meta data for this page
Creating a DCS Mission
Mission design principles
- MAPS: It is recommended to keep free maps in the rotation of missions. Avoid maps that are not widely adopted in the community and owned by most members, like NTTR or Channel.
- COALITIONS: At DELTAFORCE it is recommended that missions are built using units from Combined Joint Task Force BLUE and Red, creating a “politically neutral theater” of our mission units against an opfor (opposing force).
- MISSION OPTIONS: Use the following guide_dcs_me_mission_options_recommendation.png as a baseline for DELTAFORCE missions.
- NOTE: Check the guide page on mission options.
- PLAYTIME: Aim for a total duration of not more than 90-120 minutes on average, including briefing and set up.
Flying should take most time and allow for full startups and ending the mission with proper landings, shutdowns and a time slot for debrief and feedback.
NOTE: Operations CAN be a failure. Avoid overextending the timeframe if objectives cannot be met as it will wear out pilots. Instead review what went wrong and what can be done better.
Airframe specifics and limitations
This section contains pointers that are important when designing missions.
- FC3 airframes
- Do not have the engines running if spawned on ground for pilots to use (need to be shut down in order to re-fuel / re-arm)
- when spawning them on land use “Alignment Stored Heading” to prevent the very long manual alignment process
- Avoid setting more than three (3) standard waypoints (F-14B is capable of up to 7 but they are special types and need to be set separately)
- Might have to set up custom radio channels if you intend to use non standard_frequencies
- Harpoons should not be dropped at an altitude lower than 2500 ft - keep in mind for mission altitude limitations
Creating a DCS mission
Important Set-up guides
- FARPS / Helipads
Mission Essential Tasks (MET)
Try to make sure Mission Essential Tasks (MET) are built into missions and met during their execution. Examples of such tasks are:
- SEAD (Suppression of Enemy Air Defense) / SEAD Escort
- DEAD (Destruction of Enemy Air Defense)
- Offensive anti-air warfare
- Expeditionary operations
- Armed reconnaissance
- Striking coordination and reconnaissance
- CAS (Close Air Support)
- CAP (Combat Air Patrol)
- Air Interdiction
- FAC (Forward Air Controller (Airborne))
- TAC (Tactical Air Coordinator (Airborne))
- Active air defense
- OCA / Aircraft
- OCA / Runway
- Fighter Sweep
Mission building tools
- Single mission:
- RotorOps (Github)
very lightweight and similar to BriefingRoom and optimized for helicopter gameplay. After generating a mission environment it will have to be loaded in the mission editor and player aircraft as well as potential waypoints need to be placed manually.
The setups simplicity allows for the easy moving of objective locations and adding additional objectives as desired.
At its heart is a game type called Conflict, which requires helicopter operations to win battles on the ground. This is a territory-capture game that promotes focus on individual 'conflict zones'. At the core of the RotorOps script are AI enhancements that provide a dynamic ground war by causing automatic conflicts between ground forces and a progression of the front line.
DCS Liberation is a turn based single-player or co-op dynamic campaign, which allows to fly multiple sorties towards a campaign goal. It is an external program that generates full and complex DCS missions and manage a persistent combat environment.
- Nukemap visualization of nuclear impacts