diff --git a/Tutorial:-Battle-of-Abu-Dhabi-Play-Through.md b/Tutorial:-Battle-of-Abu-Dhabi-Play-Through.md index 845d14d..0b17017 100644 --- a/Tutorial:-Battle-of-Abu-Dhabi-Play-Through.md +++ b/Tutorial:-Battle-of-Abu-Dhabi-Play-Through.md @@ -192,16 +192,19 @@ For this example, however, we are going to adopt the "SAMs > airfields > ground" Turn 0 is actually a "pre-game" turn, where we will do two things: - - We will use this turn to set some options and other settings to adjust how the campaign and the missions it generates plays out. - - We (and the enemy) will make initial purchases, populating our bases and filling out our orders of battle table (i.e., determine our force dispositions). - +- We will use this turn to set some options and other settings to adjust how the campaign and the missions it generates plays out. +- We (and the enemy) will make initial purchases, populating our bases and filling out our orders of battle table (i.e., determine our force dispositions). ### Settings 1. Let's begin by selecting our mission generation options/settings as well as some other options for the campaign. Click on the "Settings" icon in the toolbar. + + ![](https://i.imgur.com/3fYBcta.jpeg) -2. The first page that shows up is the "Difficult" page. +2. The first page that shows up is the "Difficulty" page. + + ![](https://i.imgur.com/SKBmqa0.jpeg) - We can set the skill levels of various elements in the missions with the first three options. - 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. @@ -211,6 +214,8 @@ Turn 0 is actually a "pre-game" turn, where we will do two things: 3. Select the "Campaign Management" page from the list on the left. + ![](https://i.imgur.com/2h0I30d.jpeg) + Here 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. 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. Similarly for air-to-ground weapons: no GPS weapons will be available. @@ -222,6 +227,8 @@ Turn 0 is actually a "pre-game" turn, where we will do two things: 4. Select the "Mission Generator" page from the list on the left. + ![](https://i.imgur.com/9LcFeMR.jpeg) + - The top box has the following options: - "Use Supercarrier Module": check this box if we have this module. @@ -236,6 +243,8 @@ Turn 0 is actually a "pre-game" turn, where we will do two things: 5. Select the "Lua Plugins" page, and select some extra mods, plugins, or scripting goodies we want Liberation to implement in our missions. + ![](https://i.imgur.com/0UzM25J.jpeg) + - "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). - "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. 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).