From c94ec432be04dd6c6c9d66c68fb9eec15d6d52b6 Mon Sep 17 00:00:00 2001 From: spencershepard Date: Wed, 23 Mar 2022 08:59:18 -0700 Subject: [PATCH] Updated User Guide (markdown) --- User-Guide.md | 30 ++++++++++++++++++++++++++++++ 1 file changed, 30 insertions(+) diff --git a/User-Guide.md b/User-Guide.md index 92942f6..bed1d5d 100644 --- a/User-Guide.md +++ b/User-Guide.md @@ -13,6 +13,36 @@ You may also wish to change player helicopter selection or loadouts. It is safe ![RotorOps UI](http://dcs-helicopters.com/wp-content/uploads/2022/03/RotorOps-UI.png) +## Generator Settings +Scenario selection: This is the base mission that defines the map, conflict zones, spawn points, etc. + +Blue/Red Forces: Forces templates defining ground units and AI aircraft, loadouts, and liveries. This does not affect player aircraft. + +Defense checkbox: When selected, blue forces will occupy defensive positions in all conflict zones. The enemy will advance and attempt to take the zones. + +Enemy Attack Helicopters: The number of potential spawns. May spawn groups of two helicopters, depending on the forces template. Enemy attack helicopters will attack friendly ground units and will engage aircraft if encountered. + +Enemy Attack Planes: The number of potential spawns. May spawn groups of two planes, depending on the forces template. Enemy attack planes will attack friendly ground units and will engage aircraft if encountered. + +Enemy Transport Helicopters: The number of potential spawns. Transport helicopters will drop enemy troops at random points across all enemy-held zones (including the active zone). + +Transport Drop points: The number of enemy troop drops per transport helicopter. + +Infantry Spawns per zone: The number of troop spawns per spawn zone (defined in the scenario mission). Actual spawn locations are a random selection of the defined potential spawn zones. + +Zone FARP Conditions: When a conflict zone is defeated, a FARP for rearming may be built for refuel/rearm/repair if the condition is met. Available options are 'never', 'always', and '20% ground units remaining'. With the ground units remaining option (default), a FARP will only be built if there are sufficient ground units remaining. This is a measure of the starting 'staged' ground vehicles. They cannot be replenished, so you will need to help protect them in order for FARPs to be built. + +APCs Spawn Infantry: APCs will drop an infantry group shortly after they arrive to a new zone. **This setting also disables infinite troop pickups at defeated zones.** Transport capable players can pick up these troops and drop them in a new location (ie once the zone is defeated). + +Logistics: Enable CTLD logistics crates for building ground units and air defenses. Logistics containers can be moved to new locations with sling loading to create new logistics sites. See Logistics section below for more details. + +Friendly AWACS: A support flight of AWACs and fighter escort will start from the friendly airbase or in the air. The fighter escorts can be tasked to attack enemy aircraft with Combined Arms via the F10 map. See briefing for AWACS radio frequency. + +Friendly Tankers: Both boom and basket tankers will spawn. See briefing for TACAN and radio frequency. + +Inactive Zone SAMs: Short-range IR SAMs will be present at the center of conflict zones. When the conflict zone becomes active, the SAMs will be disabled. + + ## How to Play The attacking side starts with ground units that move progressively through enemy conflict zones, seeking out enemy units within each zone.