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Updated Tutorial: Battle of Abu Dhabi Play Through (markdown)
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@ -97,7 +97,7 @@
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After that, we click on "Next >" to proceed to the final set of options in the wizard.
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5. This page allows us to configure the parameters of the notional "economy" of the game.
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The "economy" is a game mechanic to manage the balance and difficulty of the campaign.
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@ -125,7 +125,7 @@
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- Automate aircraft purchases
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6. Clicking on "next" will take us to last page of the wizard.
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Here all we have to do is click on "finish", and Liberation will do its thing to generate the campaign based on our options.
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@ -183,7 +183,7 @@ Turn 0 is actually a "pre-game" turn, where we will do two things:
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1. Let's begin by selecting our mission generation options/settings as well as some other options for the campaign.
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Click on the "Settings" icon in the toolbar.
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2. The first page that shows up is the "Difficulty" page.
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@ -191,23 +191,23 @@ Turn 0 is actually a "pre-game" turn, where we will do two things:
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- We can set the skill levels of various elements in the missions with the first three options.
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- The income multipliers are another way of setting a game balance. Whereas the budgets we set in the campaign generation dialog affect the *initial* capacity of each side, here you can influence how subsequent turns go.
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- At the bottom, we can also set whether or not you will allow external views or how much players can see in the F10 map.
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- The income multipliers are another way of setting a game balance. Whereas the budgets we set in the campaign generation dialog affect the *initial* capacity of each side, here we can influence how subsequent turns go.
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- At the bottom, we can also set whether or not we will allow external views or how much players can see in the F10 map.
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We can leave all of these at their defaults, though we may want to select the "No night missions" options if our preferred aircraft does not do well in those conditions.
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3. Select the "Campaign Management" page from the list on the left.
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3. We then move on to the "Campaign Management" page from the list on the left.
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In the top box (1) we can decide whether or not you want to allow full unrestricted access to all weapons available in DCS for each platform, or restrict them in some to enhance (or at least modify) gameplay.
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In the top box (1) we can decide whether or not we want to allow full unrestricted access to all weapons available in DCS for each platform, or restrict them in some to enhance (or at least modify) gameplay.
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For example, if we chose 1990 as the period of interest, checking the "Restrict weapons by date" box will only allow AIM-7's but not AIM-120's for all our Hornets and Vipers.
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Similarly for air-to-ground weapons: no GPS weapons will be available.
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Of course, *both* sides will be affected by the same weapons restriction.
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Obviously, this will have a major impact on the dynamics of the game, potentially make it a lot more interesting and challenging.
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In the bottom box (2), we can decide how much of our strategic and tactical planning is done for us by Liberation.
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We have already asked Liberation to manage our assets and resources in the campaign setup, and this is indicated by the checked boxes: "Automate runway repairs", "Automate front-line purchases", and "Automate aircraft purchases".
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We have already asked Liberation to manage our assets and resources in the campaign setup, and this is indicated by the checked boxes: "Automate runway repairs", "Automate front-line purchases", and "Automate aircraft purchases".
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But here we can also fine tune Liberation's mission planning with respect to how players are assigned missions by selecting one of the options from the "Automatic package planning behavior" drop down box.
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@ -220,7 +220,7 @@ Turn 0 is actually a "pre-game" turn, where we will do two things:
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4. Select the "Mission Generator" page from the list on the left.
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4. Now we select the "Mission Generator" page from the list on the left.
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@ -228,29 +228,30 @@ Turn 0 is actually a "pre-game" turn, where we will do two things:
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- "Use Supercarrier Module": check this box if we have this module.
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- "Put Objective Markers on the Map": selecting this option will create a separate waypoint for each strike target.
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- "Player flights ignore TOT and spawn immediately": checking this box will allow we to spawn in anytime, as opposed to waiting for our flight's fragged start time. Your published route and waypoint timing will still reflect the mission plan, though, of course, it will be up to you to fly it accordingly.
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- "Default start type for AI aircraft": We can adjust the start type for each flight individually when you frag them, but this sets the defaults for our side as well as the enemy.
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- "Desired mission duration": As noted above, we are free to spawn in anything and quit the mission anytime. What this option determines is mission planning time frame that Liberation does for the enemy faction as well as our side (if you allow Liberation to plan your missions).
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- "Player flights ignore TOT and spawn immediately": checking this box will allow we to spawn in anytime, as opposed to waiting for our flight's fragged start time.
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Our published route and waypoint timing will still reflect the mission plan, though, of course, it will be up to we to fly it accordingly.
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- "Default start type for AI aircraft": We can adjust the start type for each flight individually when we frag them, but this sets the defaults for our side as well as the enemy.
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- "Desired mission duration": As noted above, we are free to spawn in anything and quit the mission anytime. What this option determines is mission planning time frame that Liberation does for the enemy faction as well as our side (if we allow Liberation to plan our missions).
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- The bottom box has some important ways for we to manage performance.
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In particular, we probably want to *UNCHECK* "Smoke visual effect on frontline" and "Generate infantry squades along vehicles".
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As noted in [the optimization tips](https://github.com/dcs-liberation/dcs_liberation/wiki/Performance-Options), culling of distant units will help by preventing aircraft spawning more than a certain distance from the frontlines.
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5. Select the "Lua Plugins" page, and select some extra mods, plugins, or scripting goodies we want Liberation to implement in our missions.
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5. After this, we select the "Lua Plugins" page, and select some extra mods, plugins, or scripting goodies we want Liberation to implement in our missions.
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- "JTAC Autolase": we want this checked if you want integrated lasing of targets by an AI pseudo-JTAC (visualized as a invulnerable and invisible-to-the-enemy Predator drone currently).
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- "JTAC Autolase": we want this checked if we want integrated lasing of targets by an AI pseudo-JTAC (visualized as a invulnerable and invisible-to-the-enemy Predator drone currently).
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- "SkynetIADS": we want this checked! The default SAM behavior in DCS is very dumb -- their radars are active all the time, and they instantly launch as soon as the tip of our aircraft pokes into their wildest maximum range.
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This makes them easy to detect and defeat by "cheesing" (just poke in and out of their maximum range until they run out of ammo).
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Skynet *greatly* improves their behavior in a range of ways, including: simulating an IADS (Integrated Air Defense System, by linking together information from multiple sensor platforms including EW radars); the radars being dark until something is in range; the missiles not firing until something has a decent probability of not escaping; radars going dark when they detect anti-radiation missiles heading their way, etc. etc.
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It changes the gameplayer entirely and for the better.
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SAM sites can actually be suppressed for example, by HARMs.
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Furthermore, it also improves performance as radars are a major resource hog.
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- "EWRS": if we select this, you will be provided a sort of "super-AWACS-on-steroids" feed during the DCS mission.
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- "EWRS": if we select this, we will be provided a sort of "super-AWACS-on-steroids" feed during the DCS mission.
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- "Splash Damage": we almost certainly want this option. By default DCS does not model fragmentation or "near-impact" damage from explosives. This mod fixes is this.
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After we have selected all the settings and options you want, close the dialog box.
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After we have selected all the settings and options we want, close the dialog box.
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6. The final step here is to let Liberation know who are human pilots are.
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More specifically, we are going to tell Liberation which of the pilot "roles" are going to be filled out by humans and which will be filled out by AI.
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@ -271,12 +272,12 @@ After we have selected all the settings and options you want, close the dialog b
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In this example, two pilot slots have been assigned to players.
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We can assign as many pilot slots as we need to provide client slots for human players in the game.
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And, of course, they can be for different types of aircraft.
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We can further fine tune the sortie types generated for human players by selectively checking or unchecking the mission types that the named pilot can fly.
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So, for example, if we only wanted to fly A2A missions, we would uncheck all boxes except "Escort", "BARCAP", "TARCAP", and "Fighter Sweep".
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And, of course, they can be for different types of aircraft.
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We can further fine tune the sortie types generated for human players by selectively checking or unchecking the mission types that the named pilot can fly.
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So, for example, if we only wanted to fly A2A missions, we would uncheck all boxes except "Escort", "BARCAP", "TARCAP", and "Fighter Sweep".
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(If we only wanted to flying *exciting* A2A missions, we would probably stick to just "Escort" or "Fighter Sweep" :) ).
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Once we have set up the human pilot assignments, we close the Air Wing dialog.
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Once we have set up the human pilot assignments, we close the Air Wing dialog.
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7. We are now done with the Turn 0 and *almost* ready to begin the campaign!
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First, though, let us save the game in its current state, so that all our campaign setup does not get lost should something go wrong.
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@ -293,15 +294,15 @@ After we have selected all the settings and options you want, close the dialog b
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Liberation works in the background for a while, crunches the numbers, and then shows us all the sorties, flights, and packages planned for the next turn.
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As noted above, the packages are listed in the Package window, with each package consisting of one or more flights with a particular objective.
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All the routes for all the flights are shown with blue lines in the map window.
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As noted above, the packages are listed in the Package window, with each package consisting of one or more flights with a particular objective.
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All the routes for all the flights are shown with blue lines in the map window.
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For each selected package, the flights that compose it show up in the Flights window below, and as we select the flight, its route gets highlighted in yellow.
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We can scroll down the package list till we find the packages that have human players assigned.
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We see the number of Player Slots per package in the Packages window (1): "DEAD PELICAN" and "DEAD PENGUIN".
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So, in this case, two DEAD packages (Destruction of Enemy Air Defenses -- strike against SAM targets) have been planned, each with one player slot assigned.
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@ -330,9 +331,9 @@ Liberation will automatically calculate the timings of each waypoint to meet the
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Note that we are able to zoom into the Liberation map quite a bit, giving us a nice idea of the terrain features.
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We can edit the routes of the flights, ours or AI, to exploit terrain features to provide concealment from SAMs, enemy radars, AAA, etc.
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## Setting the Front Line Stance
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@ -348,16 +349,16 @@ We left-click on the Blue Control Point (base) next to the front line to call up
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Before anything else, let us save the game in its current state so that we can always return to it if needed.
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Then w click on the "Take Off" button in the toolbar on the upper right, and Liberation will generate a mission for us.
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Liberation will now create a file called "``liberation_nextturn.miz``" in our DCS saved missions directory (typically "``C:/Users/<Name>/Saved Games/DCS/Missions``").
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Liberation then shows us a window, indicating that it is now waiting for use to run and complete the mission in DCS.
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## Flying the Mission in DCS
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@ -394,3 +395,4 @@ Here we can click on "Accept" if we are happy and want to proceed to the next tu
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If we accept the results of the mission by clicking on the appropriate button in the , then Liberation will present a summary of all the losses during the missions, including base capture events.
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Then these changes will be applied to the Liberation's version of the "world", new income generated is added to the budgets, and we are ready for the next turn!
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