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  1. Could we please have a trigger condition "rocket in zone"? There is a bomb in zone and missile in zone, however the mission I am trying to create would use white phosphorous rockets fired from a Huey to trigger AI actions, and I can see any way of setting that as a trigger condition. Thanks!
  2. I miss a repair function for units and groups in the editor. Currently, this can only be solved with scripts, for example by deactivating the damaged group and spawning it again. I would welcome such a function in the Mission Editor, where I can determine after what time and up to what degree of damage a group or unit is ‘repaired’.
  3. I know it's probably covered somewhere in the forums, but I haven't found it yet. Is there a way I can use scripting to create trigger zones from draw tool polygons. If so, could someone point me to the forum topic covering some examples of it? ty
  4. The "Follow Me" vehicle does not move after a successful landing at Senaki. I've tried 3 times, mission is just soft locked after this point.
  5. In the description of the store page for part 1 it states part 2 would entail the combat employment of everything learned in part 1. Just wondering if this is still a consideration or in development? Loving the campaign so far, currently mission 3 on part 1. Thank for the already amazing training campaign. I wish there was these for all aircraft.
  6. @BIGNEWY, et al: Here is an example of GeorgeAI lasing a target beyond 8km then not lasing afterwards. He designated the target approx 2 times from 9999+ meters. The range decreased down to ~8,400m then no more lasing. I flew up close until landing next to the target. All the while, he would not lase. I purposely did not change any settings because I wanted to see if he would lase the target. This is EXACTLY what I talked about in my previous thread here: George AI and AGM-114L Lasing and Fail to Fire Problems. See my track and MIZ file. 2025-07-31 GeorgeAI-No Lase.trk AH-64 GeorgeAI Test.miz
  7. "Hi, I'm Dave Baranek, callsign Bio. I have twenty-five hundred flight hours as an F-14 RIO and was an instructor in the fighter tactics and weapons school for two and a half years in the 1980s. I've teamed up with Reflected Simulations to bring this training experience to DCS. Welcome to...Zone 5." Ever since I was a kid and saw Top Gun for the first time I dreamed about being there and train with the best, flying the majestic F-14 Tomcat. Who didn't? I got closer to that fantasy than I ever dared to dream thanks to DCS World and Heatblur's amazing, high-fidelity F-14A module. Last year I had an idea how to get even closer. I'd already known Dave 'Bio' Baranek, read his amazing books about the times when he was an F-14 RIO and later a Topgun instructor, and we'd exchanged a few emails. I knew he's a great guy, very enthusiastic and helpful, so I popped the question: Would he like to team up with me, to share his fantastic experience in a bit more XXIst century way, through a DCS campaign? He said yes, and the most exciting project of my life begun. We worked together a lot to bring that 1980s air combat training experience into DCS and make it as realistic as DCS possibly allows. Over 8 months later, look and behold: the 'Zone 5' campaign. I'm beyond honored to have worked with Bio on this, and we're both very much looking forward to hearing your feedback. Tomcats forever!
  8. **Join Carrier Air Group 19 – USS Hancock – VF-219 “Mad Catters”** Fly from the deck of the USS Hancock (CV-19) as a member of Carrier Air Group 19 in the legendary F4U Corsair. Step into history and join VF-219 “Mad Catters”, a WWII military simulation squadron operating in the Pacific Theater. We’re recruiting combat-ready virtual pilots for one of the most immersive and disciplined WW2 air combat experiences available. __Requirements:__ • Complete training with the 77th “Black Cats” Training Squadron at NAS Alameda • HOTAS required • VR headset or head-tracker • Ownership of WWII aircraft modules (Pacific assets preferred) **Training is structured, historically accurate, and intense. Only graduates of the 77th Black Cats may apply to join VF-219 “Mad Catters”, the fighter squadron of Carrier Air Group 19.** Earn your wings. Launch from the Hancock. Fight with the Mad Catters. Train. Fly. Win. Enlist today. Accept the invite below! https://discord.gg/2Cu8Zc7jz7
  9. Hi all, I'm completely new to coding and scripting in DCS and have spent several days trying to get a simple task to work using Lua. I want to move a ground group (TestGroup) to a trigger zone (TargetZone) when the mission starts. What I'm trying to do: Use Lua scripting to move TestGroup to the center of TargetZone at mission start. I’ve used MIST before and don’t mind using it, but I’d like to understand how to do it with or without it — mainly to learn scripting basics for future use. What I’ve tried so far: Using Group.getByName("TestGroup") and getController():setTask() → errors like: vbnet KopieraRedigera attempt to call field 'setTask' (a nil value) Using routeSet(), moveGroup(), and pushTask() — all resulted in errors or did nothing. Tried per-unit pushTask() as well, based on what ChatGPT generated — no luck. Tried scripting both inline (DO SCRIPT) and with external .lua files (simple_pathfinding_vXX.lua), loaded with dofile(). Also tried MIST’s mist.goRoute() after converting a route with mist.taskToRoute() — this version worked the best, but I’m still trying to understand why. My setup: DCS 2.9 stable Group name: TestGroup Trigger zone name: TargetZone MIST is loaded via a DO SCRIPT FILE at mission start What I need help with: A simple, working example of moving a ground group to a zone using Lua Ideally an explanation of why certain methods (like setTask, pushTask, etc.) fail or silently don’t work Bonus if you can show how to do it both with and without MIST Also: I’ve been working with ChatGPT to get started, and while it’s helped with structure and ideas, the actual DCS scripting details have been really difficult to get right. Any help is appreciated! I'm just trying to understand the basics here so I can build missions that use simple automation like this. Thanks in advance!
  10. We are a US-based group focusing on USAF TTPs. We welcome the international community but to become a member you must be able to fly during evenings across US time-zones. We currently support DCS A-10C II and DCS F-16C with plans to incorporate the DCS F-15E and DCS C-130J when released. Our founding members have over 2,300 sorties totaling 5,000 multiplayer flight hours in the DCS A-10C and DCS F-16C. We have active members that are able to fly most US time zone evenings but our normal flight nights are Thursdays at 1900 Eastern. Some of our members served in the US Air Force, US Navy, US Army, or are current real world instrument rated pilots. All are happy to share their experience with the community. The Virtual 303rd Fighter Group is focused on building innovative DCS enthusiasts through tactics, training and high-end air combat as we continue to grow in the flight simulation hobby. We are a close-knit relaxed mil-sim group of friends, who prioritizes family-first with this hobby! Our vision is simple...Enjoy flying with friends while focusing on real world tactics, techniques, and procedures within the confines of DCS World... relaxed realism. If this sounds like something you’re interested in, feel free to submit an application when openings are announced and a member will reach out to schedule an interview. A little about the v303 FG can be found here. Full details of our recruitment process can be found here. Attack! Forums: www.v303rdfightergroup.com Discord: https://discord.gg/57ag3WTkPZ We're currently recruiting F-15E pilots.
  11. Ok guys, seriously! I have a few questions : 1. Why, when we create a plane object, and then increase the number to 2 or 3 or 4... shouldn't the LEAD plane be, oh i don't know, THE LEADER? why do the planes get added IN FRONT of the lead plane ? no matter the orientation, no matter how many waypoints it has, all additional planes get placed AHEAD of the lead plane. "follow the leader, leader, leader, follow the leader" is how it goes, not "ahead of the leader, leader, leader, ahead of the leader".... 2. how come when we create a formation, using DCS "pre configured" variables(ww2 bomber element), do we get formation deterioration ? ( see track aptly named FORMATION DETERIORATION at 0631). You have to appreciate the frustration given the price tag of DCS and its DLCs. The fact that getting planes to fly in formation in a straight line seems to be a bit too much to ask...and you know what? Maybe i'm doing it wrong... but i tried different variations and having a LEAD group with all others follow it using the BIG formation variables: LEADER = LEAD-RIGHT-LEFT-BACK, RIGHT = LEAD-RIGHT-LEFT-BACK, LEFT = LEAD-RIGHT-LEFT-BACK, BACK = LEAD-RIGHT-LEFT-BACK totaling 64 planes, in a "diamond 4 formation". AND YES, every group of 4 has flight options set on the group, + 1 waypoint to give it a heading (previous mistake of mine that you guys corrected me on). Also, it makes no difference if the elements have 2, 3 or 4 planes, the mysterious slowing down occurs regardless. group formation setting : WW2 Bomber Element Height Separation at the start of the mission, formation is somewhat elegant (excessive gap between LEADER group and RIGHT/LEFT/BACK, but at this point, it's the least of the issues. So all 64 planes are headed in the same direction, at the same speed, aiming for the same target. BARELY 1 minute in flight, we start seeing formation deterioration... WHYYYY!!!????? we have the RIGHT group's LEAD squadron that starts to slow down... By the time we arrive at the target and bombs away, you guessed it, it's right over the back squadron... KABoom! Keep in mind that all groups of 4 were copy paste from the same group. The only things that changed were the positions in the formation. So where is it getting the mysterious information to SLOWDOWN when all other groups are maintaining speed ? After this considerable loss of assets and bomb release, maintaining formation is completely impossible. planes start doing rolls, they go in a whatever direction they want, can't maintain altitude, do spin rolls as if they were Extra300 aerobatic planes. climb a few thousand feet only to descend back smashing right in another group(which the crippled planes will for some reason salvo a complete bomb load even though bombs have already been dropped) although this might be sim options related(possibly unlimited ammo),... I mean, if 64 planes in a straight line is too much, maybe prevent users from doing so. The only way i found how to achieve as high as 128 planes flying without a single mid-air collision is by MANUALLY plotting EACH group of 4's' waypoints 1 by 1. it was so time consuming that i questioned the worth of DCS at this point. But after spending over 1000$ on DCS and addons, DLCs, planes, etc, and have something as simple as straight line formation flight be so poorly coded, yeah.. i feel robbed! many other flight sims have no issues, yet, the MOST expensive flight simulator available to the consumer public just can't seem to properly code formation flight for AI planes!!!! IN A STRAIGHT line! we haven't even addressed the clusterF*** that ensues if we dare try to make the formation make GRADUAL turns that span over hundreds of miles just to achieve a 180. DCS_not_able_to_fly_in_simple_formation.trk Formation_deterioration_starting_at_0631.trk
  12. POKER and CHAOS are not in the same group, causing POKER to be a green icon on the HDS and not a blue icon as a member of the player flight. POKER is correctly setup, but CHAOS has the same callsign as POKER, but a different group name.
  13. Currently in game they are just red half circles with a broken white line. That is partially correct. Current in game look: The red circle is meant to have white lines within it as presented in this image: Key thing to note is that these zones are meant to be as wide as an F-16I Soufa. Thanks for reading this.
  14. I'm requesting that we can make the search zone with the current circle option but also with a quad point option. The same as what we can do for trigger zones. Currently the AI option for (start enroute task > Search then engage in zone.) Is only a radius set up by distance in feet. For example if we are making a dedicated red air zone we could adjust the zone with quad point to be more accurate to a known zone vs a giant radius. This would also able to any AI with the search then engage in zone option.
  15. Happy Sunday everyone! So, I made a carrier strike group consisting of a Nimitz class, Tarawa class LHA, some Current Hill Arleigh Burkes and some Current Hill Ticonderoga class ships. I have the strike group set to attack some land targets since both the cruisers and destroyers are capable of taking them out. I'll insert pictures below to see how I have it setup. At the moment, it's set to a 10 sec timer to push the task just for testing. Once I know it works right, I'll set it to when my plane is in a zone and I'll move the zone further north. Problem is, they do nothing. I could be because they are CH mods and maybe the game doesn't like that. I'm going to try the in-game ships to see what happens. Any in sight would be helpful. Thanks!
  16. When I'm pushing towards the first target, shortly after Reaper 1-1 is cleared hot, I'm told to cease fire, then get a message that I've killed friendly units and have failed the mission. This persists even after removing all mods and running a full repair of DCS.
  17. **Join Carrier Air Group 19 – USS Hancock – VF-219 “Mad Catters”** Fly from the deck of the USS Hancock (CV-19) as a member of Carrier Air Group 19 in the legendary F4U Corsair. Step into history and join VF-219 “Mad Catters”, a WWII military simulation squadron operating in the Pacific Theater. We’re recruiting combat-ready virtual pilots for one of the most immersive and disciplined WW2 air combat experiences available. __Requirements:__ • Complete training with the 77th “Black Cats” Training Squadron at NAS Alameda • HOTAS required • VR headset or head-tracker • Ownership of WWII aircraft modules (Pacific assets preferred) **Training is structured, historically accurate, and intense. Only graduates of the 77th Black Cats may apply to join VF-219 “Mad Catters”, the fighter squadron of Carrier Air Group 19.** Earn your wings. Launch from the Hancock. Fight with the Mad Catters. Train. Fly. Win. Enlist today. https://discord.gg/2Cu8Zc7jz7
  18. Hi @King39, Firstly, many thanks for updating this campaign, this was one of the first campaigns I played after learning the Hog and I really enjoyed it. As you had updated it I started another playthrough, however, I've found what seems to be a bug in the second part of the first mission (the first combat mission) after passing the first waypoint ("Turn") and when inbound to the "Fence" waypoint Lead starts giving "Pig-2 attack!" commands every 7 seconds, which gets a bit wearing! It interrupts all of the dialogue and kind of ruins the whole operating as a pair kind of thing! Any ideas as to what may be causing this? Thanks!
  19. Hello guys So I resumed playing for being absent for almost a year (without GPU) and my stick was getting stuck in some weird position like without tension from the spring, moving freely but with very limited range of movement, kinda hard to describe but pretty much useless. So I opened it up to see what was going on and I found that this part was broken in 4 points (pictures attached), it was very hard to remove this part like if it was stuck in the rods where the little springs are, so I greased those up and rotated the part 180° and it seems to work fine but it makes a cracking sound everytime I use the stick. Has this happened to anyone? Do you think Thrustmaster could sell me this part? Or maybe I could 3d print or machine something that could work? Any advise or feedback is appreciated. Thank you!
  20. hello been a long time since i fired up DCS , although am experienced with it and the f18c , i tried the mission more than 9 times, the JDAM never reachs the sa10 , last time it did but the sa10 wasnt harmed at all!! is the JDAM bugged in dcs for now ? or its something with the mission? i just watched the utube vid of mission 9 and i dont think i did anything wrong with setup or flying
  21. As you know, we have a new map and WHAT A MAP ! Before it was the Syria map my favourite but since Germany cold war, I'm only on this one. But Germany cold war map is split into 2 zones separated by the iron curtain ( And Berlin wall). And if I want to create missions with an aircraft flying near the iron curtain, I would like to fly safe if I stay above my own camp even very near the iron curtain, and flying at my own risks if I cross the iron curtain . And for that, I can't for now because the trigger zones can only be circular or quadrilateral. And the trigger zones in their actual possibilities can't fit the capricious outline of the frontier between RFA and RDA. And with polygonic trigger zone, I could.
  22. Gulf Guardian Part I Download: https://www.digitalcombatsimulator.com/en/files/3345527/ Hello! I've finally released Gulf Guardian Part I into the User Files. Experience the full spectrum F-4E operations, from high-altitude Combat Air Patrols (CAP) to daring low-level bomb runs. You'll face intense challenges, including defending civilian tanker traffic whilst under restrictive rules of engagement to executing precise low-level navigation to hit your time over target. Do you have what it takes to master the mighty Phantom? Prepare for unparalleled immersion with hundreds of custom voice-overs, dozens of unique voice actors, and meticulously crafted scripts and scenarios that bring each of the 5 missions to life. ************** There is extensive documentation included in the .zip file, so make sure you read it carefully. Most frequently asked questions can be answered in the README pdf. Having said that, please feel free to "@" me here with any questions or comments, I'll be happy to answer them.
  23. Discord Invite Link: https://discord.gg/crNySvFhXm Why would I consider flying with Bandit Works? Tired of predictable AI? Looking to truly hone your tactics without the pressures of "PvP servers"? In the vast world of Digital Combat Simulator, the desire for realistic, challenging, and engaging air combat training is universal. But for many, the thought of jumping into chaotic public PvP environments can be intimidating. That's where Bandit Works steps in. We are a professional, contracted adversary air (ADAIR) group, inspired by real-world aggressor squadrons, but operating entirely within the DCS environment. Our mission is to provide you and your virtual squadron with structured, high-fidelity training scenarios designed to push your skills against truly intelligent and adaptable opposition, without forcing you into direct player-versus-player engagements if that's not your preference. Is it a free service? Yes, this is a free service. We just ask you to respect our time and dedication! We do this to create a better way to network with-in the DCS community, bring pilots together, and share experiences through fun and engaging moments. Why Bandit Works is the Ideal Training Solution for Your DCS Squadron: Intelligent, Evolving Adversaries: Forget the predictable AI. Our skilled virtual pilots employ advanced tactics and are trained to emulate complex threat profiles, adapting their strategies based on your actions. We bring the realism of human-like opponents to your training, without the often-unpredictable or frustrating elements of public PvP. Focus on Skill Development, Not Frustration: Our sessions are about learning and improvement. We create challenging environments that expose you to realistic combat scenarios, from advanced BVR engagements to close-in dogfights. The goal is to build your combat instincts and decision-making under pressure, not to "win" at all costs. Custom-Tailored Training Programs: Every squadron has unique goals. We work closely with your leadership to design bespoke training curricula. Whether you want to master specific aircraft systems, practice complex coordinated attacks against layered defenses, or refine your defensive maneuvering, we craft missions that directly address your needs. Cooperative and Controlled Environment: Our sessions are designed for your squadron's cooperative growth. We provide a professional, structured setting where you can practice teamwork, communication, and tactical execution against dedicated, controlled aggressors. This isn't a free-for-all; it's a focused learning experience. Unlock Your Potential: By consistently flying against our expert "red air" in a controlled setting, your pilots will develop a deeper understanding of threat capabilities, learn effective counter-tactics, and dramatically improve their situational awareness. You'll see measurable improvements in your squadron's overall combat readiness. Imagine your squadron executing seamless intercepts against intelligent, coordinated threats, or navigating challenging SEAD missions against reactive IADS – all within a debrief-focused environment designed for growth. Bandit Works brings the intensity and tactical depth of adversary air to your virtual cockpit, allowing your squadron to sharpen its edge against truly formidable opposition, on your terms. Ready to transform your squadron's training? Let's discuss how Bandit Works can help you achieve new levels of skill and tactical proficiency in DCS. Elevate Your PvE Campaigns: The Power of Human Red Air Many DCS squadrons thrive on the immersive, cooperative experience of large-scale Player-vs-Environment (PvE) campaigns. You spend hours planning, coordinating, and executing complex missions against the AI. But how often do you find that the AI, even on "Ace" difficulty, eventually becomes predictable? How often do you wish for a truly dynamic and adaptive threat that forces your team to evolve? Bandit Works provides the missing link: Human-Controlled Red Air for Your PvE Group Campaigns. Imagine your squadron embarking on a critical deep strike, only to be met by a coordinated and highly capable virtual adversary that dynamically reacts to your ingress, attempts to flank your CAP, and employs realistic counter-tactics. This isn't a pre-scripted AI path; this is a thinking, adapting opponent driven by experienced pilots dedicated to enhancing your training. How human Red Air transforms your PvE experience: Unpredictable, Adaptive Threats: Our aggressor pilots don't follow static waypoints. They analyze your movements, exploit your vulnerabilities, and dynamically adjust their tactics, forcing your pilots to maintain peak situational awareness and adapt on the fly. This brings an unprecedented level of realism and challenge to your PvE environment. Realistic Mission Interruptions: Beyond just engaging your CAP, our Red Air can introduce realistic disruptions. Think of intercepting your strike package, probing your defenses, or even attempting to draw away your escorts – actions that typical AI often struggles to replicate with believable intent. Enhanced Teamwork and Communication: When facing an intelligent human adversary, the stakes are raised. Your squadron will be forced to refine its communication, allocate resources effectively, and execute tactical plans with greater precision. The debriefs after these engagements become invaluable learning opportunities. Targeted Adversary Replication: Have a specific enemy aircraft or tactical doctrine you want to train against? Our pilots can specifically emulate those threats, providing highly relevant training for future real-world or virtual scenarios. Debriefs That Matter: Every engagement with our Red Air is meticulously recorded and analyzed. We provide detailed post-mission feedback, highlighting both successes and areas for improvement, turning every encounter into a powerful learning experience that enhances your squadron's overall performance in the ongoing campaign. A "Living" Campaign Environment: Our presence as human Red Air makes your PvE campaign feel more dynamic and alive. The threat feels real, the stakes are higher, and every successful engagement against our aggressors becomes a significant victory for your squadron's progress. Stop fighting the same predictable AI every mission. Let Bandit Works inject the ultimate level of realism and challenge into your DCS PvE group campaigns. We don't just simulate the threat; we become the threat, ensuring your pilots are always pushing their limits and truly mastering the art of aerial combat. Our Mission: Learning, Not Just "Kills" At Bandit Works, we understand the core philosophy behind successful training. Our virtual aggressor pilots aren't focused on racking up "kills" against your squadron. While we bring the intensity and realism of a human adversary, our ultimate goal is to facilitate learning and inject dynamic challenges into your campaign, not just to defeat you. We operate with a "white card" mentality, similar to real-world aggressor squadrons. This means our pilots are instructed to: Provoke and Test: We'll push your squadron's limits, forcing you to react to unexpected maneuvers, refine your decision-making under pressure, and expose areas for improvement in your tactics and communication. Provide Realistic Threat Emulation: Our aim is to accurately represent the capabilities and doctrines of various adversaries. By consistently flying against a truly adaptive and knowledgeable opponent, your pilots will gain invaluable experience in recognizing threats and developing effective counter-tactics. Enhance Campaign Immersion: Our dynamic presence transforms your PvE campaign from a series of AI engagements into a living, breathing conflict. We'll make your missions feel more unpredictable and impactful, adding a layer of realism that keeps every flight engaging and memorable. Contribute to Your Debriefs: Every engagement with our Red Air is designed to be a teaching moment. Our pilots often provide insights from the "red side," contributing to comprehensive debriefs that help your squadron understand why certain outcomes occurred and how to improve for the next mission. Ultimately, our success isn't measured by how many virtual aircraft we shoot down. It's measured by the growth and proficiency of your squadron. We're here to help your pilots become more skilled, more adaptable, and better prepared for any challenge the virtual skies of DCS throw their way. Our Core Philosophy: Learn, Teach, Replicate At Bandit Works, our approach to contracted adversary air in DCS is built upon a fundamental three-pillar philosophy: Learn, Teach, Replicate. This framework guides every engagement and ensures that your squadron receives the most effective and impactful training possible. 1. Learn: Continuous Threat Analysis: Our pilots are perpetually learning about the latest real-world air combat doctrines, threat capabilities, and tactical innovations. We stay abreast of advancements in 4th and 5th generation fighter tactics, integrated air defense systems, and electronic warfare, translating this intelligence into the DCS environment. Adaptation and Evolution: We constantly analyze the performance of the squadrons we train. Our aggressors learn your tendencies, identify your strengths and weaknesses, and adapt their strategies to provide progressively challenging and relevant scenarios. This ensures that you're always being pushed to improve, not just running through static drills. DCS Platform Mastery: We continuously learn the intricacies of the DCS modules we operate, understanding their systems, flight models, and weapon capabilities to maximize the realism and effectiveness of our threat replication. 2. Teach: Scenario-Based Instruction: Our primary goal is to teach your pilots valuable lessons through realistic, dynamic engagements. Every mission is designed to expose your squadron to specific tactical problems, forcing them to apply theoretical knowledge in a high-pressure, interactive environment. Post-Mission Debriefs: We provide thorough and insightful debriefs, using DCS's robust track replay functionality to break down engagements. Our experienced pilots will teach your squadron about decision-making points, tactical errors, communication breakdowns, and opportunities for improvement from both the blue and red perspectives. Tactical Mentorship: Beyond direct combat, our team can teach your squadron about adversary mindsets, how to anticipate enemy reactions, and how to effectively counter specific threat profiles. We aim to elevate your understanding of the "enemy" to a new level. 3. Replicate: Authentic Threat Emulation: Leveraging our knowledge and the capabilities of DCS, we strive to replicate various real-world adversary aircraft and their associated tactical doctrines with the highest possible fidelity. From specific aircraft types to their typical loadouts, engagement zones, and preferred tactics, we aim for genuine realism. Dynamic Battlefield Simulation: We replicate complex, dynamic battlefield conditions, including multi-threat environments, coordinated attacks, and realistic electronic warfare scenarios. This ensures your pilots train in an environment that truly mirrors the challenges of modern air combat. Consistent Performance: You can rely on our pilots to consistently replicate the desired threat level and tactical behavior. This consistency is crucial for building repeatable training scenarios and ensuring that lessons learned are reinforced effectively over multiple missions. Through the continuous cycle of Learn, Teach, Replicate, Bandit Works doesn't just provide opponents; we provide a sophisticated, educational platform designed to elevate your squadron's proficiency and ensure you are always ready for the challenges of the virtual (and real) skies. Threat Level & Difficulty Doctrine: Tailoring the Challenge to Your Needs At Bandit Works, we understand that effective training isn't about throwing the hardest possible threat at your squadron every time. It's about providing the right level of challenge, scaled to your current proficiency and specific training objectives. Our Threat Level & Difficulty Doctrine is meticulously designed to ensure your squadron receives precisely the opposition needed to learn and grow. We don't offer a simple "easy, medium, hard" switch. Instead, we operate on a nuanced spectrum, allowing us to dial in the perfect adversary for your mission: Tier 1: Fundamental Proficiency & Familiarization (Low to Medium Threat) Doctrine Focus: Basic Air Combat Maneuvering (ACM), fundamental Beyond Visual Range (BVR) principles, defensive counter-measures, basic communication procedures. Threat Characteristics: Our pilots will exhibit controlled aggression, predictable patterns, and provide clear opportunities for your pilots to practice core skills. Adversary numbers may be smaller, and their tactical sophistication limited. The goal is to build foundational confidence and allow for repeated practice of new concepts. Example: One-on-one BFM against a clearly defined adversary, or small-group BVR engagements where the enemy's initial actions are somewhat telegraphed. Tier 2: Intermediate Tactical Application (Medium to High Threat) Doctrine Focus: Advanced ACM/BFM, complex BVR tactics (crank, F-pole, etc.), multi-ship coordination, integrated offensive/defensive maneuvers, basic SEAD/DEAD support. Threat Characteristics: Our pilots will employ more sophisticated tactics, exhibit greater unpredictability, and actively attempt to exploit tactical errors. Adversary numbers may increase, and their coordination will improve. We will begin introducing more advanced threat profiles and Electronic Warfare (EW) components. Example: Two-vs-two BVR engagements with active jamming, or larger force elements requiring coordination against a more reactive, integrated air defense system. Tier 3: Advanced Combat & Integrated Operations (High to Expert Threat) Doctrine Focus: Large Force Employment (LFE), complex strike package integration, advanced SEAD/DEAD operations, comprehensive Electronic Warfare (EW) and counter-EW, crisis action planning, advanced defensive counter-air. Threat Characteristics: Our pilots will operate as a highly coordinated, thinking opposition, employing advanced combined arms tactics, dynamic real-time adaptation, and aggressive exploitation of any weakness. Adversary numbers will be significant, and their tactical execution will be near-flawless. We will simulate the full spectrum of modern peer and near-peer threats. Example: Full-scale strike packages facing coordinated aggressor CAPs, layered ground-based air defenses, and active jamming, requiring precise timing and execution from your squadron. Collaborative Scaling: Before each training block or campaign segment, we consult directly with your squadron leadership. Together, we assess your current proficiency, identify specific training gaps, and define the desired learning outcomes. Based on this, we meticulously craft scenarios and instruct our aggressor pilots to adhere to a specific Threat Level Doctrine, ensuring that every engagement is precisely calibrated to maximize learning and provide the ideal challenge. This adaptive approach guarantees that your pilots are always operating in their "learning zone," facing opposition that is challenging enough to push their limits, but not so overwhelming as to be discouraging. With Bandit Works, you get the right fight, every time. Master the Skies with Bandit Works Ditch predictable AI and embrace true tactical training in Digital Combat Simulator (DCS). We provide human-controlled adversary air that adapts, challenges, and refines your combat skills—without the chaos of public PvP. Realistic Opponents: Skilled virtual pilots using advanced tactics. Custom Training: Tailored sessions to build strategy & teamwork. Enhanced PvE Campaigns: Dynamic threats that push your squadron to excel. Debrief-Focused Growth: Learn from engagements, not just survive them. Elevate your squadron’s combat readiness. Train smarter. Fly better. Contact us today! ALOT MORE INFO IN OUR DISCORD!! Email: dcsbanditworks@gmail.com Discord Invite Link: https://discord.gg/crNySvFhXm
  24. This mission is kicking my arse! What's the best strategy here? Any ideas?
  25. The static templates was a great addition to the Sim, as is the Select tool, but surely the select tool should have made the static templates redundant ? To select, copy and move a group of units and static objects, the ME must be capable of creating a collection of mixed objects, recording their relative positions and replicating that collection at another point on the map. Why does the ME not allow that collection to be saved as a description in the same way templates are saved ? (Or just write what you've already written to memory, to disk as a readable file...) That would allow (for instance) a BUK site complete with revetments/ sandbags etc to be saved & dropped onto any map, rather than having to have a static template for Afghanistan, another for the Caucuses etc.etc. ?
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