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Campaign Documentation and Tips


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Thanks very much for checking out this campaign! It picks up where the Spitfire Epsom Campaign left off and has you leading squadrons from No 122 Wing, RAF in early July 1944. The missions made it through ED testing with absolutely zero problems reported but things are bound to come up as more updates to DCS and the Normandy terrain are made. Feel free to report any issues that are specific to the campaign in the 'Problems and Bugs' forum above.

 

Current Status:

 

All missions received a revamp to take advantage of new features in the DCS 2.5 open beta. The environment should be more 'alive' now with smoke visible at battle sites and other locations it was reported by aircrew, enhanced 88mm flak effects, and more visible tracers. The missions will continue to be updated as more features become available.

 

The only item that I had hoped to include but could not was stationary rolling stock at railroad sidings and marshaling yards. These were common targets for Mustang units but they will have to be retrofitted in later as the rail system continues to be developed. For now, ignore the part of the briefings that directs you to look for rolling stock and focus on looking for vehicle traffic or dispersed vehicles on the Armed Recces.

 

Documentation:

 

Just as a reminder, pdf documents with expanded briefings are available at /Mods/campaigns/Mustang Charnwood/Doc in your DCS: World installation folder. These include much more information on tactics and the ground battle that did not translate well to the in-game screen. Be sure to use these versions if you are preparing for your missions in detail.

 

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Kneeboards:

 

Navigation can be extremely challenging without all our modern gadgets so each mission has two kneeboard pages built in as well as the maps that are automatically generated by the DCS engine. These can be accessed by using keyboard RShft-K and scrolling to the different pages using the [ and ] key.

 

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- Here is one more way to easily find your way around by placing 'marks' on the kneeboard at your current map location. Keep in mind this only works on the map pages that are automatically generated and not on the custom pages with all the info specific to the missions.

 

 

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Now, it isn't realistic to have your position automatically update on the map but then it is not realistic to be the only person in the squadron with any idea where you are either. You could think of this as radioing your section leaders for a consensus. I think that sounds very realistic as long as some self discipline is used and it is not overused.

 

 

Gameplay Tips:

 

A campaign introduction is also available in the Docs folder with background information on the campaign and battle itself. We tried to anticipate any questions you might have about the player's role and what you are intended to accomplish as well as provide as many tips as possible that occurred to us during testing. I will include those below and feel free to add your own.

 

 

- Your job is to navigate and make decisions. Your squadron’s job is to look out for targets and keep you informed. Be sure to set your radio up to receive their transmissions. Details are included in each briefing but be sure either button A, C, or D is selected on your radio panel.

 

- Wingmen will sometimes reply with calls like ‘two, negative’ or ‘three, unable’ in response to your radio command to attack. Do not let that frustrate you. This is always one of two things: they either do not see a valid target or they do not have the proper weapons for that target type you are telling them to attack. The weather is terrible on some missions and this has the appropriate effect on the AI’s ability to spot targets. Always wait until they give the radio call ‘contact target’ or ‘tally bandits’ before giving the command.

 

- Be specific when giving radio commands to your squadron and avoid the generic ‘Engage Ground Targets’ command if possible. Your flight will prioritize air defense targets and will not last long. You will want to use radio command ‘Engage Utility Vehicles’ in most cases.

 

- Avoid more than one attack on the same target. It was common for German flak positions not to fire and give away their position until nearby units were attacked. Many targets you will encounter can be expected to behave in this way.

 

- Spitfires and Mustangs will not engage armor with guns so avoid the ‘Engage Armor’ call. You can bet that other vehicle targets are around so send your squadron after those instead.

 

- Use the ‘Engage Air Defenses’ command sparingly. Flak positions are everywhere and your squadron’s best chance of survival comes from avoiding defended locations.

 

- Be careful when using the ‘cover me’ command. Your wingman will engage anything he sees as a threat to you including air defenses on the ground.

 

- Listen closely to what your flight is reporting. For example, ‘Contact target, 2 o’clock for three.’ means ‘I see a vehicle or other suitable soft target, in front of me and to the right, three miles away’. This is your cue to start looking for the target yourself. Assuming your flight is flying in formation when the call is made, it should be a simple matter to scan the proper area and locate the target they have in sight.

 

- Follow your wingman if you cannot spot the target yourself. Give the radio command to engage the target and fly in a position to provide support, watching for flak, and calling off the attack if needed. Once your squadron begins to attack, you can easily roll in on the right location.

 

- There are many, many targets behind the front lines and it is very easy for your squadron to go after one you did not intend them to. When in doubt, give the command to ‘rejoin formation’. Better to reform and try again than to lose everybody on an attack you did not intend to happen.

 

- Do not rush into air engagements. Use the sun or clouds to mask your approach and try to maneuver behind the enemy. The real WWII tactics described in the mission briefings work. It takes practice to get the timing right but you and your squadron can easily down several aircraft before they know you are there.

 

- Don’t forget about the other squadrons. You can always turn and run for one of the standing patrols if you find yourself outnumbered.

 

- Orders to the second section of four aircraft are given by selecting F10 (Other) from the communications menu then selecting the appropriate command. The command 'attack primary target' will ensure the second section attacks the planned location on missions with a specific target.

 

- The keyboard command LWin-R may be used to ensure the lead section attacks the planned target. The lead section will fly directly to the target and attack immediately when the command is given so only give the command when in position at the desired approach heading. The aircraft will not rejoin automatically so give the command to rejoin formation when the attack is complete through either the normal communications menu or keyboard LWin-Y.

 

- The rest of the squadron is going to run out of fuel first and this is perfectly normal. Any speed, altitude, or course change you make along the way is amplified for the aircraft trying to stay in formation. Higher throttle and RPM settings are required in order to stay in position so it is important to keep this in mind while making course changes. Fly smoothly like any good flight lead and your squadron will be able to stay airborne much longer.

 

- The blog 'Real and Simulated Wars', which I highly recommend, has some tips on strafing here: http://kriegsimulation.blogspot.com/2017/10/il-2-sturmovik-dcs-world-strafing-with.html

 

- These missions can be flown as a campaign or as individual missions. Here is one way to get access to a specific mission if you want to re-fly it:

 

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Please feel free to add your own tips below!


Edited by Bunyap
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