13 KiB
Complete MOOSE CTLD System — Player & Mission Setup Guide
Welcome! This guide explains what logistics means in DCS, how the CTLD system lets players change the battlefield, and exactly how to use the in-game menus. It also includes a concise mission-maker setup section.
What is CTLD and why it matters
- CTLD (logistics & troop transport) turns helicopters and transports into force multipliers.
- You request “crates” at Supply (Pickup) Zones, deliver them, and build combat units, SAM sites, radars, FOBs, and support vehicles.
- You can also transport troops and deploy them to hold ground or attack.
- Every delivered asset can change the front line: new air defenses, JTACs, EWR coverage, armor pushes, or an FOB that shortens logistics legs.
[screenshot: F10 -> CTLD root menu]
Tip: The loop you’ll repeat is Request → Deliver → Build → Fight.
Getting started (players)
- Spawn in a supported helicopter or transport.
- Fly to a friendly Supply (Pickup) Zone.
- Open F10 Other -> CTLD.
- Use Logistics -> Request Crate to spawn crates; use Operations -> Build to assemble units/sites.
- Use Navigation to get vectors and Hover Coach, and Field Tools to mark or create a quick Drop Zone.
- Deliver, build, and watch the mission evolve.
[screenshot: Example Pickup Zone with smoke]
Menu overview (matches in-game structure)
Below are the menu groups and the common actions you’ll see under each. Some options appear only when relevant (e.g., inventory enabled, crates nearby, zones configured).
Operations
[screenshot: Operations menu open]
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Troop Transport
- Load Troops: Load infantry while inside an ACTIVE Supply (Pickup) Zone if the mission enforces this rule.
- Deploy Troops (Defend): Unload troops to hold the current area and defend nearby.
- Deploy Troops (Attack): Unload troops and order them to seek and engage enemies or move toward enemy-held bases (mission-configured behavior and speed). Static/unsuitable units will hold position.
- Notes
- Troop loading may be restricted to Pickup Zones. The nearest zone will be shown in messages if you’re outside.
- Deployment is blocked inside Pickup Zones when restrictions are enabled.
-
Build
- Build Here: Consumes nearby crates (within the Build Radius) and spawns the unit/site at your position. Includes a “confirm within X seconds” safety and a cooldown between builds.
- Build (Advanced) → Buildable Near You
- Lists everything that can be built with crates you’ve dropped nearby (and optionally what you’re carrying, depending on mission settings).
- Per item you’ll see:
- Build [Hold Position]: Spawns and orders the unit/site to hold.
- Build [Attack (N m)]: Spawns and orders mobile units to seek/attack within the configured radius. Static/unsuitable units will still hold.
- Refresh Buildable List: Re-scan nearby crates and update the list.
- FOB-only recipes can require building inside an FOB Zone when enabled (mission-specific rule).
Logistics
[screenshot: Logistics -> Request Crate]
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Request Crate
- Menu is organized by categories (e.g., Combat Vehicles, AAA, SAM short range, Support, Artillery, etc.).
- Each entry shows how many crates are required (e.g., “M1097 Avenger (2 crates)”).
- Requests generally require being within the maximum distance to an ACTIVE Pickup Zone.
- When inventory is enabled, stock is tracked per zone; out-of-stock types cannot be requested at that location until resupplied.
-
Recipe Info
- Browse categories and see each item’s description; use this to plan which crates you need to build a unit or a multi-crate site.
-
Request Crate (In Stock Here)
- Appears when inventory menus are enabled and the mission-maker has exposed this view.
- Shows only items in stock at your nearest active Supply Zone and lets you spawn them directly.
- Includes a “Refresh” option to update the list after requests.
-
Crate handling tips
- Crates are marked with smoke at spawn.
- Use Navigation -> Request Vectors to Nearest Crate if you lose sight of it.
- Hover pickup: hold roughly 5–20 m AGL, very low ground speed, steady for a few seconds to auto-load.
- Crates have a mission-configured lifetime and will self-cleanup if not used.
Field Tools
[screenshot: Field Tools menu open]
-
Create Drop Zone (AO)
- Quickly creates a temporary Drop Zone around your current position for coordination or scripted objectives.
-
Smoke My Location
- Green / Red / White / Orange / Blue: Mark your current spot with smoke to help other players find you or the build point.
Navigation
[screenshot: Navigation menu open]
-
Hover Coach: Enable / Disable
- In-game guidance messages to help you nail the hover pickup window (AGL, drift, speed, “hold steady” cues).
-
Request Vectors to Nearest Crate
- Prints bearing and range to the closest friendly crate.
-
Vectors to Nearest Pickup Zone
- Bearing and range to the nearest active Supply (Pickup) Zone; if none are active, you’ll get helpful direction to the nearest configured one.
Admin/Help
[screenshot: Admin/Help menu open]
-
Show CTLD Status
- Quick summary of active crates, how many zones exist, and whether Build Confirm/Cooldown are ON.
-
Draw CTLD Zones on Map / Clear CTLD Map Drawings
- Draws labeled circles for Pickup/Drop/FOB zones on the F10 map for your coalition; clear them when you’re done.
-
Debug → Enable logging / Disable logging
- Toggles detailed logging (mission maker troubleshooting).
-
Player Guides (in-game quick reference)
- Zones – Guide
- Inventory – How It Works
- CTLD Basics (2-minute tour)
- Troop Transport & JTAC Use
- Hover Pickup & Slingloading
- Build System: Build Here and Advanced
- SAM Sites: Building, Repairing, and Augmenting
-
Coalition Summary (if exposed by mission maker)
- A roll-up of coalition CTLD activity (counts, highlights). Exact placement depends on mission configuration.
How players influence the mission
- Build air defenses (SAM/AAA): Protect friendly FARPs/FOBs and deny enemy air.
- Deploy armor and ATGM teams: Push objectives, ambush enemy convoys, or hold key terrain.
- Build EWR/JTAC: Improve situational awareness and targeting support.
- Establish FOBs: Create forward supply hubs to shorten flight times and increase the tempo of logistics.
[screenshot: Example built SAM site]
Practical tip: Coordinate. One player can shuttle crates while others escort or build. FOBs multiply everyone’s effectiveness.
Mission setup (for mission makers)
Keep this section short and focused. You can find the defaults and toggles inside:
Moose_CTLD_Pure/Moose_CTLD.lua(main CTLD implementation; see theCTLD.Configtable)Moose_CTLD_Pure/Moose_CTLD_FAC.lua(optional FAC/RECCE support)Moose_CTLD_Pure/catalogs/(example catalogs with ready-to-use recipes)Moose_CTLD_Pure/init_mission_dual_coalition.lua(ready-to-use minimal init for BLUE+RED)
Load order (Do Script File in Mission Editor)
Moose.luaMoose_CTLD.lua- A catalog file from
/catalogs/ Moose_CTLD_FAC.lua(optional FAC/RECCE)- Your mission init block (you can use
Moose_CTLD_Pure/init_mission_dual_coalition.luaas-is or adapt it)
Minimal snippet (example) — keep it to the point:
- Create a CTLD instance per coalition with: CoalitionSide, AllowedAircraft, Zones (Pickup/Drop/FOB definitions), and key toggles.
- Optionally create a FAC module instance and run it.
- Optionally merge a crate catalog.
Hint: See the shipped init_mission_dual_coalition.lua for a clean example of both BLUE and RED.
Zones you must create in the Mission Editor
- Pickup (Supply): e.g.,
ALPHA(BLUE),DELTA(RED) - Drop: e.g.,
BRAVO(BLUE),ECHO(RED) - FOB: e.g.,
CHARLIE(BLUE),FOXTROT(RED)
Use the names referenced by your init script. The example init uses flags to control active/inactive state.
[screenshot: Trigger zones for Pickup/Drop/FOB]
Frequently configured options (where to change)
All of the following live under CTLD.Config in Moose_CTLD.lua or can be provided in the table passed to _MOOSE_CTLD:New({...}) in your init script.
-
Logistics rules
RequirePickupZoneForCrateRequest: Enforce being near an ACTIVE Supply Zone to request cratesRequirePickupZoneForTroopLoad: Enforce being inside a Supply Zone to load troopsPickupZoneMaxDistance: Max distance to the nearest ACTIVE zone for crate requestsForbidDropsInsidePickupZones: Block dropping crates inside Supply ZonesForbidTroopDeployInsidePickupZones: Block troop deployment inside Supply ZonesForbidChecksActivePickupOnly: If true, restrictions apply only to ACTIVE zones
-
Building behavior
BuildRadius: How far to search for crates around the player when buildingBuildSpawnOffset: Push spawn a few meters ahead of the aircraft to avoid collisionsBuildConfirmEnabled+BuildConfirmWindowSeconds: Double-press safety to prevent accidental buildsBuildCooldownEnabled+BuildCooldownSeconds: Per-group cooldown after a successful buildRestrictFOBToZones: When true, FOB-only builds must occur inside an FOB ZoneAutoBuildFOBInZones: When true, crates for FOBs inside an FOB Zone can auto-build
-
Inventory system (per-zone stock)
Inventory.Enabled: Track stock per Supply Zone and FOBInventory.ShowStockInMenu: Show counts in menu labelsInventory.HideZeroStockMenu: Enable the special “In Stock Here” menu at nearest zoneInventory.FOBStockFactor: % of initial stock seeded when a new FOB is built
-
Hover & pickup quality-of-life
HoverCoachConfig: Message timing and thresholds for the in-game hover guidanceTroopSpawnOffset: Spawn troops slightly forward to avoid overlaps
-
AI behavior for Attack builds
AttackAI.VehicleSearchRadius: How far spawned vehicles look for enemies when ordered to AttackAttackAI.MoveSpeedKmh: Movement speed for Attack orders
-
Menus
UseGroupMenus: Per-group F10 menus (recommended)UseCategorySubmenus: Organize Request Crate/Recipe Info by categoryPickupZoneSmokeColor: Color for crate spawn smoke marks
Crate catalog (recipes)
- Use one of the provided catalogs under
Moose_CTLD_Pure/catalogs/or your own. - Each entry defines a display label, side, category, stock, and a build function.
- Multi-crate “SITE” entries build multi-unit groups (SAM sites or composite systems).
- Typical workflow
- Load your chosen catalog after
Moose_CTLD.lua. - Merge it into each CTLD instance you created.
- Load your chosen catalog after
[screenshot: Request Crate categories]
Dual-coalition setup
- Instantiate two CTLD instances (one per side), each with its own zone names and smoke colors.
- Instantiate two FAC modules if you want auto-lase/RECCE for both sides.
- The included
init_mission_dual_coalition.luashows a minimal working setup.
FAC/RECCE (optional, from Moose_CTLD_FAC.lua)
- What it adds
- Auto-lase with configurable laser codes, IR markers, map marks
- Manual target lists, quick multi-strike helper
- Artillery/Naval/Air tasking (HE/illum/mortar, carpet/TALD prompts)
- RECCE sweeps: detects and marks units with DMS/MGRS
- Player usage
- Look for an F10 FAC/RECCE menu in qualifying aircraft or groups
- Mission knobs
- CoalitionSide, auto-lase behavior, code reservations, marker type/color, and on-station logic are configurable in
Moose_CTLD_FAC.luaor via:New()overrides
- CoalitionSide, auto-lase behavior, code reservations, marker type/color, and on-station logic are configurable in
Sanity checks and troubleshooting
- Use Admin/Help -> Show CTLD Status to verify counts and toggles quickly.
- Draw zones to confirm names/positions match your intent.
- If crates don’t spawn: check zone active state, distance to zone, and inventory stock.
- If builds don’t trigger: check Build Radius, confirm window, cooldown, and that the crates match the recipe.
Screenshot ideas (drop your captures in the placeholders above)
- CTLD root menu with the five groups (Operations, Logistics, Field Tools, Navigation, Admin/Help)
- Request Crate with category submenus visible
- Build (Advanced) -> Buildable Near You list
- Hover Coach prompt during a near-perfect hover
- Vectors message to a crate / pickup zone
- Zone drawings on the F10 map (Pickup/Drop/FOB labeled)
- In Stock Here list (if enabled)
- Example SAM site placed after a build
Appendix: File locations and names
- Main CTLD:
Moose_CTLD_Pure/Moose_CTLD.lua - FAC/RECCE:
Moose_CTLD_Pure/Moose_CTLD_FAC.lua - Example dual-coalition init:
Moose_CTLD_Pure/init_mission_dual_coalition.lua - Catalogs:
Moose_CTLD_Pure/catalogs/
No large code is required; most options are cleanly exposed in the config tables. Keep snippets tiny when needed.