The purpose of this document is to provide general guidelines for mission designers to ensure that missions feel like a CSG8 mission and are free of known and common bugs or undesirable behavior.
4Y
, 5Y
, 6Y
, or 7Y
TACAN channels for any purpose. These will interfere with and effectively disable Link 16 datalink.Some common things to remember:
Radio frequencies need to be set per aircraft, per radio. Make your life easier and Set Aircraft #1 and clone that aircraft in a group.
Changing the type of aircraft in the Mission Editor wipes the radio presets.
Don’t forget to change any AWACS aircraft to the AWACS frequency.
Don’t forget to set tankers to their frequencies.
The carrier generally needs to be able to run in a straight line for 3+ hours, into the wind.
Ensure that the carrier is turned into the wind with the crosswind compontent of the LA (landing area) limited to 2kts or less. The speed over the deck should be between 25-35kts. A good rule of thumb is to take 30kts, subtract the wind speed, and set the carrier to the result.
An easy way to setup the carrier and wind with a zero knot crosswind:
Although the CRNGE has the rest of the CSG configured close to the boat, in campaign missions this isn’t a requirement and depending on if the CSG is being attacked it is usually better to space out the CSG compontents, with most of the assets forming a defensive line between the threat bearing and the carrier.
The carrier model used should be the CVN-75 Harry S. Truman
The CSG should be set to Invincible
and Invisible
in missions where the CSG is not intended to be attacked. The CSG typically should be set to ALARM STATE GREEN
unless the mission calls for the CSG to fire SAMs. This has the effect of having the ship radars being off- which is the standard way when the CSG is under EMCON. You may want to setup a trigger to push an ALARM STATE RED
action to the CSG if you want to change this mid-mission.
The composition of the CSG is entirely up to the mission maker, but as a standard consider the following current line up for IRL CSG-8:
Hull Number | Ship Name | Ship Type |
---|---|---|
CG-64 | USS Gettysberg | CG Ticonderoga |
DDG-96 | USS Bainbridge | DDG Arleigh Burke IIa |
DDG-98 | USS Forrest Sherman | DDG Arleigh Burke IIa |
DDG-67 | USS Cole | DDG Arleigh Burke IIa |
DDG-107 | USS Gravely | DDG Arleigh Burke IIa |
Source:
DESRON28 Home
MISSION LOAD
trigger. Attempting to spawn statics on the carrier after mission start will cause statics to spawn inside the carrier or hover several feet into the air.If the cloud cover is below 15000ft with SHORAD present, Tomcats are likely going to have a high level of difficulty completing A2G objectives.
VF-11 has a SOP to marshall over the boat. Skip giving them a marshall waypoint.
INS Reference Alignment Stored
checked60 Flares / 0 Chaff
unless as a mission maker you know the threat will be skewed in one directionAIM-54C Mk47
is the preferred version of the Phoenix missile where loadout restrictions do not existConfig | 8a | 8b | 6 | 5 | 4 | 3 | 1B | 1A |
---|---|---|---|---|---|---|---|---|
422 | AIM-9 | AIM-7 | AIM-54 | AIM-54 | AIM-54 | AIM-54 | AIM-7 | AIM-9 |
232 | AIM-9 | AIM-7 | AIM-54 | AIM-7 | AIM-54 | AIM-7 | AIM-9 | |
214 | AIM-9 | AIM-9 | AIM-54 | AIM-7 | AIM-54 | AIM-9 | AIM-9 | |
602 | AIM-9 | AIM-54 | AIM-54 | AIM-54 | AIM-54 | AIM-54 | AIM-54 | AIM-9 |
222 | AIM-9 | AIM-7 | AIM-54 | AIM-54 | AIM-7 | AIM-9 | ||
044 | AIM-9 | AIM-9 | AIM-7 | AIM-7 | AIM-7 | AIM-7 | AIM-9 | AIM-9 |
Please refrain from using 044 unless specific loadout restrictions would prevent the loading of the AIM-54.
The Tomcat’s navigation system is only capable of using 3 waypoints in memory, plus a 4th waypoint set as a Landing waypoint. You can set more waypoints than this (up to 20), but consider that the RIO will have to update waypoints currently used by the nav system. This might be challenging if you require them to switch waypoints in high workload situations. To set waypoints that are not WPXX, use the NAVIGATION TARGET FIX POINTS
menu, and use the comment field to name the waypoint persuant to the table below:
Fix Name | Purpose | Can be Destination? | Alterable? |
---|---|---|---|
FP | Bulls Ref WP | Yes | Yes |
IP | Ingress Point | Yes | Yes |
ST | Ground TGT | Yes | Yes |
DP | Defended Area | Yes | Yes |
HA | Hostile Area | No | Yes |
HB | Landing Point | Yes | Yes |
DLWP1-3 | Extra WPs | No | No |
DLST | Extra ST | No | No |
DLFP | Extra FP | No | No |
Exclusion List:
Config | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
---|---|---|---|---|---|---|---|---|---|
6/0/2 | AIM-9 | 2x AIM-120 | TANK | AIM-120 | TANK | AIM-120 | TANK | 2x AIM-120 | AIM-9 |
4/2/2 | AIM-9 | 2x AIM-120 | TANK | AIM-7 | TANK | AIM-7 | TANK | 2x AIM-120 | AIM-9 |
5/0/2 | AIM-9 | 2x AIM-120 | TANK | AIM-120 | TANK | ATFLIR | TANK | 2x AIM-120 | AIM-9 |
0/3/2 | AIM-9 | AIM-7 | TANK | AIM-7 | TANK | ATFLIR | TANK | AIM-7 | AIM-9 |
3/1/2 | AIM-9 | AIM-120 | TANK | AIM-7 | TANK | AIM-120 | TANK | AIM-120 | AIM-9 |
4/0/2 | AIM-9 | AIM-120 | TANK | AIM-120 | TANK | AIM-120 | TANK | AIM-120 | AIM-9 |
6/0/2
is preferred in almost all instances where loudout restrictions do not exist0/4/2
should be avoided in almost situations, expect where loudout or theater restrictions exist.All loadouts assume:
SCL Series
# | Mission |
---|---|
1 | SEAD / DEAD |
2 | XAI/CAS |
3 | TASMO |
4 | Strike |
5 | A2A |
SCL Code | SCL | Loadout | Remark |
---|---|---|---|
101 | 2A88C.3A.1W.2 | 2 AGM88C, 3AIM120, 1 AIM9, 2 Wing Tanks | |
102 | 1A88C.1A653.A1W.2 | 1 AGM88C, 1 AGM65G, 3 AIM120, 1 AIM9, 2 Wing Tanks | |
103 | 4A88C.3A.1W.1 | 4 AGM88C, 3 AIM120, 1 AIM9, 1 Centerline Tank | |
104 | 1A88C.1C97.3A.1W.2 | 1 AGM88C, 1 CBU97, 3 AIM120, 1 AIM9, 2 Wing Tanks | |
105 | 2A65D.2C97.3A.1W.2 | 2 AGM65D, 2 CBU97, 3 AIM120,1 AIM9, 2 Wing Tanks | |
106 | 2A154.2C97.3A.1W.2 | 2 AGM154A, 2 CBU97, 3 AIM120, 1 AIM9, 2 Wing Tanks | |
107 | 2A154.2G12.3A.1W.2 | 2 AGM154A, 2 GBU12, 3 AIM120, 1 AIM9, 2 Wing Tanks | TGP |
108 | 4C103.3A.1W.2 | 4 CBU103, 3 AIM120, 1 AIM9, 2 Wing Tanks | |
109 | 4C105.3A.1W.2 | 4 CBU105, 3 AIM120, 1 AIM9, 2 Wing Tanks | |
201 | 4A65D.3A.1W.2 | 4 AGM65D, 3 AIM120, AIM9, 2 Wing Tanks | |
202 | 2A65D.2G12.2A.1W | 2 AGM65D, 2 GBU12, 2 AIM120, 1 AIM9, 2 Wing Tanks | |
301 | 2A64G.3A.1W.2 | 2 AGM65G, 3 AIM120, 1AIM9, 2 Wing Tanks | |
401 | 4G12.3A.1W.2 | 4 GBU12, 3 AIM120, 1AIM9, 2 Tanks | TGP |
402 | 4G38.2A.2W.2 | 4 GBU38, 2 AIM120, 2AIM9, 2 Tanks | |
403 | 2G24.3A.1W.2 | 2 GBU24, 3 AIM120, 1AIM9, 2 Tanks | TGP |
404 | 6M82S.3A.1W.2 | 6 MK82SE, 3 AIM120, 1AIM9, 2 Tanks | |
405 | 4C87.3A.1W.2 | 4 CBU87, 3 AIM120, 1 AIM9, 2 Tanks | |
406 | 4C97.3A.1W.2 | 4 CBU97, 3 AIM120, 1 AIM9, 2 Tanks | |
407 | 2G31.2A.2W.3 | 2 GBU31, 2 AIM120, 2AIM9, 3 Tanks | |
408 | 2M84.3A.1W | 4 MK84, 3 AIM120, 1 AIM9, 2 Tanks | |
501 | 5A.1W.2 | 5 AIM120, 1 AIM9, 2 Tanks | |
502 | 5A.1W.3 | 5 AIM120, 1 AIM9, 3 Tanks | |
503 | 4A.2W.2 | 4 AIM120, 2AIM9, 2 Tanks | |
504 | 2A.2W.2 | 2 AIM120, 2AIM9, 2 Tanks |
The current features and loadout available to the F-15E is consistent with a timeframe of approximately 1991-1999. This means no IAMs, no Datalink, and optionally no GPS.
IFF is limited to a range of 100 NM.
The INS drifts at approximately 0.4nm/hr (increasing with time) when GPS is not available. Missions must include multiple en route update points with 1-3 associated aim points each when GPS is not available.
Aircraft with a WSO are capable of performing multiple tasks at a time, such as A/A radar search while performing a ground attack. Aircraft with only one crew member have a similar maximum workload to the F-16.
The F-15E as currently implemented (6-27-23) has one UHF ARC-164, and one ARC-210 capable of standard FM, VHF, and UHF frequencies.
The AAQ-13 LANTIRN is incapable of turning on the laser designator above 25,000 ft and has similar restrictions to the F-14’s AAQ-13 LTS.
The APG-70 is capable of useable wide area mapping at 80nm, precision mapping has a range of under 40nm. The radar has an 8 degree center blind spot when mapping, an offset waypoint before the target is suggested to allow for appropriate offset. The radar performs best between 30-45 degrees of offset.
Degrees, minutes, decimal is the required L/L format. MGRS readout for existing points is available but input is not available currently.
Do not use the “Solo Flight” option in the mission editor, as it removes access to the back seat.
The AAQ-13 should always be paired with the AAQ-14. Operationally, F-15E’s were sometimes limited to not having the targeting pod, but always had the NAV pod.
NVGs are not equipped by default, enable them in the special options.
“Cold Aircraft is in ALERT status” is required for stored heading alignment.
The CFTs have a software limitation mandating that each CFT have one type of weapon only. If a mixed loadout is required, one weapon type must be loaded on one side, and the second type loaded on the opposite side. This includes air to air weapons.
The F-15E generally does not care about asymmetrical loadouts, however, fuel tank loading should be symmetrical.
The center #5 pylon should be removed if not in use.
AIM-9’s should be placed on the inboard stations 8A and 2B if sharing the pylon with an AIM-120 and there is a store also on the same pylon. This is due to the loading cart for AIM-120’s being difficult to operate in the available space.
It is impossible to load GBU-10/24’s on stations 2 and 8 with missiles on the shared pylons.
It is impossible to load any CBU on the upper CFT pylons when there are outboard fuel tanks. Limit CBU counts to 3 per CFT if tanks are required.
It is impossible to load AIM-7’s on the outer pylons, 4 AIM-9’s should be used on the outboard pylons in any loadout with sparrows.
High Drag bombs may be used without the tail fuze, but are inaccurate in CDIP.
The HSD system is capable of providing a course steering command for any point, this allows for exact final attack headings when needed.
Bullseye is automatically set as its’ own type of point. Up to ten bullseyes can be created.
Target points will automatically designate when selected. Any Steer Point in the editor can be marked as a target point by entering “#t” into the name field.
Any point may have up to seven aim or offset points associated with it. Steer Points have aim points associated with them, whereas Target Points have offset points associated with them. Both are functionally identical.
Aim/Offset points should be created at any Target Point, and any Steer Point that may or will be used as an update point. These points should be placed at locations that are close (within ~4 nm, closer is better) to the parent point, and at locations that will be easily identifiable in an A/G patch map. Distinctly shaped buildings, runway/taxiway intersections, and land/water contrast are highly preferred.
Aim Points may be created by using the “Navigation Target Points” menu, adding the point on the map, and then naming it “X.Y”, where X is the parent Steer Point, and Y is the Aim Point’s number. For example, Steer Point 4’s 2nd Aim Point would be “4.2”.
Offset Points may be created in the same manner as Aim Points, but must be named as “X.0Y”.
Config | 8B | 8A | 7C | 6C | 4C | 3C | 2B | 2A |
---|---|---|---|---|---|---|---|---|
Self Escort | AIM-120 | AIM-9 | N/A | N/A | N/A | N/A | AIM-9 | AIM-120 |
<1991 Self Escort | AIM-9 | AIM-9 | N/A | N/A | N/A | N/A | AIM-9 | AIM-9 |
6/0/2 | AIM-120 | AIM-9 | AIM-120 | AIM-120 | AIM-120 | AIM-120 | AIM-9 | AIM-120 |
0/4/4 | AIM-9 | AIM-9 | AIM-7 | AIM-7 | AIM-7 | AIM-7 | AIM-9 | AIM-9 |
4/2/2 | AIM-120 | AIM-9 | AIM-120 | AIM-7 | AIM-7 | AIM-120 | AIM-9 | AIM-120 |
2/4/2 | AIM-120 | AIM-9 | AIM-7 | AIM-7 | AIM-7 | AIM-7 | AIM-9 | AIM-120 |
The default skill level of enemy aerial AI should be ROOKIE.
The following Waypoint Commands can only be done on Waypoint 0:
The ECM Using Waypoint Option is unreliable and the AI may ignore it.
Some airfields have horrible pathing for AI. For reliability, consider starting AI flights at 100ft over an airfield, already airborne instead of having them takeoff. This solves many traffic and routing problems.
If you aren’t going to aerial start AI flights, you should test the AI multiple times to make sure they consistently do what you expect.
If you want to add ambiance and flavor, it may be ok to takeoff aircraft from the same airfield as players are taking off at. Always avoid landing aircraft at airfields players are operating out of.
S-3s should never be used for enroute tankers
Usually, tankers should be set to invisible
Tankers should be placed within 100NM of the CAP points of a mission
93rd prefers tanker orbits with 40NM legs that are in line with the wind, and with the center point of the orbit at least 35NM from the landing airfield (to allow for a 5 degree glide path at near idle).
The following tanker callsigns should be used for specific purposes:
Callsign | Purpose |
---|---|
Shell | Basket Tankers |
Arco | Boom Tankers |
Texaco | Recovery Tankers |
Mode | Y |
Bearing | On |
Callsign | SH# / AR# / TX# |
Altitude (ft) | Basket TAS Speed @ 275kts (kts) | Boom TAS Speed @ 310kts (kts) |
---|---|---|
18000 | 364.1 | 410.44 |
19000 | 369.05 | 416.02 |
20000 | 374 | 421.6 |
21000 | 378.95 | 427.18 |
22000 | 383.9 | 432.76 |
23000 | 388.85 | 438.34 |
24000 | 393.8 | 443.92 |
25000 | 398.75 | 449.5 |
26000 | 403.7 | 455.08 |
27000 | 408.65 | 460.66 |
28000 | 413.6 | 466.24 |
29000 | 418.55 | 471.82 |
30000 | 423.5 | 477.4 |
CAP
task on AI and it should be removed as it causes the AI to have unpredictable behavior.Search In Zone
and Search Then Engage
with a distance restriction are the two most reliable tasks for CAP aircraft to utilize.Restrict Afterburner Use
until the AI is outside of the trigger zone.Search Then Engage
with a distance restriction at the escorting flight’s first waypoint and have them Follow
the protected flight. As long as the Search Then Engage
has a higher priority than Follow
, the AI will prioritize committing on a valid targets, and then return to following the AI.Although the CAS
task may provide desired behavior note that it allows the AI to engage any ground AI or static object of the opposite coalition and can easily cause unintended behavior.
When setting up a bombing run, the waypoint that adds the task to bomb needs to be at least 10NM away from the target, and there should be a waypoint after the target in a vector between the initiating waypoint, the target, and the final waypoint. Otherwise, the AI can encounter pathing issues and may just ignore the task.
If the ground AI needs to move, try to limit group sizes to 4 units with the same drivetrain (i.e. tracks vs wheels). Otherwise, with large groups or disimiliar groups it is common for the AI to become deadlocked or confused and stop moving.
SCUDs have a horrible targeting system that makes it very difficult for them to hit their intended targets. If something needs to be destroyed by a SCUD, consider a 18000ft trigger zone, and destroy the map object or building when a missile enters the zone.
It has been discovered the AI controller for groups will attempt some sort of lua evaluation on all hostile AI groups in range even if they can’t visually see them. This can cause issues if there are 10s of groups in an urban environment and can cause stuttering and lag on the server. If AI are not meant to engage each other, try to place everyone outside of hostile range circles, or consider using statics.
The maximum amount of moving ground vehicles in an entire mission should be roughly 40. This is due to general issues with rubberbanding and lag on servers.
The threat ring for a naval ship only indicates at what range they can target aerial targets. Many naval assets have anti-ship missiles that have vastly greater range than their threat ring. Consider setting an ROE of Return Fire
or Interception Range to 40%
or lower depending on the mission requirements. Note that Return Fire
also prevents point defense from functioning until the naval AI has already been struck. Alternatively, setting a ship to ALARM STATE GREEN
will keep ships from firing much like the HOLD FIRE
command while also keeping their radars off.
The Mission Editor will only evaluate depth at a waypoint to determine if the depth is sufficient enough. It will let you place waypoints that create a path that is too shallow for the draft of the ship. Ensure that you drop a waypoint through the whole path and that the depth is sufficient the whole way.
If navigating ships in a narrow waterway, do not group the ships together, as it is inevitable that one will run aground.
mist.lua
Load this library at mission start before any other file is loaded. Both JACKAL and Skynet rely on it
skynet-iads-compiled.lua
Skynets compiled lua can be loaded at mission start.
Note: your iads lua script for your mission defining which units are which should be loaded AFTER mission start and NOT AT MISSION START
jdc.lua
jackal.lua
Both of these should be loaded after mission start, with JDC loaded BEFORE jackal.lua if it is used.