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Updated Turn Zero (markdown)
35
Turn-Zero.md
35
Turn-Zero.md
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Now that we have a good basic understanding of what DCS Liberation is, thanks to the [Getting started guide](Getting-started) and we covered the basic [UI elements](Tutorial-UI), let's start a campaign.
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For the example of this tutorial, a custom campaign has been picked by the author to illustrate the different buildng blocks and how they depend on each other.
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For the example of this tutorial, a custom campaign has been picked by the author to illustrate the different building blocks and how they depend on each other.
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Select a campaign / theater
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As shown on the screenshot, the campaign auther set a few defaults:
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As shown on the screenshot, the campaign author set a few defaults:
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- default factions
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- suggested start date
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@@ -22,13 +22,13 @@ _Pro tip: for more information on the format, go to [custom campaigns](Custom-ca
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#
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As shown in the campaign example below, the author designed it around a specific map/region/timeline and factions, to create the desired scenario.
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Players have full freedom to change those, but will have to handle the consequences of their choices.
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Players have full freedom, changing those, but will have to handle the consequences of their choices.
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Default factions define the general availibilty of **aircraft** for a campaign. However, the final list of aircraft shown in the _Air Wing Configuration_ dialogue depends on a few things.
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Default factions define the general availability of **aircraft** for a campaign. However, the final list of aircraft shown in the _Air Wing Configuration_ dialogue depends on a few things.
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1. Is the aircraft part of the faction?
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2. Is the aircraft capable of doing the required tasks/mission types?
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3. Does a custom squadron exist? if not, one will be auto-generated
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3. Does a preset squadron exist? if not, one will be auto-generated
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4. How does the campaign setup look like, in terms of starting squadron slots and their defined tasks/mission types?
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@@ -49,7 +49,7 @@ The players owned control points, at the start of the campaign are:
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- the FOB **Bozdogan**
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- the FOB **Latchi**
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Every of those control points consists of mission profiles aka _squadron slots_ that need to be filled by the best suited airframe for that task.
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Every of those control points consists of mission profiles aka _squadron slots_ that need to be filled by the best suited air frame for that task.
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So at **Naval-1** we would like to cover the following mission types:
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@@ -60,9 +60,9 @@ So at **Naval-1** we would like to cover the following mission types:
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- 1x Refueling
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- 1x Anti-ship
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As you can see below, the campaign author, had a very specific set of _aircrafts_ & _squadrons_ in mind.
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As you can see below, the campaign author, had a very specific set of _aircraft_ & _squadrons_ in mind.
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If you look closely at the _Air Wing Configuration_ screenshot above, you will notice that two aircrafts that are technically available to the chosen player faction, are missing:
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If you look closely at the _Air Wing Configuration_ screenshot above, you will notice that two aircraft that are technically available to the chosen player faction, are missing:
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- F-14A Tomcat (Block 135-GR Late)
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- F-4E Phantom II
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@@ -75,12 +75,23 @@ the BARCAP slots already have preferred aircraft defined, either via:
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- the aircraft name itself, or
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- the squadron name, implicitly matching the aircraft
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VF-101 and VF-101 are both F-14B squadron, so the planner already has enough input to make a choice --> F-14B
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VF-101 and VF-101 are both F-14B squadron, so the planer already got enough input to make a choice --> F-14B
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See [Squadron example](#Squadron-example)
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That rules out the F14-A and since the F-4E Phantom II is not CVN compatible, it's out as well.
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All other mission types have specific _aircraft_ or _squadrons_ defined, like
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- SEAD -> A-4E Skyhawk
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- STRIKE -> A-4E Skyhawk
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As you can see below, if an aircraft, but no squadron is defined, the planer will look for a suitable preset squadron and use that. If none can be found, it will create a generic one.
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Example for a generic squadron can be seen later in the article, for the E-2D doing AEW&C. The naming will look something like this _Squadron 001_ and a random nickname.
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#### Naval-1
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```
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@@ -127,7 +138,7 @@ At **Gazipasa** we would like to cover the following mission types:
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That automatically rules out the placement of any combat focused aircraft/squadron.
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The example below also shows, that even if an aircraft is defined, that is not available to the chosen faction, the planner will look for the best suiting airframe and place it.
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The example below also shows, that even if an aircraft is defined, that is not available to the chosen faction, the planer will look for the best suiting air frame and place it.
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#
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#### Gazipasa
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@@ -186,7 +197,7 @@ The same patterns apply to the last two player owned control points, **FOB Bozdo
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- UH-1H Iroquois
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```
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Since both FOBs have Heliports, even w/o the defintion of a specific aircraft, the planner would only have rotorwing aircraft availble to fill the set mission types.
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Since both FOBs have Heliports, even w/o the definition of a specific aircraft, the planer would only have rotor-wing aircraft available to fill the set mission types.
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UH-1H Iroquois
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@@ -687,7 +698,7 @@ You will need to buy aircraft for your entire faction, not just your own aircraf
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In the Ground Forces HQ menu you can recruit ground forces that will fight on the front line.
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Ground units are very important, since they will fight on the frontline to progress toward the nearby enemy bases and defend your airbase against enemy attacks. Do not underestimate this part of the conflict!
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Ground units are very important, since they will fight on the front line to progress toward the nearby enemy bases and defend your airbase against enemy attacks. Do not underestimate this part of the conflict!
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## Ending the turn
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Reference in New Issue
Block a user