From d502f36400edb67b14472b62c79a00b14a23f7b8 Mon Sep 17 00:00:00 2001 From: Jeet Sukumaran Date: Thu, 10 Jun 2021 13:44:33 -0700 Subject: [PATCH] Updated Mission planning (markdown) --- Mission-planning.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Mission-planning.md b/Mission-planning.md index 33834ca..bbf7369 100644 --- a/Mission-planning.md +++ b/Mission-planning.md @@ -80,7 +80,7 @@ An OCA/Aircraft mission can be planned against an enemy airfield. Its purpose is An OCA/Runway mission can be planned against an enemy airfield. Its purpose is to damage the runway to prevent the enemy from using the airbase to launch future missions. The flight will rendezvous with the rest of its package and proceed to its ingress point before lining up with and bombing the runway. If the runway is sufficiently damaged in a single turn it will be destroyed. -The amount of damage required to destroy a runway is defined by DCS. Currently it takes a total of 6000 lbs of general-purpose high-explosive to destroy a runway: e.g., 12x 500lb MK-82/MK-82Y, 6x 1000lb MK-83, or 3x 2000lb MK-84 (or their LGB equivalents). On the other hand, with "bunker-busting" or penetrator warheads only 2000 lbs is required: e.g., a *single* GBU31v3 (or GBU31v4) is sufficient to kill a runway. (The GBU-24 in DCS is graphically shown with a BLU-109 warhead, but is modeled in the game as having a BLU-117 non-penetrating GP warhead, so until this is fixed it still takes 3 of these to kill a runway rather than 1). +The amount of damage required to destroy a runway is defined by DCS. Currently it takes a total of 6000 lbs of general-purpose high-explosive to destroy a runway: e.g., 12x 500lb MK-82/MK-82Y, 6x 1000lb MK-83, or 3x 2000lb MK-84 (or their LGB equivalents). On the other hand, with "bunker-busting" or penetrator warheads only 2000 lbs is required: e.g., a *single* GBU31v3 (or GBU31v4) is sufficient to kill a runway. (The GBU-24 in DCS is graphically shown with a BLU-109 warhead, but is modeled in the game as having a BLU-117 non-penetrating GP warhead, so until this is fixed it still takes 3 of these to kill a runway rather than 1). A successfully destroyed runway will show up in the DCS debrief as a "dead" event with initiator "0". A destroyed runway will not be usable for missions and aircraft cannot be purchased or sold until the runway is repaired. Repairing the runway takes four turns and costs $100M. The AI will attempt to repair the runway whenever they can afford to do so. If the runway is damaged again before repair is complete the repair progress will stop and need to be purchased again.