made on the mission. 
• 
A/C. Number of downed aircraft. 
• 
Ground. Number of ground units destroyed. 
• 
Ships. Number of ships destroyed. 
• 
Loss. Number of times the player has been killed. 
At the top of the panel is the BAN LIST button: 
BAN LIST. The player hosting the server of the mission (Host) will also have access to the BAN 
LIST button.  After selecting a player from the list, the Host may press the BAN LIST button to 
remove the player from the server. 
To exit the Player Pool window, press the CLOSE button. 
 
CHANGE MISSION. If you are the server host, you also have access to the CHANGE MISSION 
button on the bottom of the screen. Using the standard Windows folder and file browser 
function, select the drive and folder that holds your multiplayer missions.  In general, they will 
be stored in the Missions/Multiplayer folder.  Left click on the desired mission and it will be 
highlighted (selected).  Press the OK button load the new mission onto the server. 
 
BRIEFING. After selecting your coalition and aircraft, press the BRIEFING button to view the 
briefing for your coalition (side).  This briefing consists of an image on the left page and a text 
briefing on the right page.  When you are ready to enter the simulation, press the blue FLY 
button along the bottom of the screen.  


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• 
ОПИСАНИЕ. The mission description and data are displayed on the right side of the 
BRIEFING window.  
• 
ДЕТАЛИ. The picture(s) with mission details for the selected coalition is displayed on 
the left side of the window. 
• 
FLY. Starts the mission. 
 
 
Mission 
Description 
 
 
Mission 
Detail 
 
Mission 
Start 
 


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Client to server connection 
The MULTIPLAYER client window is designed to connect to existing servers in a multiplayer 
game. Choosing and connecting to a server is the first step in a network game. 
After you have selected a server from the Server List, press the JOIN button at the bottom of 
the screen to join the server.  
The SERVER LIST displays all available servers and takes up the majority of the screen.  The 
SERVER LIST is designed to show all detected Servers running the game over the Internet or a 
LAN.  Each row of the Server List represents a different server.  Each column in the Server List 
provides different information about each Server. 
Below is the appearance of the window with explanations of the control elements. 
The MULTIPLAYER window consists of six logical blocks.  
 
The SERVER LIST SETUP block consists of the following elements: 
• 
SERVERS/PLAYERS: …/… – Shows the total number of currently available servers and 
players online. 
• 
Password – Sorts the server list by password (Any/Yes/No). 
• 
Protect – Sorts the list of servers by game file integrity check (Any/Yes/No). 
• 
Players from … to … – Sorts the server list by the number of players on the server. 
Server list 
settings 
Server and 
Mission 
Description 
 
 
Available 
aircraft and 
players on 
the server 
 
 
Server list 
 
 
Server 
mission 
options 
Control 
buttons 
 


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• 
Ping <= – Sorts the server list by ping. 
• 
Map – Sort the list of servers by map/map module. 
• 
Region – Sort the list of servers by region. 
• 
 – The button allows you to toggle between displaying servers with only modules 
available to the player, or all servers regardless of modules. 
• 
 – Integrity check passed. The green shield icon shows the integrity of the player’s 
game files. If the player has any third-party modified files installed in the game, the 
shield icon will be red. In this case, connecting to servers where file integrity verification 
is required will be impossible. 
• 
 – The Refresh button will refresh the data for the servers currently in the server 
list. 
• 
Search server … – Searches for servers by server name. 
• 
CONNECT BY IP – To connect to a game over the Internet, you use the CONNECT BY 
IP option.  To do so, press the CONNECT BY IP button.  Upon doing so, the Connection 
to server window will be displayed.  
 
This window consists of two fields: 
IP/URL: Enter the IP number or URL of the server you wish to join.  
PASSWORD: If the server is password protected, enter the password into this field.  If 
the server is not password protected, you may leave this field blank. 
• 
CHANGE NICKNAME – The pencil icon in the upper right corner of the network game 
window opens the input / selection window of the player callsign. Enter the name you 
wish other multiplayer members to see you as here. This name will be visible in the 
menu screens and also as a unit label in the simulation. If no name is entered, a default 
one will be used. Callsigns may be a max of 25 characters long, and up to five different 
callsigns may be saved. 


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The SERVER LIST block displays all found game servers and consists of the following 
elements (which may be sorted by clicking): 
• 
 – Favorite servers are marked by the star icon displayed in the first column. 
• 
 – Padlock symbol. This column will be marked with a padlock symbol if the server 
is password protected. 
• 
 – A shield icon is displayed in the third column if a game file integrity check is set 
on the server. 
• 
PING. The connection latency between the player and the server.  Lower numbers 
equate to a better Ping number. 
• 
REGION. The name of the server region. 
• 
SERVER NAME. The name of the server is listed in this column. 
• 
MAP. The map module on which the mission on the server is running. 
• 
MISSION NAME. The title of the mission being run on the server. 
• 
PLAYERS. Maximum number of players allowed on the server and current number on it. 
• 
ELAPSED TIME. The time elapsed since the start of the mission in the format – Mission 
duration in days / Mission duration in hours : minutes : seconds. 
• 
TIME IN MISSION. The local mission time in the format – hours : minutes (AM/PM). 
SERVER AND MISSION DESCRIPTION block: 
• 
SERVER DESCRIPTION. Displays information about the server. 
• 
MISSION DESCRIPTION. When a mission is created in the Mission Editor, the mission 
designer has the option to include a general mission briefing that will be displayed to 
both Red and Blue sides.  This briefing will be displayed in the Mission Description field. 
The AVAILABLE AIRCRAFT and PLAYERS ON THE SERVER block shows the number and type of 
available aircraft for each coalition, the callsigns of the players who are occupying the aircraft 
for each coalition, and the callsigns of the players currently spectating.  


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The forced difficulty settings for the mission on the server are shown in the SERVER MISSION 
OPTIONS block. Forced server settings are applied over the player’s difficulty settings. 
In the bottom part of the window are the control buttons: 
• 
EXIT. The EXIT button will exit Multiplayer and return you to the Main Menu. 
• 
NEW SERVER. The NEW SERVER window allows you to host a mission that other 
players (clients) can join. 
• 
JOIN. After you have selected a server from the Server List, press the JOIN button to 
join the server. 
 
 


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Select role (Client) 
After you have joined a mission (Server List or Connect by IP), you are directed to the Join 
Window.  From this window you may select a side, select your aircraft, chat with other mission 
players, view the briefing, and view the server pool to see who is on the server. 
The next step after connecting to the server is coalition and role selection, as well as mission 
briefing. 
The ROLE SELECTION window on the client side is similar to the ROLE SELECTION window on 
the server side, but the CHANGE MISSION button at the bottom is missing in the window. 
 
 
 
 
Spectator 
List 
 
 
Assignment 
Windows 
Blue 
Coalition 
 
 
Chat 
Window 
 
 
Player Pool 
Window 
 
 
Disconnect 
from 
Server 
 
 
Mission 
Briefing 
Quit game 
 
Back to 
Spectators 
 
Assignment 
Windows 
Red 
Coalition 
 
 


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Game Server Creation (Server) 
Below are step-by-step instructions for creating a server for online play: 
1. Open the MULTIPLAYER window. 
2. Press the NEW SERVER button to bring up the server creation window.  
3. In the SERVER SETTINGS section, enter the server name, select the type of game, 
specify the maximum number of players. If necessary, select the network interface (if 
several network cards are installed on the computer) and the port. 
4. In the MISSION LIST section, select the desired missions for the game and configure 
their rotation. 
5. Press the START button. 
6. In the SELECT ROLE window, select the unit for the game or remain in the list of 
spectators (recommended). 
7. Press the BRIEFING button. 
8. In the BRIEFING window, review the mission briefing. 
9. Press the FLY button. 
10. After all players are ready to start, remove the game from pause by pressing the [Pause] 
key. 
Connecting to a Server (Client) 
Below are step-by-step instructions for connecting to an already-existing game server: 
1. Open the MULTIPLAYER window.  
2. In the list of servers, select the desired server. If necessary, press the refresh button 
 to refresh the list of servers, or manually connect to a server by inputting its IP 
address. 
3. Click the JOIN button. 
4. In the SELECT ROLE window, select the unit for the game or remain in the list of 
spectators. 
5. Click the BRIEFING button. 
6. Familiarize yourself with the mission details. 
7. Click on FLY to start the game. 
 
 


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Ending the Session 
1. Press [Esc]. 
2. In the MISSION PAUSED window, click LEAVE SERVER or QUIT TO DESKTOP. 
 
3. You may also end the session by clicking on DISCONNECT or EXIT in the SELECT ROLE 
window.  
 
 


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 EXIT 
DCS World 
 


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EXIT 
Exit by pressing the EXIT button on the Main Menu page. 
 
 
 
 
 


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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.

difficulty

hard

domain

Long In-context Learning

length

medium

sub domain

User guide QA

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