From 6c933fd24154c72f508f5de9efb289f306ebdee5 Mon Sep 17 00:00:00 2001 From: MetalStormGhost Date: Mon, 19 Jun 2023 13:56:19 +0300 Subject: [PATCH] Updated wiki docs. Github URLs now point towards the Retribution repo instead of Liberation. Also renamed Liberation to Retribution on many pages. Updated outdated instructions on Auto-purchase-options.md and Campaign-maintenance.md --- 2.3-Campaign-Design.md | 2 +- Air-Wing-Configuration.md | 2 +- Auto-purchase-options.md | 5 +- Base-Capture.md | 2 +- Campaign-Battle-of-Abu-Dhabi-Play-Through.md | 88 +++++++++--------- Campaign-maintenance.md | 44 +-------- Contributing-to-DCS-Liberation.md | 6 +- Creating-shape-files-in-QGIS-for-map-data.md | 4 +- Custom-campaigns-(3.0).md | 2 +- Custom-campaigns.md | 48 +++++----- First-operation.md | 6 +- Getting-started.md | 4 +- Mission-planning.md | 4 +- Modded-Aircraft-Support.md | 14 +-- New-aircraft-module-checklist.md | 8 +- Preview-builds.md | 4 +- Release-process.md | 2 +- Setting-up-a-custom-Strike-mission.md | 2 +- Squadrons-and-pilots.md | 2 +- ...-noVNC-and-Retribution-as-Web-Interface.md | 0 “自动采购”选项(Auto-purchase-options).md | 29 ------ 任务规划Mission-planning.md | 93 ------------------- 22 files changed, 109 insertions(+), 262 deletions(-) rename Using-noVNC-and-Liberation-as-Web-Interface.md => Using-noVNC-and-Retribution-as-Web-Interface.md (100%) delete mode 100644 “自动采购”选项(Auto-purchase-options).md delete mode 100644 任务规划Mission-planning.md diff --git a/2.3-Campaign-Design.md b/2.3-Campaign-Design.md index 5fce1bc..fd911e5 100644 --- a/2.3-Campaign-Design.md +++ b/2.3-Campaign-Design.md @@ -1 +1 @@ -Moved to [Custom Campaigns](https://github.com/Khopa/dcs_liberation/wiki/Custom-campaigns). \ No newline at end of file +Moved to [Custom Campaigns](https://github.com/dcs-retribution/dcs-retribution/wiki/Custom-campaigns). \ No newline at end of file diff --git a/Air-Wing-Configuration.md b/Air-Wing-Configuration.md index f87a9e4..b6a950a 100644 --- a/Air-Wing-Configuration.md +++ b/Air-Wing-Configuration.md @@ -1,4 +1,4 @@ -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. +Now that we have a good basic understanding of what DCS Retribution is, thanks to the [Getting started guide](Getting-started) and we covered the basic [UI elements](Tutorial-UI), let's start a campaign. An important, if not the most important aspect of a campaign, is the _air wing configuration_ diff --git a/Auto-purchase-options.md b/Auto-purchase-options.md index bca2242..ba2680a 100644 --- a/Auto-purchase-options.md +++ b/Auto-purchase-options.md @@ -24,10 +24,11 @@ Reinforcements will first be purchased at control points with active front lines Any remaining budget will be used to purchase aircraft. -Aircraft will be purchased to fulfill any missions that could not be planned due to lack of aircraft. This occurs in the order specified by the mission planner. The best aircraft for the job will be purchased. The preferences for each task type are defined in https://github.com/dcs-liberation/dcs_liberation/blob/develop/game/ato/ai_flight_planner_db.py. +Aircraft will be purchased to fulfill any missions that could not be planned due to lack of aircraft. This occurs in the order specified by the mission planner. The best aircraft for the job will be purchased. The preferences for each task type are defined in the aircraft yaml file of each airframe: +https://github.com/dcs-retribution/dcs-retribution/tree/dev/resources/units/aircraft. When attempting to fulfill an order for a mission, the purchase will be attempted at the airfield in range of the target, with parking available, closest to the mission target. Airbases outside the enemy's threat zone will be preferred. This will result in more regular, safer, albeit longer flight plans. -Aircraft are selected to fit the unfulfilled missions. Liberation maintains a preferred list of aircraft for each mission type as well as a list of all capable aircraft. A random selection will be made from the preferred list first, but if empty or too expensive the capable list will be used. +Aircraft are selected to fit the unfulfilled missions. Retribution maintains a preferred list of aircraft for each mission type as well as a list of all capable aircraft. A random selection will be made from the preferred list first, but if empty or too expensive the capable list will be used. If no capable aircraft in range can be purchased, the remaining budget will roll over to the next turn. \ No newline at end of file diff --git a/Base-Capture.md b/Base-Capture.md index 01fe1f1..bfc8ec5 100644 --- a/Base-Capture.md +++ b/Base-Capture.md @@ -1,6 +1,6 @@ # Base Capture -Liberation follows standard DCS base capture mechanics. It requires: +Retribution follows standard DCS base capture mechanics. It requires: 1. A friendly ground unit within the base radius 2. No enemy ground units within the base radius. diff --git a/Campaign-Battle-of-Abu-Dhabi-Play-Through.md b/Campaign-Battle-of-Abu-Dhabi-Play-Through.md index 461f6ce..2746b6d 100644 --- a/Campaign-Battle-of-Abu-Dhabi-Play-Through.md +++ b/Campaign-Battle-of-Abu-Dhabi-Play-Through.md @@ -21,10 +21,10 @@ - **Item 1** - This is a list of campaigns available in Liberation. + This is a list of campaigns available in Retribution. Each campaign listing begins with the name of the map or terrain it is set in, follwed by the name of the campaign itself. We click on each campaign to select it, as well as to get some more details about setting it up or running it. - (If we are interested in developing our own custom campaign, have a look [here](https://github.com/dcs-liberation/dcs_liberation/wiki/Custom-campaigns)). + (If we are interested in developing our own custom campaign, have a look [here](https://github.com/dcs-retribution/dcs-retribution/wiki/Custom-campaigns)). - **Item 2** @@ -37,7 +37,7 @@ - **Item 3** Take note of the performance impact rating. - We have some *limited* ability to [tweak this](https://github.com/dcs-liberation/dcs_liberation/wiki/Performance-Options) later on in the game, but we really should take into consideration the power of our machine or server when selecting a campaign. + We have some *limited* ability to [tweak this](https://github.com/dcs-retribution/dcs-retribution/wiki/Performance-Options) later on in the game, but we really should take into consideration the power of our machine or server when selecting a campaign. - **Item 4** @@ -48,7 +48,7 @@ Under "Time Period" we can select the time period we want to set the campaign in. The time period that we choose has TWO effects on gameplay: - The season (Spring, Summer, Fall, Winter) determines the season textures on the campaign map. - - The year will *ONLY* make a difference if we later on choose to have era-dependent weapons restrictions in our campaign setup. Selecting this option (which will be available under the game settings once we start the campaign) will result in Liberation restricting all flights to only load up on ordnance that was in service by the year we set here. So, for example, if we set the campaign to play out in the "Cold War -- Fall [1970]", then our flights will not have access to AIM-120's, JDAMs/JSOWs, etc. + - The year will *ONLY* make a difference if we later on choose to have era-dependent weapons restrictions in our campaign setup. Selecting this option (which will be available under the game settings once we start the campaign) will result in Retribution restricting all flights to only load up on ordnance that was in service by the year we set here. So, for example, if we set the campaign to play out in the "Cold War -- Fall [1970]", then our flights will not have access to AIM-120's, JDAMs/JSOWs, etc. Next to the campaign itself, the time period is probably the most important option we will want to consider on this page. For now, let us select "**Persian Gulf - Battle of Abu Dhabi**" as the campaign, and leave all the settings at their defaults, including the default time period (Summer 1995). @@ -87,11 +87,11 @@ We will still be able to play the mission for longer than this, but we will find things strange as the enemy may not have any CAPs on station or indeed much activity at all. (Also note that we can always end the mission anytime, with the caveat that some of the AI may not have completed their assigned tasks). - The second box lets Liberation know what game modification we want to use in the mission generation. + The second box lets Retribution know what game modification we want to use in the mission generation. Two very important things to note here! - - First, we need to have independently downloaded and installed the mods for the missions to work! Liberation does not bundle these mods, nor will it download them for us. - - Second, even if we have the mods installed, if the factions that we have selected do not explicitly include the various types offered, Liberation will not generate missions that include them! + - First, we need to have independently downloaded and installed the mods for the missions to work! Retribution does not bundle these mods, nor will it download them for us. + - Second, even if we have the mods installed, if the factions that we have selected do not explicitly include the various types offered, Retribution will not generate missions that include them! For now, the only option on this page that we are going to select will be "Use Supercarrier module" (assuming we have it). After that, we click on "Next >" to proceed to the final set of options in the wizard. @@ -114,11 +114,11 @@ The single biggest way we can influence the number of units in play in a particular mission is by changing the budget. If we find our games are a stutter fest or unplayable on our computers, then we can dial down the budgets for *both* sides here (e.g., dropping both sides down to 1000 or less). - This page also allows us to decide whether or not the Liberation AI will automatically use some of our funding to repair damage, or purchase ground troops and aircraft. + This page also allows us to decide whether or not the Retribution AI will automatically use some of our funding to repair damage, or purchase ground troops and aircraft. ![](https://i.imgur.com/WLczUxC.jpg) - For this example, we are going to ask Liberation to manage all our resources for us by checking all the following boxes: + For this example, we are going to ask Retribution to manage all our resources for us by checking all the following boxes: - Automate runway repairs - Automate front-line purchases @@ -128,22 +128,22 @@ ![](https://i.imgur.com/FmX9l3U.jpeg) - Here all we have to do is click on "finish", and Liberation will do its thing to generate the campaign based on our options. - Then, the next screen we will be presented with will be the main Liberation interface, ready for us to dive into Turn 0 of our brand new campaign! + Here all we have to do is click on "finish", and Retribution will do its thing to generate the campaign based on our options. + Then, the next screen we will be presented with will be the main Retribution interface, ready for us to dive into Turn 0 of our brand new campaign! ## The Interface and Its Elements -Looking at the main interface of Liberation, we see a number of elements and panels. +Looking at the main interface of Retribution, we see a number of elements and panels. ![](https://i.imgur.com/f4pbmiI.jpg) 1. This is the toolbar. From here we can create new campaigns, load saved ones, change the campaign and mission generation settings, etc. 2. This is our package window. Once we have planned some missions, we will see each package listed here. 3. This is our package flights window. Each package consists of one or more flights. For each package currently selected in the previous panel, the flights that make it up will be listed here. -4. This is our information window, where a log of various activities carried out by Liberation gets reported. +4. This is our information window, where a log of various activities carried out by Retribution gets reported. 5. This is our main map view window, and is discussed in dtail below. -6. This is our "budget" in the abstract notional economy that Liberation uses to manage the game balance in terms of units and equipment fielded. +6. This is our "budget" in the abstract notional economy that Retribution uses to manage the game balance in terms of units and equipment fielded. 7. This is where we will go to generate a mission. ### The Map Window in Detail @@ -159,7 +159,7 @@ The main map window is what we will use primarily to visualize and plan our camp Most of these Control Points lie along the campaign axis (discussed below), but note that our carrier and helicopter carrier are also Control Points, given their capacity to base aircraft. - Hovering our mouse over each icon shows we some information about the forces represented by each icon. - Right-clicking on a non-Control Point icon brings up some details about the group's composition. - - Right-clicking on a friendly (blue) Control Point icon brings up a dialog which allows we to manage assets and resources related to this group, including "purchase" (under Liberation's notional econonmy) of aircraft, ground units, etc. + - Right-clicking on a friendly (blue) Control Point icon brings up a dialog which allows we to manage assets and resources related to this group, including "purchase" (under Retribution's notional econonmy) of aircraft, ground units, etc. - For special naval Control Points, such as aircraft and helicopter carriers, right-clicking and dragging on its icon allows we to relocate the ships. The (future) new station will be indicated by a semi-transparent icon connected to the current location by a line, and it will only take effect the next turn. During the mission, carriers will always steam into the wind and relocate to the designated position between missions. - Left-clicking on any icon brings up a package scheduling dialog which allows we to frag missions relating to this group. For friendly groups, we can, for e.g., plan BARCAPs. For enemy groups we can plan various strikes, CAS, BAI, DEAD, SEAD, etc. missions. - A thick line, running shows the principle axis of the compaign, which connects all the Control Points of the campaign, both ours and the enemy. This is discussed in detail below. @@ -206,17 +206,17 @@ Turn 0 is actually a "pre-game" turn, where we will do two things: Of course, *both* sides will be affected by the same weapons restriction. Obviously, this will have a major impact on the dynamics of the game, potentially make it a lot more interesting and challenging. - In the bottom box (2), we can decide how much of our strategic and tactical planning is done for us by Liberation. - 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". + In the bottom box (2), we can decide how much of our strategic and tactical planning is done for us by Retribution. + We have already asked Retribution 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". - 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. + But here we can also fine tune Retribution'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. ![](https://i.imgur.com/esd6Le5.jpg) - You can read about the various options available [here](https://github.com/dcs-liberation/dcs_liberation/wiki/Squadrons-and-pilots). - For now, we are going to ask Liberation to run the mission planning for us, and set this to "Prefer player pilots", to make sure that sorties get assigned to human pilots first, and flights will only be assigned to AI after all human pilot slots are filled. + You can read about the various options available [here](https://github.com/dcs-retribution/dcs-retribution/wiki/Squadrons-and-pilots). + For now, we are going to ask Retribution to run the mission planning for us, and set this to "Prefer player pilots", to make sure that sorties get assigned to human pilots first, and flights will only be assigned to AI after all human pilot slots are filled. - We also go ahead and ask Liberation to start human-piloted flights as soon as possible, to allow for the fact that humans are, after all, humans, and lack the infinite patience of AI: + We also go ahead and ask Retribution to start human-piloted flights as soon as possible, to allow for the fact that humans are, after all, humans, and lack the infinite patience of AI: ![](https://i.imgur.com/djjqA7I.jpg) @@ -231,13 +231,13 @@ Turn 0 is actually a "pre-game" turn, where we will do two things: - "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. 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. - "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. - - "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). + - "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 Retribution does for the enemy faction as well as our side (if we allow Retribution to plan our missions). - The bottom box has some important ways for we to manage performance. In particular, we probably want to *UNCHECK* "Smoke visual effect on frontline" and "Generate infantry squades along vehicles". - 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. + As noted in [the optimization tips](https://github.com/dcs-retribution/dcs-retribution/wiki/Performance-Options), culling of distant units will help by preventing aircraft spawning more than a certain distance from the frontlines. -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. +5. After this, we select the "Lua Plugins" page, and select some extra mods, plugins, or scripting goodies we want Retribution to implement in our missions. ![](https://i.imgur.com/0UzM25J.jpeg) @@ -253,15 +253,15 @@ Turn 0 is actually a "pre-game" turn, where we will do two things: After we have selected all the settings and options we want, close the dialog box. -6. The final step here is to let Liberation know who are human pilots are. - 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. +6. The final step here is to let Retribution know who are human pilots are. + More specifically, we are going to tell Retribution which of the pilot "roles" are going to be filled out by humans and which will be filled out by AI. Click on the "AIR WING" button on the tool bar to call up the Air Wing dialog: ![](https://i.imgur.com/ruPH8iX.jpg) Here, we see a list of squadrons available to us, and the type of aircraft that they fly. We choose pilot slots to be assigned to humans, as opposed to the default AI, based on the aircraft. - So, for example, if we want to fly the F/A-18C in the missions generated by DCS, we would need to let Liberation know to assign a pilot slot from an F/A-18C squadron to a human player. + So, for example, if we want to fly the F/A-18C in the missions generated by DCS, we would need to let Retribution know to assign a pilot slot from an F/A-18C squadron to a human player. We select an F/A18C squadron from the list and double-click it to call up the pilot assignment dialog: ![](https://i.imgur.com/lfxElEI.jpg) @@ -285,14 +285,14 @@ After we have selected all the settings and options we want, close the dialog bo ![](https://i.imgur.com/7mJoc8I.jpeg) -8. *Now* we click on "Begin Campaign" on the upper right hand corner of the Liberation window to proceed to Turn 1. +8. *Now* we click on "Begin Campaign" on the upper right hand corner of the Retribution window to proceed to Turn 1. ![](https://i.imgur.com/wsJyKPH.jpeg) ## Turn 1: Mission Planning -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. +Retribution 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. ![](https://i.imgur.com/4hrAJUs.jpg) @@ -326,9 +326,9 @@ All missions will have at least the following waypoints: We can adjust the route to our liking by clicking and dragging the pins. We can adjust the route of *any* flight, not just the player-assigned ones. -Liberation will automatically calculate the timings of each waypoint to meet the fragged TOT (Time on Target) for each flight. +Retribution will automatically calculate the timings of each waypoint to meet the fragged TOT (Time on Target) for each flight. -Note that we are able to zoom into the Liberation map quite a bit, giving us a nice idea of the terrain features. +Note that we are able to zoom into the Retribution map quite a bit, giving us a nice idea of the terrain features. We can edit the routes of the flights, ours or AI, to exploit terrain features to provide concealment from SAMs, enemy radars, AAA, etc. ![](https://i.imgur.com/4SsQXs3.jpg) @@ -337,11 +337,11 @@ We can edit the routes of the flights, ours or AI, to exploit terrain features t ## Setting the Front Line Stance -Ultimately, success or failure in Liberation, as in the real world, comes from success or failure of the ground war. +Ultimately, success or failure in Retribution, as in the real world, comes from success or failure of the ground war. We can use our airpower to shape the battlespace in favor of the ground way in many ways, to a greater or lesser extent. -But we can also change the style of ground war fought by setting the [front line stance](https://github.com/dcs-liberation/dcs_liberation/wiki/Frontline-Strategies-Stances). +But we can also change the style of ground war fought by setting the [front line stance](https://github.com/dcs-retribution/dcs-retribution/wiki/Frontline-Strategies-Stances). -We left-click on the Blue Control Point (base) next to the front line to call up the asset manager, click on the Ground Forces HQ tab, and the use the drop box to select a [front line stance](https://github.com/dcs-liberation/dcs_liberation/wiki/Frontline-Strategies-Stances). +We left-click on the Blue Control Point (base) next to the front line to call up the asset manager, click on the Ground Forces HQ tab, and the use the drop box to select a [front line stance](https://github.com/dcs-retribution/dcs-retribution/wiki/Frontline-Strategies-Stances). ![](https://i.imgur.com/cazngXa.jpg) @@ -351,12 +351,12 @@ Before anything else, let us save the game in its current state so that we can a ![](https://i.imgur.com/v6pN5IJ.jpg) -Then w click on the "Take Off" button in the toolbar on the upper right, and Liberation will generate a mission for us. +Then w click on the "Take Off" button in the toolbar on the upper right, and Retribution will generate a mission for us. ![](https://i.imgur.com/OBcifEw.jpg) -Liberation will now create a file called "``liberation_nextturn.miz``" in our DCS saved missions directory (typically "``C:/Users//Saved Games/DCS/Missions``"). -Liberation then shows us a window, indicating that it is now waiting for use to run and complete the mission in DCS. +Retribution will now create a file called "``retribution_nextturn.miz``" in our DCS saved missions directory (typically "``C:/Users//Saved Games/DCS/Missions``"). +Retribution then shows us a window, indicating that it is now waiting for use to run and complete the mission in DCS. ![](https://i.imgur.com/NvTa5PS.jpg) @@ -364,7 +364,7 @@ Liberation then shows us a window, indicating that it is now waiting for use to Now, let us launch DCS so that we can actually fly the mission! Upon starting DCS, we will find the mission file located in the default Mission folder. -When we load up the mission we will be offered all the client slots that we allocated during the Liberation planning phase. +When we load up the mission we will be offered all the client slots that we allocated during the Retribution planning phase. If we made sure to select "Player flights ignore TOT and spawn immediately" or our fragged start time is T+00:00:00, we will spawn in to our cockpit right away. In the cockpit, calling up the kneeboard and jumping back a few pages will give us: @@ -381,7 +381,7 @@ Timings are everything. We can quit and exit the mission at any time. So it's up to us whether we want to fly the whole 9 yards from start to finish. -But note this: the state of the "world" at the time we exit the mission (that is, actually quit the game, not just slot into another client) is, as far as Liberation is concerned, the absolute final outcome of the turn. +But note this: the state of the "world" at the time we exit the mission (that is, actually quit the game, not just slot into another client) is, as far as Retribution is concerned, the absolute final outcome of the turn. Any missions, AI or player, that have not completed will not have their tasks magically completed. So if we exit the mission before other flights have started or completed their missions, whether or not we have completed ours (or if we have crashed), then we will not have progressed as far as we have planned and probably have to frag those missions again in the next turn. @@ -389,10 +389,10 @@ If we are unsatisfied with the outcome of the mission, ours or any other flights ## Completing the Mission and the Next Turn -Once we have exited the mission, Liberation will automatically detect its completion, and it's dialog box will change to offer us chance to accept the results. -(Note that we will have to Alt-Tab to switch focus to the Liberation window to see this dialog, especially if DCS is still running.) -Here we can click on "Accept" if we are happy and want to proceed to the next turn, or just "Abort" if we want to try the same mission again (remembering that we need to click "TAKE OFF" to generate the mission and get Liberation prepared to read the results). +Once we have exited the mission, Retribution will automatically detect its completion, and it's dialog box will change to offer us chance to accept the results. +(Note that we will have to Alt-Tab to switch focus to the Retribution window to see this dialog, especially if DCS is still running.) +Here we can click on "Accept" if we are happy and want to proceed to the next turn, or just "Abort" if we want to try the same mission again (remembering that we need to click "TAKE OFF" to generate the mission and get Retribution prepared to read the results). -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. -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! +If we accept the results of the mission by clicking on the appropriate button in the , then Retribution will present a summary of all the losses during the missions, including base capture events. +Then these changes will be applied to the Retribution's version of the "world", new income generated is added to the budgets, and we are ready for the next turn! diff --git a/Campaign-maintenance.md b/Campaign-maintenance.md index f27dbae..8b852ea 100644 --- a/Campaign-maintenance.md +++ b/Campaign-maintenance.md @@ -2,47 +2,13 @@ ### Supported campaigns -These campaigns have owners that will to keep them up to date for each release of Liberation. They might still be (frequently) incompatible on the preview branch, but they should be fixed before release. +These campaigns have owners that will to keep them up to date for each release of Retribution. They might still be (frequently) incompatible on the preview branch, but they should be fixed before release. -Map | Name | Owner (GitHub user name) ---- | --- | --- -Caucasus | Black Sea | @DanAlbert -Caucasus | Northern Russia | @RoleplayingPleb -Caucasus | Operation Vectron's Claw | @Starfire13 -Caucasus | Up the Coast | @holyorangejuice -Falklands | Operation Grabthar's Hammer | @Starfire13 -Normandy | From Caen to Evreux | @MetalStormGhost -NTTR | Exercise Vegas Nerve | @Starfire13 -Persian Gulf | Battle of Abu Dhabi | @DanAlbert -Syria | Battle for Golan Heights | @Khopa -Syria | Full Map | @RoleplayingPleb -Syria | Operation Allied Sword | @sgtfuzzle17 -Syria | Operation Black Ball | @sgtfuzzle17 -Syria | Operation Peace Spring | @Starfire13 -The Channel | Operation Dynamo | @Khopa +[dcs-retribution/resources/campaigns/](https://github.com/dcs-retribution/dcs-retribution/tree/dev/resources/campaigns) ### Unsupported campaigns -Every other campaign has no owner. **When they break they will be removed from Liberation**. If you don't want to see those campaigns disappear from Liberation, you can volunteer to maintain them. - -### Retired campaigns - -These campaigns are broken and have no owner to fix them, so they have been removed. If you want to revive them, you can volunteer to maintain them. - -Map | Name | Last included in ---- | --- | --- -Caucasus | Full | 5.2.1 -Caucasus | Multi-Part Georgia | 5.2.1 -Caucasus | Multi-Part Russia | 5.2.1 -Caucasus | From Mozdok to Maykop | 5.2.1 -NTTR | Nevada Limited Air | 4.1.1 -Persian Gulf | Road to Dubai | 4.1.1 -Persian Gulf | Battle for the UAE | 4.1.1 -Syria | Humble Helper | 4.1.1 -Syria | Inherent Resolve | 3.0.0 -Syria | Operation Atilla | 4.0.0 -Syria | Russian Intervention | 4.0.0 -Syria | Operation Mole Cricket 2010 | 4.1.1 +Every other campaign has no owner. **When they break they will be removed from Retribution**. If you don't want to see those campaigns disappear from Retribution, you can volunteer to maintain them. ## Becoming a campaign maintainer @@ -50,11 +16,11 @@ If there is a campaign with no owner that you want to volunteer to own, join our If there's an _owned_ campaign that you just wish was more frequently updated in the preview build, reach out to the owner in the #campaign-maintenance channel on Discord. The owner may want to keep their role in that campaign, but they might also be glad to hand off the burden :) -To send us campaign updates, send us a Pull Request with your updates . If you don't know how to do so but want to learn, the [GitHub docs](https://docs.github.com/en/desktop/contributing-and-collaborating-using-github-desktop/working-with-your-remote-repository-on-github-or-github-enterprise/creating-an-issue-or-pull-request) can help. If you don't know how to use GitHub and _don't_ want to learn, that's okay too :) Just file a bug using the [Campaign Update template](https://github.com/dcs-liberation/dcs_liberation/issues/new?assignees=&labels=campaign-update-submission&template=campaign_update.md&title=Update+for+%3Ccampaign+name%3E) with the updated files attached. We won't be able to respond as quickly as we can to a PR, but we'll get to it. +To send us campaign updates, send us a Pull Request with your updates . If you don't know how to do so but want to learn, the [GitHub docs](https://docs.github.com/en/desktop/contributing-and-collaborating-using-github-desktop/working-with-your-remote-repository-on-github-or-github-enterprise/creating-an-issue-or-pull-request) can help. If you don't know how to use GitHub and _don't_ want to learn, that's okay too :) Just file a bug using the [Campaign Update template](https://github.com/dcs-retribution/dcs-retribution/issues/new?assignees=&labels=campaign-update-submission&template=campaign_update.md&title=Update+for+%3Ccampaign+name%3E) with the updated files attached. We won't be able to respond as quickly as we can to a PR, but we'll get to it. We don't recommend anyone take on more than one or two campaigns, perhaps more if they're small. Spreading yourself too thin means you have less time to focus on each campaign, and we'd rather have a few great campaigns than many that work. ## Resources * [Campaign design guide](Custom-Campaigns) -* [Campaign format version details](https://github.com/dcs-liberation/dcs_liberation/blob/develop/game/version.py) \ No newline at end of file +* [Campaign format version details](https://github.com/dcs-retribution/dcs-retribution/blob/develop/game/version.py) \ No newline at end of file diff --git a/Contributing-to-DCS-Liberation.md b/Contributing-to-DCS-Liberation.md index 670d0a8..f3ff28b 100644 --- a/Contributing-to-DCS-Liberation.md +++ b/Contributing-to-DCS-Liberation.md @@ -1,13 +1,13 @@ -Hello, and thanks for your interests in contributing to DCS Liberation. +Hello, and thanks for your interests in contributing to DCS Retribution. There are multiple simple ways to contribute to the project indirectly. * Open an issue on the Github repo when you find one -* You can also report bugs on the DCS Liberation Discord server (on the bug-report channel) +* You can also report bugs on the DCS Retribution Discord server (on the #bugs channel) * Help new users on Discord * Answer questions on the "help wanted" channel on discord. * Raise awareness about the project, by making a video and/or a tutorial -You can join the discord here : [![Discord](https://img.shields.io/discord/595702951800995872?label=Discord&logo=discord)](https://discord.gg/bKrtrkJ) +You can join the discord here : [![Discord](https://img.shields.io/discord/595702951800995872?label=Discord&logo=discord)](https://discord.gg/b4x34Bg4We) And last but not least, you could also help developing new features. For this please refer to the developer's guide. diff --git a/Creating-shape-files-in-QGIS-for-map-data.md b/Creating-shape-files-in-QGIS-for-map-data.md index c42746d..b13068f 100644 --- a/Creating-shape-files-in-QGIS-for-map-data.md +++ b/Creating-shape-files-in-QGIS-for-map-data.md @@ -64,8 +64,8 @@ Once you have the ocean file dissolved and projected to the correct UTM projecti Once again this is saved as a temporary file which you now can save to disk. -### 3.2 Generating Liberation-usable land and sea data. -The final step is now to generate the land mass for Liberation as well as the actual ocean. Remember, we want to keep this data as lightweight as possible so we will first simplify the data. Use Vector->Geometry tools->Simplify and try different values +### 3.2 Generating Retribution-usable land and sea data. +The final step is now to generate the land mass for Retribution as well as the actual ocean. Remember, we want to keep this data as lightweight as possible so we will first simplify the data. Use Vector->Geometry tools->Simplify and try different values ![Simplify](https://user-images.githubusercontent.com/20801481/191523064-c2a99d11-6e8e-4006-9e90-d4fd17fbce98.JPG) diff --git a/Custom-campaigns-(3.0).md b/Custom-campaigns-(3.0).md index f825030..7058f52 100644 --- a/Custom-campaigns-(3.0).md +++ b/Custom-campaigns-(3.0).md @@ -1 +1 @@ -Moved to https://github.com/dcs-liberation/dcs_liberation/wiki/Custom-campaigns. \ No newline at end of file +Moved to https://github.com/dcs-retribution/dcs-retribution/wiki/Custom-campaigns. \ No newline at end of file diff --git a/Custom-campaigns.md b/Custom-campaigns.md index 49c6edd..2b367d4 100644 --- a/Custom-campaigns.md +++ b/Custom-campaigns.md @@ -1,16 +1,16 @@ -**Please see [version.py](https://github.com/dcs-liberation/dcs_liberation/blob/develop/game/version.py) for the correct campaign version number when creating/updating campaigns.** +**Please see [version.py](https://github.com/dcs-retribution/dcs-retribution/blob/develop/game/version.py) for the correct campaign version number when creating/updating campaigns.** -Campaigns in DCS Liberation can be modified using the mission editor. Each campaign is defined by a YAML file to provide metadata, and a DCS mission file (`.miz` file) to set up the theater. +Campaigns in DCS Retribution can be modified using the mission editor. Each campaign is defined by a YAML file to provide metadata, and a DCS mission file (`.miz` file) to set up the theater. -The included campaigns can be modified, or new campaigns can be added to the `resources/campaigns` directory of the Liberation install. +The included campaigns can be modified, or new campaigns can be added to the `resources/campaigns` directory of the Retribution install. -DCS Liberation must be restarted after campaign changes are made. Campaign changes only affect new games; ongoing campaigns will not be affected by changes to the campaign data. +DCS Retribution must be restarted after campaign changes are made. Campaign changes only affect new games; ongoing campaigns will not be affected by changes to the campaign data. If the campaign does not appear in the New Game wizard, there is likely an issue in the YAML file. Check the console window or log file for errors. ### Campaign changes in the dev branch -Breaking campaign changes to do not get documented on the wiki immediately, but will always be listed in the notes next to `CAMPAIGN_FORMAT_VERSION` in [game/version.py](https://github.com/dcs-liberation/dcs_liberation/blob/develop/game/version.py). +Breaking campaign changes to do not get documented on the wiki immediately, but will always be listed in the notes next to `CAMPAIGN_FORMAT_VERSION` in [game/version.py](https://github.com/dcs-retribution/dcs-retribution/blob/develop/game/version.py). ## Descriptor file @@ -24,10 +24,10 @@ This YAML file defines the following fields (unless otherwise stated, fields are * `description`: A description of the campaign that will be shown in the New Game wizard. * `version`: The version of the campaign format this campaign was built for. This supports a UI hint in the new game wizard to warn users about campaigns that were built for an incompatible version of the game. - Note that this field is **not** the DCS Liberation version, but the version of the campaign file format. The latest version is defined by `CAMPAIGN_FORMAT_VERSION` in [game/version.py](https://github.com/dcs-liberation/dcs_liberation/blob/develop/game/version.py). See the top of this guide for the format version appropriate for current releases of Liberation. + Note that this field is **not** the DCS Retribution version, but the version of the campaign file format. The latest version is defined by `CAMPAIGN_FORMAT_VERSION` in [game/version.py](https://github.com/dcs-retribution/dcs-retribution/blob/develop/game/version.py). See the top of this guide for the format version appropriate for current releases of Retribution. If `version` is not set or is `"0"`, the campaign is from an unknown version of the game and will be marked as incompatible in the new game wizard. -* `recommended_player_faction`: (Optional) The recommended player faction (will be automatically selected by default on the faction selection page). As of campaign version 10.6 this can also include an in-line definition of a campaign-specific faction. See [Operation Allied Sword](https://github.com/dcs-liberation/dcs_liberation/blob/dca256364aa677cdea2e73bf0701acbb6bf6f17e/resources/campaigns/operation_allied_sword.yaml#L5) for an example. +* `recommended_player_faction`: (Optional) The recommended player faction (will be automatically selected by default on the faction selection page). As of campaign version 10.6 this can also include an in-line definition of a campaign-specific faction. See [Operation Allied Sword](https://github.com/dcs-retribution/dcs-retribution/blob/dca256364aa677cdea2e73bf0701acbb6bf6f17e/resources/campaigns/operation_allied_sword.yaml#L5) for an example. * `recommended_enemy_faction`: (Optional) The recommended enemy faction (will be automatically selected by default on the faction selection page). As with the player faction, this can also be an in-line definition of a campaign-specific faction. * `recommended_start_date`: (Optional) The recommended start date for the campaign in YYYY-MM-DD format. This field can optionally include a start time to set the time for turn 1. E.g. `2004-01-07 06:00:00`. If the time is omitted, the campaign will start at a random hour in the middle of the day. * `recommended_player_money`: (Optional) The recommended player budget as integer. Default=2000. @@ -42,7 +42,7 @@ This YAML file defines the following fields (unless otherwise stated, fields are ### Squadron configuration -In DCS Liberation 5 campaigns define the starting squadron configuration for each coalition using the `squadrons` field of their campaign description. This field has the following format: +In DCS Retribution campaigns define the starting squadron configuration for each coalition using the `squadrons` field of their campaign description. This field has the following format: ```yaml squadrons: @@ -58,11 +58,11 @@ squadrons: ``` * `BASE_NAME_OR_ID`: The name of the base (in the case of a FOB, LHA, or CV) as defined by the group in the campaign miz file, or the ID number of the airfield as defined by pydcs. For example, [the ID of Anapa-Vityazevo is 12](https://github.com/pydcs/dcs/blob/master/dcs/terrain/caucasus/airports.py). Refer to the pydcs source for airbase ID numbers. -* `PRIMARY_TASK`: Defines the primary task type for the squadron. If none of the preferred aircraft are available, a squadron will be generated using an aircraft that is capable of at least the primary task type. The allowed values here are the same as the values of the task types in `FlightType` found in https://github.com/dcs-liberation/dcs_liberation/blob/develop/game/ato/flighttype.py (the same as the name of the mission type shown in the Liberation UI). +* `PRIMARY_TASK`: Defines the primary task type for the squadron. If none of the preferred aircraft are available, a squadron will be generated using an aircraft that is capable of at least the primary task type. The allowed values here are the same as the values of the task types in `FlightType` found in https://github.com/dcs-retribution/dcs-retribution/blob/develop/game/ato/flighttype.py (the same as the name of the mission type shown in the Retribution UI). * `SECONDARY_TASKS`: Defines secondary tasks that the squadron will be allowed to perform if the squadron is capable of them. This can be either the literal strings `any`, `air-to-air`, or `air-to-ground`, or a list of specific task types. This property is optional. If not specified the auto-planner will only assign those squadrons to the primary task type. -* `PREFERRED_AIRCRAFT`: A list of either aircraft type names (using the same names as [custom factions](https://github.com/dcs-liberation/dcs_liberation/wiki/Custom-Factions)), or a list of squadron names. Each name will be tried in order and the first option valid for the coalition will be selected. If no preferred aircraft are compatible with the coalition, a squadron will be automatically generated based on `PRIMARY_TASK`. +* `PREFERRED_AIRCRAFT`: A list of either aircraft type names (using the same names as [custom factions](https://github.com/dcs-retribution/dcs-retribution/wiki/Custom-Factions)), or a list of squadron names. Each name will be tried in order and the first option valid for the coalition will be selected. If no preferred aircraft are compatible with the coalition, a squadron will be automatically generated based on `PRIMARY_TASK`. -For a complete example, see the [Black Sea campaign description](https://github.com/dcs-liberation/dcs_liberation/blob/develop/resources/campaigns/black_sea.yaml). +For a complete example, see the [Black Sea campaign description](https://github.com/dcs-retribution/dcs-retribution/blob/develop/resources/campaigns/black_sea.yaml). When choosing preferred aircraft, although the property is optional, it is best to pick at list at least one aircraft that is valid for the default faction configuration of your campaign to ensure that your campaign's out-of-the-box behavior works as you expect. You can list *any* aircraft here if you want to cater to non-default factions. For example, if your default faction for the player is USA 2005 but you want to provide good defaults for Russia, format the squadron info in the following format. You can see in the picture how the two squadrons both have an alternate aircraft defined. The first aircraft on the list is always tried first, followed by the rest in order. You can define more than 2 if you wish to. @@ -74,7 +74,7 @@ A best practice to follow is to set up one base per side as a transit hub. This ### IADS configuration -Liberation can automatically generate the IADS network for you but if you want to have more control about the network and which assets are connected with each other it is possible to define the whole IADS network in the campaign.yaml. The iads configuration will only be used when the campaign supports the advanced iads (set `advanced_iads` to true) and the checkbox to use the Advanced mode is checked during campaign generation. +Retribution can automatically generate the IADS network for you but if you want to have more control about the network and which assets are connected with each other it is possible to define the whole IADS network in the campaign.yaml. The iads configuration will only be used when the campaign supports the advanced iads (set `advanced_iads` to true) and the checkbox to use the Advanced mode is checked during campaign generation. To define the iads network in the campaign.yaml one has to add all connections to the `iads_config` property. Every primary node which should participate to the network has to be added to the list with the exact Group Name used in the campaign.miz. @@ -124,6 +124,8 @@ How the IADS Network works is described over here: [IADS Network](#iads---integr ### Common issues with a custom campaign yaml file and their solutions +Below are solutions to common issues with a custom campaign yaml. Please also note that the yaml syntax is case sensitive: primary and Primary are considered separate keys, for example. + #### 'air-to-ground' is not a valid FlightType ![image](https://user-images.githubusercontent.com/89945461/133662181-aa9295d5-f9cb-4c63-9f24-f5e507164d6d.png) @@ -275,7 +277,7 @@ The carrier or LHA's group name is used to determine which squadrons should be l To create a point where aircraft from other theaters can be spawned into the mission in-air, place an F-15C. As with carriers and LHAs, use CJTF Red or Blue to assign the point to either faction. -The altitude of the unit is not currently relevant, as the spawn altitude of units in Liberation depends on the faction's doctrine and the unit type. +The altitude of the unit is not currently relevant, as the spawn altitude of units in Retribution depends on the faction's doctrine and the unit type. # #### Forward Operating Bases @@ -311,7 +313,7 @@ The supply route will follow the _waypoints_ of the vehicle group (not the path, The begin and end waypoints of the path defining the front line route define the origin and destination for convoy routes. Endpoints of the route should be placed on or near roads so that convoys can get moving quickly. If far from a road, units will move from their location off-road to the road one at a time until they have all reached the road. -**Important:** Care should be taken to route the frontline around exclusion zones. If the center of the frontline location lies in an exclusion zones, frontline units may not spawn correctly. You can view the exclusion zones in the Liberation UI by clicking on the "3 stacked sheets" icon below the ruler icon in the top left corner of the map window. Frontlines can jump smaller exclusion zones but using these can cause frontlines to render on both sides of the gap, or cause the frontline to render far from the intended line. +**Important:** Care should be taken to route the frontline around exclusion zones. If the center of the frontline location lies in an exclusion zones, frontline units may not spawn correctly. You can view the exclusion zones in the Retribution UI by clicking on the "3 stacked sheets" icon below the ruler icon in the top left corner of the map window. Frontlines can jump smaller exclusion zones but using these can cause frontlines to render on both sides of the gap, or cause the frontline to render far from the intended line. **Work in Progress** Exclusion zones are being updated to try and allow frontlines to follow or at least be in the general area of convoy routes. Frontlines need to follow the center of these Exclusion zone corridors. The frontline will shrink down to a small area, based on the size of the corridor and the frontline. (# of units) The frontline might not render correctly if the line is to large, (# of units) limiting the ammo depots (explained below) on these frontlines will help limit this issue. @@ -328,7 +330,7 @@ Objective locations define the various locations for ground objectives in the ca These fixed groups do not follow exclusion zones, the placement of these is up to the campaign designer to insure they had enough room to spawn correctly. -The heading of the unit placed as spawn location will be maintained in the generated mission if the heading is not 0. In case the heading is 0 then Liberation will calculate the final heading during campaign generation so that the group will head directly to the center of the conflict. This new feature allows the campaign designer to fine tune the orientation of all the objectives to the campaign needs. Automatic orientation will only be used for Anti Air, Missile, Coastal and Vehicle Groups. +The heading of the unit placed as spawn location will be maintained in the generated mission if the heading is not 0. In case the heading is 0 then Retribution will calculate the final heading during campaign generation so that the group will head directly to the center of the conflict. This new feature allows the campaign designer to fine tune the orientation of all the objectives to the campaign needs. Automatic orientation will only be used for Anti Air, Missile, Coastal and Vehicle Groups. #### Strike targets @@ -344,7 +346,7 @@ Bunkers | 2 Villages | 0,25 Army camps | 0.5 -Note: The values above are subject to change. The `REWARDS` defined in https://github.com/dcs-liberation/dcs_liberation/blob/develop/game/config.py are the source of truth. +Note: The values above are subject to change. The `REWARDS` defined in https://github.com/dcs-retribution/dcs-retribution/blob/develop/game/config.py are the source of truth. To define a strike target location, place a Tech Combine structure. The unit may be either red or blue (the only difference is currently readability of the mission editor, but in the future will determine which coalition owns the objective). @@ -356,13 +358,13 @@ Offshore strike targets generate income for the owning coalition. #### Map objects -Arbitrary map objects may be used as strike targets. These are the buildings/trees/scenery that are placed by the map developer (Eagle Dynamics, etc). Liberation uses trigger zones to define scenery as a strike target. +Arbitrary map objects may be used as strike targets. These are the buildings/trees/scenery that are placed by the map developer (Eagle Dynamics, etc). Retribution uses trigger zones to define scenery as a strike target. -To define a map object strike target, right click the building in the mission editor and select "assign as...". This will create a trigger zone around the building. The name of this trigger zone will be used to identify the building in the Liberation UI. Do not modify the color (white) or the properties. This creates the individual building that will be a part of the objective group. +To define a map object strike target, right click the building in the mission editor and select "assign as...". This will create a trigger zone around the building. The name of this trigger zone will be used to identify the building in the Retribution UI. Do not modify the color (white) or the properties. This creates the individual building that will be a part of the objective group. Create new trigger zone through the Mission Editor's sidebar, and give it the color of blue (`0 Red`, `0 Green`, `255 Blue`; there is a shortcut button that is blue in case you do not want to type the RGB numbers in manually). Place this trigger zone such that it encloses each of the centers of the objective's white trigger zones. This defines the objective area (named, targetable group of buildings), whereas the white zones define the individual buildings of the objective location. Each group zone must have a unique name. -Create a property for the objective definition with the value field set to any of the entries listed in the `REWARDS` defined in https://github.com/dcs-liberation/dcs_liberation/blob/develop/game/config.py. **This must be the first property in the group zone.** This field defines the category (objective type) of the group, which impacts income generation per building. +Create a property for the objective definition with the value field set to any of the entries listed in the `REWARDS` defined in https://github.com/dcs-retribution/dcs-retribution/blob/develop/game/config.py. **This must be the first property in the group zone.** This field defines the category (objective type) of the group, which impacts income generation per building. * `power` * `ware` @@ -383,7 +385,7 @@ Note that `factory` and `ammo` have different behavior. See the documentation on **Map Object Limitations:** * Objective group definitions (blue trigger zones) cannot overlap. * The campaign creator must define objective type. -* No images for the various buildings in the Liberation UI, briefing, or kneeboard. Target identification will be difficult. +* No images for the various buildings in the Retribution UI, briefing, or kneeboard. Target identification will be difficult. * Every blue trigger zone must have a unique name. #### Factories @@ -442,7 +444,7 @@ Armor groups are ground units that defend the assigned location. These groups wi ### IADS - Integrated Air Defence System -DCS Liberation will create Air Defence Assets like SAM Systems, Point Defense, EWRs, Power Sources, Connection Nodes and Command Centers during campaign generation and connects them with each other to build an IADS Network of participating assets. This IADS Network will be used in the generated mission by the [Skynet Plugin](https://github.com/walder/Skynet-IADS) created by Walder which improves the overall handling of the AI with the Anti Air units as well as bringing in more realistic options like Connection Nodes, Power Sources and Command Centers. +DCS Retribution will create Air Defence Assets like SAM Systems, Point Defense, EWRs, Power Sources, Connection Nodes and Command Centers during campaign generation and connects them with each other to build an IADS Network of participating assets. This IADS Network will be used in the generated mission by the [Skynet Plugin](https://github.com/walder/Skynet-IADS) created by Walder which improves the overall handling of the AI with the Anti Air units as well as bringing in more realistic options like Connection Nodes, Power Sources and Command Centers. #### IADS Network @@ -463,7 +465,7 @@ The advanced assets like Comms, Power and C2 can be placed like any other ground #### Skynet Plugin -Liberation adds the [Skynet Plugin](https://github.com/walder/Skynet-IADS) to the created dcs mission if the user enables the plugin in the campaign settings. This plugin is enabled by default in Liberation V6.0 as it is heavily integrated into the Liberation system which created the IADS Network. Skynet allows to set specific options for SAM Systems which can be overwritten in the unit.yaml for the Search Radar of the SAM Systems. Which SAM Systems are supported by Skynet and which Search Radar is used for wich SAM system can be found in this file: [skynet-iads-supported-types.lua](https://github.com/walder/Skynet-IADS/blob/develop/skynet-iads-source/skynet-iads-supported-types.lua) +Retribution adds the [Skynet Plugin](https://github.com/walder/Skynet-IADS) to the created dcs mission if the user enables the plugin in the campaign settings. This plugin is enabled by default in Retribution V6.0 as it is heavily integrated into the Retribution system which created the IADS Network. Skynet allows to set specific options for SAM Systems which can be overwritten in the unit.yaml for the Search Radar of the SAM Systems. Which SAM Systems are supported by Skynet and which Search Radar is used for wich SAM system can be found in this file: [skynet-iads-supported-types.lua](https://github.com/walder/Skynet-IADS/blob/develop/skynet-iads-source/skynet-iads-supported-types.lua) To overwrite specific skynet properties the following options can be set in the unit.yaml of the Search Radar (Patriot SR as example): @@ -489,7 +491,7 @@ SAM locations are split into four types: long range, medium range, short range, Note that the exact type of SAM or EWR that will be placed depends on the faction definition (SAM/EWR generators). However, when designing a campaign with specific factions in mind (such as Syria defending on the Syria map), this allows the designer to see the coverage of the SAMs used by the intended faction. This way the designer can be sure that sufficient coverage will be present in the campaign when a faction using a specific type of SAM is used. -The heading set for the unit placed in the mission will be maintained in the generated mission if the heading is not 0. If the heading is 0 then Liberation will calculate the heading during campaign generation so that the group will head directly to the center of the conflict. This allows the campaign designer to fine tune the orientation of the SAM System or EWR to the campaign needs. +The heading set for the unit placed in the mission will be maintained in the generated mission if the heading is not 0. If the heading is 0 then Retribution will calculate the heading during campaign generation so that the group will head directly to the center of the conflict. This allows the campaign designer to fine tune the orientation of the SAM System or EWR to the campaign needs. #### Early Warning Radars diff --git a/First-operation.md b/First-operation.md index a570253..e4ac36b 100644 --- a/First-operation.md +++ b/First-operation.md @@ -1,4 +1,4 @@ -**The tutorial is out of date for DCS Liberation 3.0.** See the other sections of [the manual](https://github.com/dcs-liberation/dcs_liberation/wiki) for help. If you want to help us update the tutorial, [join the #doc-maintenance channel in our discord](https://discord.gg/fpJRYBV9). +**The tutorial is out of date for DCS Liberation 3.0.** See the other sections of [the manual](https://github.com/dcs-retribution/dcs-retribution/wiki) for help. If you want to help us update the tutorial, [join the #doc-maintenance channel in our discord](https://discord.gg/fpJRYBV9). Now that you're on turn 1, you should see some messages about reinforcements and mission planning in the info panel at the bottom of the screen: @@ -55,11 +55,11 @@ It may take some time to generate the mission. When complete, a window will appe **Do not close this Window until your mission is complete. Generated missions are only valid for as long as this window is open.** If you need to make changes to your plan, close the window, make your changes, and then press take off again. **You will need to load the newly generated mission.** -If the window does not appear, check the command prompt window that opened with Liberation and look for error messages in the log. You will likely need to [file a bug](https://github.com/dcs-liberation/dcs_liberation/issues). +If the window does not appear, check the command prompt window that opened with Liberation and look for error messages in the log. You will likely need to [file a bug](https://github.com/dcs-retribution/dcs-retribution/issues). ## Launching the mission -Launch DCS World, open the mission editor, and open the mission `liberation_nextturn` that should have been generated in the default mission folder. +Launch DCS World, open the mission editor, and open the mission `retribution_nextturn` that should have been generated in the default mission folder. ![Mission browser](https://imgur.com/HrcFa7V.png) diff --git a/Getting-started.md b/Getting-started.md index f39bfb3..b8887a8 100644 --- a/Getting-started.md +++ b/Getting-started.md @@ -2,7 +2,7 @@ ## Download: You have two choices, either download a stable or a preview release: -1. [Stable release](https://github.com/dcs-liberation/dcs_liberation/releases) +1. [Stable release](https://github.com/dcs-retribution/dcs-retribution/releases) 2. [Preview builds](Preview-builds) # @@ -27,7 +27,7 @@ If you don't, DCS will load the file before it is changed and DCS Liberation wil Experienced users can also disable the automatic modification of the `MissionScripting.lua`. This can be achieved by leaving the `DCS Installation Directory` preference empty. -**Warning**: If you leave the `DCS Installation Directory` empty, you have to manually edit the `MissionScripting.lua`. Otherwise DCS Liberation can not work properly. This is only recommended for expert users. A description on how to manually edit the file can be found in the [Dedicated-Server-Guide](https://github.com/dcs-liberation/dcs_liberation/wiki/Dedicated-Server-Guide#modding-missionscriptinglua). +**Warning**: If you leave the `DCS Installation Directory` empty, you have to manually edit the `MissionScripting.lua`. Otherwise DCS Liberation can not work properly. This is only recommended for expert users. A description on how to manually edit the file can be found in the [Dedicated-Server-Guide](https://github.com/dcs-retribution/dcs-retribution/wiki/Dedicated-Server-Guide#modding-missionscriptinglua). # # Start your first campaign diff --git a/Mission-planning.md b/Mission-planning.md index 0ba8083..295760a 100644 --- a/Mission-planning.md +++ b/Mission-planning.md @@ -16,7 +16,7 @@ Flights will have their takeoff delayed long enough that all flights can arrive * AI flights from the boat will be activated late (the plane will not be spawned) until their mission start time. This is to decrease congestion on the flight deck. * Cold start player flights from the shore will be spawned uncontrolled. The player will not be able to enter the cockpit until the mission start time. This is to prevent AI wingmen from starting their engines prematurely and wasting too much fuel before a long delayed flight. * All other shore player flight start types will spawn immediately. Use delayed runway and air starts with caution, as there is no way to prevent the player from being spawned into the path of another flight. -* Player flights from the boat will spawn immediately (https://github.com/dcs-liberation/dcs_liberation/issues/375). +* Player flights from the boat will spawn immediately (https://github.com/dcs-retribution/dcs-retribution/issues/375). To prevent player flights from being delayed, use the "Never delay player flights" option in the campaign settings. **This does not alter your mission time. It only lets you sit in a cockpit while you wait.** @@ -34,7 +34,7 @@ A split point is added after the egress point. This is where flights will split ## Task types -Below is a list of all the currently available task types for flights. More will be added in future updates. Subscribe to [Issue 277](https://github.com/dcs-liberation/dcs_liberation/issues/277) for updates. +Below is a list of all the currently available task types for flights. More will be added in future updates. Subscribe to [Issue 277](https://github.com/dcs-retribution/dcs-retribution/issues/277) for updates. ### Air Assault An Air Assault mission is a special helo mission which can be planned against enemy control points to insert troops and capture the point. The flights will fly to the pickup point to load troops and continue to the drop off location where they will insert the units. The units will then head to the center of the Zone created by the Assault Waypoint. It is important that the drop off waypoint is within the boundary of this assault waypoint zone. Otherwise the troops will not head to the target zone. When this mission is tasked from a carrier then there will be no pick up needed as the troops can be loaded directly from the deck of the carrier. diff --git a/Modded-Aircraft-Support.md b/Modded-Aircraft-Support.md index 1cb9dc6..b8ff0e3 100644 --- a/Modded-Aircraft-Support.md +++ b/Modded-Aircraft-Support.md @@ -53,9 +53,9 @@ So to add support for modded aircrafts in liberation, we then have to manually e Aircraft data will be found in the file aircraft.py generated by pydcs. Search your aircraft class in this file, and add it to a custom file. Your mod might have added new weapons, they'll be found in weapons.py, and you have to fetch them as well. -Example of final file for the popular A-4E-C mod : https://github.com/dcs-liberation/dcs_liberation/blob/develop/pydcs_extensions/a4ec/a4ec.py +Example of final file for the popular A-4E-C mod : https://github.com/dcs-retribution/dcs-retribution/blob/develop/pydcs_extensions/a4ec/a4ec.py -As you can see, extensions for mods are stored in this folder : https://github.com/dcs-liberation/dcs_liberation/blob/develop/pydcs_extensions +As you can see, extensions for mods are stored in this folder : https://github.com/dcs-retribution/dcs-retribution/blob/develop/pydcs_extensions These file contains a lot of metadata we need to be able to generate missions, such as possible liveries, possible payloads for each pylons, specific weapons ids ... and so on. @@ -74,7 +74,7 @@ Make sure your mod is imported in `pydcs_extensions/__init__.py`. ## Step 2 : Campaign start setup -For campaign start setup and mod settings support, add your plane to the files [start_generator.py](https://github.com/dcs-liberation/dcs_liberation/blob/develop/game/theater/start_generator.py), [faction.py](https://github.com/dcs-liberation/dcs_liberation/blob/develop/game/factions/faction.py) and [QNewGameWizard.py](https://github.com/dcs-liberation/dcs_liberation/blob/develop/qt_ui/windows/newgame/QNewGameWizard.py) +For campaign start setup and mod settings support, add your plane to the files [start_generator.py](https://github.com/dcs-retribution/dcs-retribution/blob/develop/game/theater/start_generator.py), [faction.py](https://github.com/dcs-retribution/dcs-retribution/blob/develop/game/factions/faction.py) and [QNewGameWizard.py](https://github.com/dcs-retribution/dcs-retribution/blob/develop/qt_ui/windows/newgame/QNewGameWizard.py) ```python a4_skyhawk: bool = False @@ -192,7 +192,7 @@ For an overview of all tasks and weights in Liberation, run `dcs_liberation.exe ### DCS Liberation 6 -Open [ai_flight_planner_db.py](https://github.com/dcs-liberation/dcs_liberation/blob/develop/gen/flights/ai_flight_planner_db.py) +Open [ai_flight_planner_db.py](https://github.com/dcs-retribution/dcs-retribution/blob/develop/gen/flights/ai_flight_planner_db.py) Add your plane to the lists it needs to be in, so DCS Liberation is aware of its capabilities. **These lists are in priority order**: @@ -226,13 +226,13 @@ See [Custom Factions](Custom-Factions) and add the mods to the appropriate facti Add new yaml files for your aircraft in resources/units/aircraft/ -See [A-4E-C.yaml](https://github.com/dcs-liberation/dcs_liberation/blob/develop/resources/units/aircraft/A-4E-C.yaml) for reference. +See [A-4E-C.yaml](https://github.com/dcs-retribution/dcs-retribution/blob/develop/resources/units/aircraft/A-4E-C.yaml) for reference. ## Step 7: Add icons for the UI (Optional) -Add icons for the new plane there: https://github.com/dcs-liberation/dcs_liberation/tree/develop/resources/ui/units/aircrafts/icons +Add icons for the new plane there: https://github.com/dcs-retribution/dcs-retribution/tree/develop/resources/ui/units/aircrafts/icons -And a banner, there: https://github.com/dcs-liberation/dcs_liberation/tree/develop/resources/ui/units/aircrafts/banners +And a banner, there: https://github.com/dcs-retribution/dcs-retribution/tree/develop/resources/ui/units/aircrafts/banners ## Step 8: Playtest diff --git a/New-aircraft-module-checklist.md b/New-aircraft-module-checklist.md index 036296d..15b3417 100644 --- a/New-aircraft-module-checklist.md +++ b/New-aircraft-module-checklist.md @@ -16,14 +16,14 @@ P2 | Many modules don't complete these tasks. Completing these tasks is required 1. Export latest DCS data by following the instructions at the top of [pydcs_export.lua](https://github.com/pydcs/dcs/blob/master/tools/pydcs_export.lua) 2. Send PR to pydcs 3. Update Liberation to the latest DCS -- [ ] P0: Add unit data to `resources/units/aircraft`. See [the F-16C data](https://github.com/dcs-liberation/dcs_liberation/blob/develop/resources/units/aircraft/F-16C_50.yaml) for a complete example. +- [ ] P0: Add unit data to `resources/units/aircraft`. See [the F-16C data](https://github.com/dcs-retribution/dcs-retribution/blob/develop/resources/units/aircraft/F-16C_50.yaml) for a complete example. - [ ] P0: Price. Compare to similar aircraft to determine what the price should be. - [ ] P0: Variants. These are the names that will be used in the UI. At least one is required, but variants should be added for faction-specific types as necessary (e.g. a CF-18 variant for the Canadian F/A-18). - [ ] P1: Maximum range estimate. This is the maximum range from departure to target that the auto-planner will consider. The defaults are extremely conservative to avoid planning missions that will kill AI flights that run out of fuel. - [ ] P1: Information sections (description, introduction date, manufacturer, origin, and role). - - [ ] P1: Radio configuration. See [radios.py](https://github.com/dcs-liberation/dcs_liberation/blob/develop/game/radio/radios.py) for a list of known radio types. Add new radios to that list if necessary. Necessary for default channel assignments and non-conflicting intra-flight frequency assignments. - - [ ] P2: [Fuel consumption data](https://github.com/dcs-liberation/dcs_liberation/blob/develop/doc/fuel-consumption-measurement.md). Without this the kneeboard will not show minimum required fuel for each waypoint, and bingo/joker estimates may be extremely inaccurate. -- [ ] P0: [Flight planner priority lists](https://github.com/dcs-liberation/dcs_liberation/blob/develop/game/ato/ai_flight_planner_db.py). These lists are in priority order. Add the aircraft to the list for each mission type it is capable of in the order suitable for auto-planner preference. For example, for CAP the F-16 should be lower in the list than the F-22, but above the FW-190. + - [ ] P1: Radio configuration. See [radios.py](https://github.com/dcs-retribution/dcs-retribution/blob/develop/game/radio/radios.py) for a list of known radio types. Add new radios to that list if necessary. Necessary for default channel assignments and non-conflicting intra-flight frequency assignments. + - [ ] P2: [Fuel consumption data](https://github.com/dcs-retribution/dcs-retribution/blob/develop/doc/fuel-consumption-measurement.md). Without this the kneeboard will not show minimum required fuel for each waypoint, and bingo/joker estimates may be extremely inaccurate. +- [ ] P0: [Flight planner priority lists](https://github.com/dcs-retribution/dcs-retribution/blob/develop/game/ato/ai_flight_planner_db.py). These lists are in priority order. Add the aircraft to the list for each mission type it is capable of in the order suitable for auto-planner preference. For example, for CAP the F-16 should be lower in the list than the F-22, but above the FW-190. - [ ] P0: Default loadouts for all supported mission types. - [ ] P0: Add to relevant factions. - [ ] P0: Aircraft specific waypoint behavior. Most aircraft, such as those capable of a large (20+) quantity of waypoints or have no built-in waypoint navigation do not need custom behavior. Aircraft like the Viggen and F-14 where waypoints are constrained and/or have specific meanings will need to complete this task. diff --git a/Preview-builds.md b/Preview-builds.md index f1d4266..6b52cb5 100644 --- a/Preview-builds.md +++ b/Preview-builds.md @@ -1,5 +1,5 @@ -The latest build of the development branch can be found [here](https://github.com/dcs-liberation/dcs_liberation/actions/workflows/build.yml?query=branch%3Adevelop+event%3Apush). That page shows the build for every change that goes into our development branch. Builds at the top of the page are newer. If you click on them and are logged in to GitHub, you can download the release from the "Artifacts" section of the page. +The latest build of the development branch can be found [here](https://github.com/dcs-retribution/dcs-retribution/actions/workflows/build.yml?query=branch%3Adevelop+event%3Apush). That page shows the build for every change that goes into our development branch. Builds at the top of the page are newer. If you click on them and are logged in to GitHub, you can download the release from the "Artifacts" section of the page. **This is a development branch. Sometimes we break things, and plenty of things will be works in progress. Save games may not work across builds, and you should back up any save games you don't want to lose before loading them with a development build.** -The latest builds of the 8.0 release can be found [here](https://github.com/dcs-liberation/dcs_liberation/actions/workflows/build.yml?query=branch%3Adevelop+event%3Apush). Saves from 7.x are not compatible. However, check the date of the build before downloading, as the build on this page may be older than the released version. \ No newline at end of file +The latest builds of the 8.0 release can be found [here](https://github.com/dcs-retribution/dcs-retribution/actions/workflows/build.yml?query=branch%3Adevelop+event%3Apush). Saves from 7.x are not compatible. However, check the date of the build before downloading, as the build on this page may be older than the released version. \ No newline at end of file diff --git a/Release-process.md b/Release-process.md index 5674594..f397a01 100644 --- a/Release-process.md +++ b/Release-process.md @@ -5,5 +5,5 @@ To release a new version of DCS Liberation: 3. When everything is ready for release tag the corresponding release branch. Format for release tags is `$MAJOR.$MINOR.$PATCH`. **Do not create a release.** A release will be created automatically by the GitHub action from the tag. `git tag 6.1.1 && git push --tags`, for example. 4. Smoke test the tagged build 5. Update the bug templates in .github to allow reporting bugs against the new release. Old versions should be removed. -6. In [Releases](https://github.com/dcs-liberation/dcs_liberation/releases), promote the tagged build to a release. The description should be pre-filled with the changelog. +6. In [Releases](https://github.com/dcs-retribution/dcs-retribution/releases), promote the tagged build to a release. The description should be pre-filled with the changelog. 7. Announce the release in #:loudspeaker:releases in Discord. \ No newline at end of file diff --git a/Setting-up-a-custom-Strike-mission.md b/Setting-up-a-custom-Strike-mission.md index f1df3f2..25ec34d 100644 --- a/Setting-up-a-custom-Strike-mission.md +++ b/Setting-up-a-custom-Strike-mission.md @@ -1,4 +1,4 @@ -**The tutorial is out of date for DCS Liberation 3.0.** See the other sections of [the manual](https://github.com/dcs-liberation/dcs_liberation/wiki) for help. If you want to help us update the tutorial, [join the #doc-maintenance channel in our discord](https://discord.gg/fpJRYBV9). +**The tutorial is out of date for DCS Liberation 3.0.** See the other sections of [the manual](https://github.com/dcs-retribution/dcs-retribution/wiki) for help. If you want to help us update the tutorial, [join the #doc-maintenance channel in our discord](https://discord.gg/fpJRYBV9). ## Determining a target : diff --git a/Squadrons-and-pilots.md b/Squadrons-and-pilots.md index 9bc48ba..50ad527 100644 --- a/Squadrons-and-pilots.md +++ b/Squadrons-and-pilots.md @@ -129,7 +129,7 @@ The `players` field operates the same as the `pilots` field, but the created pil -The `aircraft` field should match the variant name of the aircraft as specified in the unit data file. For more information about variant names, see https://github.com/dcs-liberation/dcs_liberation/wiki/Custom-Factions#aircraft-and-ground-unit-names. +The `aircraft` field should match the variant name of the aircraft as specified in the unit data file. For more information about variant names, see https://github.com/dcs-retribution/dcs-retribution/wiki/Custom-Factions#aircraft-and-ground-unit-names. The `bases` field is new in DCS Liberation 5.0 and can be used to override the default bases that the squadron will operate from. The defaults are set based on the aircraft type: diff --git a/Using-noVNC-and-Liberation-as-Web-Interface.md b/Using-noVNC-and-Retribution-as-Web-Interface.md similarity index 100% rename from Using-noVNC-and-Liberation-as-Web-Interface.md rename to Using-noVNC-and-Retribution-as-Web-Interface.md diff --git a/“自动采购”选项(Auto-purchase-options).md b/“自动采购”选项(Auto-purchase-options).md deleted file mode 100644 index 94fec2f..0000000 --- a/“自动采购”选项(Auto-purchase-options).md +++ /dev/null @@ -1,29 +0,0 @@ -DCS Liberation 2.3将为玩家增加“自动采购”选项,以下三种采购功能可以分别启用: - -* 跑道修理Runway repair -* 前线增援Front line reinforcement -* 飞机采购Aircraft reinforcement - -上述选项可以在新建战役阶段或战役开始后,通过设置菜单激活。 -所有选项中双方AI的行为策略没有差异。 - -## 自动跑道修理Automatic runway repair -选项激活后,如果有足够的资金,受损的跑道将立即开始自动修理。 - -跑道修理的优先级高于前线增援和飞机采购。 - -## 前线增援Front line reinforcement -修理跑道后的剩余预算中,将有最高50%,用于购买增援前线的地面单位。 - -处于前线且剩余单位少于30的控制点(control point)将优先购买地面单位。当目前所有前线控制点的剩余单位均≥30时,将随机给所有的控制点配置增援单位。 - -## 飞机采购Aircraft reinforcement -所有剩余的预算资金将用于采购飞机。 - -因为缺乏足够飞机而无法完成规划的任务,将优先采购飞机。根据任务规划器(Mission Planner)指定的顺序逐项进行采购。 - -在为特定任务购买飞机时,系统将试图在具有空闲停机位且距离该任务目标最近的机场购买飞机。 - -采购的机型将用于执行那些未能完成规划的任务。Liberation自带飞机列表,标注了各种任务类型下具备任务执行能力(mission capable)的机型,以及该任务类型的优先选择机型。系统将首先从优先选择机型列表中进行随机采购,如优先选择机型列表为空(比如列表中的机型本阵营没有)或超出预算(飞机太贵买不起),则将从具备任务执行能力的飞机列表中随机采购。 - -如果任务范围内没有具备任务执行能力的飞机可供购买,则剩余预算将留存至下一回合。 diff --git a/任务规划Mission-planning.md b/任务规划Mission-planning.md deleted file mode 100644 index 7f230fc..0000000 --- a/任务规划Mission-planning.md +++ /dev/null @@ -1,93 +0,0 @@ -注: 以下相关内容仅适用于DCS Liberation 2.2及以后版本。 - -所有的空中任务都采用“package”(任务包)的形式生成。一个任务包中囊括了一个或多个具有相同任务目标的飞行小队(flight)。同一个package中的不同小队,可以有不同的具体分工、起飞时间和起飞机场。例如,一个攻击工厂的package中,将包括一个作为主攻轰炸工厂的STRIKE小队,也可能包含承担防空压制任务的SEAD小队,以及担任空中护航的ESCORT小队。 -本方所有已经规划(fragged)的任务包,构成了本方的“空中任务指令”(ATO-Air Tasking Order)。 - -## 任务时间Mission timing -每个package都有指定的“到达目标时间”(TOT)。 Package中,每个具体小队的TOT时间与其任务类型有关,可能会有细微差别。对于Strike和DEAD小队,TOT代表了攻击目标的确切时间(当然,AI实际上并不一定能十分精确地执行这些攻击指令),而对于CAP小队,TOT代表了他们巡逻的开始时间。 - -任务的其他路点时间、起飞时间、任务开始时间,都基于任务的TOT进行规划。距离目标的路程、冷启、滑行等时间都会被纳入考量。 - -为了保证所有小队都能准时到达目标区,有些小队会延迟起飞。延迟起飞时间会受到小队内是否存在人类玩家、起飞机场、玩家设定等多方面因素影响: - -* 所有路基机场的AI在游戏开始时,都将以非控制状态(冷机停放,无行员)刷在机场停机位上,只有到达各自的任务开始时间,AI才会接管并开车。这将为攻击机场的任务提供更多目标(可以直接把地面上的飞机炸了),以及更好地营造战场氛围。 -* 航母和两攻等水面舰船上的AI小队,在任务开始时间之前将被延迟激活(AI飞机一开始不会被刷出来)。 这将有助于减少甲板上的拥堵和撞车。 -* 路基机场进行冷启的玩家小队,将以非控制状态出生。在任务开始时间到达前,玩家不能进入座舱。这将避免AI僚机过早开车,空耗燃料。(如果你不想等,那么就调整任务的TOT时间) -* 路基机场非冷启的玩家小队,将立即出生。使用跑道和空中出生的玩家请注意,你的出生位置有可能正好会挡了其他人的路,Liberation无法完全避免这点。 -* 从水面舰船上开始任务的玩家小队,将在任务开始时直接出生。 - -如要避免玩家的小队被延迟出生,勾选战役选项中的“Never delay player flights”(不延迟玩家小队)。**注意,这并不会修改你们package的TOT和你小队的任务时间,只是允许你提前进座舱等。** - -在规划任务时,如果你对打击目标的确切时间没有那么在意,只想要在游戏开始时能够尽快开始任务,**点击Package规划界面,TOT时间旁边的ASAP(尽快)按钮即可(系统会自动按照玩家小队在游戏开始时即刻出生的时间,来调整TOT)**。 - -## 汇合规划Rendezvous planning -有些任务,需要你在前往目标区前,与Package的其他小队先汇合。比如Strike/DEAD以及他们护航飞机。对于这些任务类型,系统会自动增加一些任务路点: - -在爬升路点之后,会增加一个hold(等待)路点。爬升高度后在该路点盘旋等待,直到到达指定的推进时刻。小队一般会规划5分钟的等待时间,以便给推进前的最后准备以及各种起飞延误留出足够的时间。 - -在hold路点之后,是join(加入)路点。Package的各个小队在该路点进行集结,并向任务目标推进。一个package中的所有小队,到达join路点的TOT都是相同的。 - -在egress(退出)路点后,增加了split(解散)路点。各小队在这个路点解散,并返回各自的降落机场。 - -## 任务类型Task types - -以下为当前已经实装的任务类型,后续还会继续增加。 - -### 反舰-Anti-ship -注:反舰任务是DCS Liberation 2.3新增任务类型。 - -反舰任务可以针对敌方舰队单位进行规划。小队会先与其他package成员完成集结,再向ingress(进入)路点推进,到达路点后会向敌方舰艇发射武器。AI会同时瞄准敌方船队内的多个目标,在武器发射后,小队将返航。 -许多舰艇都有非常牛逼的近防系统(以AK630为代表)。通常需要大量反舰武器来饱和攻击目标的防御系统。 - -### 战场空中遮断-BAI -注:BAI任务是DCS Liberation 2.3新增任务类型。 - -战场空中遮断(BAI)可以针对敌方目标区域内的车辆规划。BAI任务与CAS有些类似,但不同于直接支援前线的友军,BAI主要针对尚未到达前线的敌方部队,意在打击对方的增援力量。小队会先与其他package成员完成集结,再向ingress(进入)路点推进,到达路点后开始搜索其预设目标。 - -### 防御型战斗空中巡逻-BARCAP -BARCAP可针对任何非前线的友军目标(前线目标请使用TARCAP)进行规划。BARCAP的主要目标是阻止敌方飞机进入目标区域。小队将在package的TOT时间到达目标区,并开始跑马圈巡逻。巡逻时间预先设定(目前为30分钟)。跑马圈的方向将指向最近的敌方机场。 - -**2.3中的主要变更:** -在DCS Liberation 2.3中,BARCAP将专职防御性使用。BARCAP将只能**规划在友军目标区域**(如友军机场、船队、目标区等)。针对敌方区域的CAP任务由TARCAP取代。 - -### 近距空中支援-CAS -CAS任务可针对前线进行规划。CAS的主要目标是支援友军地面部队。小队将按照TOT到达目标区,并开始在一定范围内搜索目标。小队将持续在任务区搜索目标直到bingo燃油或者武器耗尽。 - -### 摧毁敌方防空系统-DEAD -DEAD任务可针对敌方防空单位进行规划,其主要目标是摧毁敌方防空系统。小队会先与其他package成员完成集结,并力争在TOT实现对目标的打击。武器投放后,小队会直接返航。 - -### 护航-Escort -护航任务主要用于保护其他类型的小队。基本上大部分的任务类型(除了CAP任务)都需要护航。护航机将采取和package其他小队相近的飞行计划。 - -注意:即使package中的其他小队还没有来得及完成目标区的任务,护航小队也不会持续停留在目标区。**如需目标区长时间的对空防御,规划TARCAP任务。** - -### 空中扫荡-Fighter sweep -注:空中扫荡是DCS Liberation 2.3新增任务类型。 - -空中扫荡任务可以针对敌方目标进行规划,其主要目标是在package其他小队到达目标区之前,先行扫清空中威胁。小队会先机动到package的join路点附近,然后开始向目标区推进,并一路扫清其遭遇的所有敌军战机。小队会在bingo燃油、武器耗尽或抵达目标区但没有遭遇任何敌机时返航。 - -### 进攻性空优作战/敌机-OCA/Aircraft -注:进攻性空优作战/敌机是DCS Liberation 2.3新增任务类型。 - -OCA/敌机任务,可针对敌方机场进行规划,其主要目标是攻击敌方机场上停放的飞机。小队会先与其他package成员完成集结,再向ingress路点推进,到达路点后开始搜索目标机场上停放的飞机。 - -### 进攻性空优作战/跑道-OCA/Runway -注:进攻性空优作战/跑道是DCS Liberation 2.3新增任务类型。 - -OCA/跑道任务,可针对敌方机场进行规划,其主要目标是摧毁目标机场跑道,阻止敌方后续利用该机场继续出动任务。小队会先与其他package成员完成集结,再向ingress路点推进,达到路点后,转向与跑道对齐并进入轰炸。如果跑道能在一轮攻击中遭受足够的伤害,那么跑道将被摧毁。摧毁跑道所需的伤害量,由DCS定义。 - -**如果跑道被摧毁,该机场将无法再出动任何任务,也不能购买或出售飞机,直到跑道修复**。**修理跑道需要1亿元($ 100M)以及4轮时间**。只要有足够的资金,AI便会试图修复跑道。如果在修理完成前跑道再次被损毁,则修理进度将被打断,需要重新开始修理并再次支付费用。 - -### 压制敌方防空系统-SEAD -SEAD任务着眼于保护友军单位免受敌方SAM威胁。不同于DEAD,SEAD小队将攻击包括任务区附近的各类防空单位,而不只是任务目标本身。小队会先与其他package成员完成集结,并在一定预设范围内搜索和压制敌方防空单位。武器投放后,小队将返航。 - -### 打击-Strike -打击任务,可以针对敌方地面目标进行规划。小队会先与其他package成员完成集结,随后向指定坐标投放武器。有些轰炸机型将对指定区域采取地毯式轰炸,不过大多数机型可以瞄准多个目标展开攻击。武器投放后,小队将返航。 - -注意:strike任务将直接为AI**指定目标坐标开展攻击**(适合炸固定建筑),而不是分配目标单位(units),因此如果目标可以移动,那strike小队将无法击中目标。 - -### 目标区战斗空中巡逻-TARCAP -TARCAP可以针对前线进行规划,TARCAP大体和BARCAP接近,只是如果有package成员需要护航时,TARCAP会尽可能久地留在目标区。如果package中没有其他小队成员,则TARCAP会在目标区巡逻预设的时间(目前为30分钟)。 - -**2.3中的主要变更:** -在DCS Liberation 2.3中TARCAP将可以针对任何敌方目标进行规划。其行为方式和以前的版本基本相同,除了TARCAP小队会早于其他package成员2分钟抵达任务目标区,以便扫清任务空域。