“Perseus’s Sword” is a Sequential PvP Mission in Syria map (DML version)

Home > User Files > “Perseus’s Sword” is a Sequential PvP Mission in Syria map (DML version)
DCS World 2.8
Other

“Perseus’s Sword” is a Sequential PvP Mission in Syria map (DML version)

Uploaded by - Panthir
Date - 06/05/2023 07:23:45
“Perseus’s Sword” is a Sequential PvP Mission in Syria map which uses DSMC script in order to save mission’s current state.

SCRIPTS USED:
1.    MIST by mrSkortch
2.    CTLD by Ciribob
3.    EWRS by Bob7heBuilder
4.    DSMC by Chromium
5.    DML by Christian Franz and cf/x


CURRENT POLITICAL STATUS
The United Nations had under their control for several years a large territory in Middle East in order to keep regional peace. The UN decided to step down from the area after the numerous blind attacks that kept happening for the last couple of years which had tenths of casualties.
BLUEFOR & REDFOR recognized that fact as an opportunity to expand their territory by invading these lands. In this context, according to the latest INTEL Report, the created high tension led both armed forces to increase their readiness to the highest level.

AVAILABLE AIRBASES - CARRIERS
- The Sequential Mission Campaign (SMC) is intended to be a 20 vs 20 airborne clients PvP
- Teams are allowed to choose only two Airbases for the duration of the Campaign (each airbase will have TACAN and both FM and AM Radio Beacons).
- An invisible FARP with the maximum of 8 helipads will be available to be placed with one backup refuel-rearm group (per campaign day) can be placed anywhere in the coalition territory. FARP will have TACAN and both FM and AM Radio Beacons
- A Super Carrier
- A Tarawa with a CTLD pickzone.
- Three CTLD pickzones can be placed according to the team needs.
BLUE:     pickzone1, logistic1
pickzone2, logistic2
pickzone3, logistic3
RED:       pickzone4, logistic4
pickzone5, logistic5
pickzone6, logistic6
- Three forward Mobile Army Surgical Hospital (MASH) to deliver rescued Pilots.
BLUE:     BLUE MASH #1
BLUE MASH #2
BLUE MASH #3
RED:       RED MASH #1
RED MASH #2
RED MASH #3

AVAILABLE FLYING ASSETS  
- 256 Pilots.
- 128 A/C Fighters of all types (FC2 are excluded).
- 16 Fighter HELOS.
- 24 Transport – CSAR HELO (UH-1H, Mi-8)  
- 32 visible (until occupied by a client) cold and dry slots. A maximum of 12 of them can be HELO. Call sign – Unit names:
  BLUE Team
•    Fighters of any type: B_F1, B_F2…
•    Attack Helicopters: B_AH1, B_AH2…
•    Transport Helicopters (CTLD): helicargo01, helicargo02,…helicargo08
  RED Team
•    Fighters of any type: R_F1, R_F2…
•    Attack Helicopters: R_AH1, R_AH2…
•    Transport Helicopters (CTLD): helicargo09, helicargo10,…helicargo16
-  A maximum of 20 airborne pilots (Multicrew modules will be flown by two pilots).
- A maximum of 40 available pilot lives per campaign day (not rescued pilots will be considered by the end of the campaign day as MIA).
-  2 LOTATC GCI controllers.

AVAILABLE WEAPONS
•    Active A2A Missiles: 600 (AIM-120 must be both types same quantity e.g. if you decide to get 400 you will get 200 –B and 200 -C)
•    Stand-off (with propulsion): 42 (anti-ship missiles are included)
•    Stand-off (gliders): 42
•    Stand-off no glider bombs: 126
•    Anti-radiation missiles: 36
•    The rest of the weapons and fuel is in unlimited numbers.

AVAILABLE GROUND AIR DEFENCE FORCES

•    2 x CRC [EWR AN/FPS-117 Radar (domed)]
•    3 x CRP [SA-11 Snow Drift Mobile Radar]
•    6 x MCC-SR DOG EAR [Mobile Search Radar]
•    2 x SA-11Buk [1 x SR and 4xLN]
•    2 x NASAM [4 x AIM-120C LN]
•    06 x SA-15 “TorM1”                
•    12 x SA-13 “Strela”        

ATTENTION
TEAMS are allowed to have simultaneously no more than 3 JTACs in the field (responsibility of the team leaders).

Already deployed JTAC Laser Codes
•    RED JTAC:
•    RJTAC1: 1687
•    RJTAC2: 1688
•    RJTAC3: 1689
           (Available codes for deployed by CTLD JTAC: 1681, 1682, 1683, 1684, 1685, 1686)
•    BLUE JTAC:
•    BJTAC1: 1511
•    BJTAC2: 1512
•    BJTAC2: 1513
    (Available codes for deployed by CTLD JTAC: 1514, 1515, 1516, 1517, 1518, 1519)

AVAILABLE GROUND FORCES
•    32 x MBT Merkava IV
•    14 x ATGM HMMVW
•    03 x already deployed JTACs (plus 5 x JTACs via CTLD per campaign day)
•    02 x Mobile Maintenance Groups for FARP.
AVAILABLE NAVAL FORCES
•    2x FFG Oliver Hazard Perry
•    2x Frigate 1135M Rezky
•    1x CVN-74 Theodore Roosevelt
•    1x LHA-1 Tarawa
CTLD ALLOWED and REQUIRED CRATES
Transport HELO can load one INFANTRY GROUP of 5 and can deploy (no number limitation) the following units:
ATGM HMMVW        2 Crates
HMMVW-JTAC        1 Crate
URAL-375                1 Crate
MCC-SR “DOGEAR”            1 Crate    

R U L E S – G U I D E L I N E S
A)    GENERAL
- Teams will have to assign a Leader, who will be responsible for keeping ROE.
- Both teams can use SRS Radio.
- WINNING CRITERIA: The team that will manage to gain and maintain simultaneously the control of Beirut, Sayqal and Wujah Al Hazar Airbases for 30 minutes will be declared as winner. This is achieved through scripting by placing 8 (or more) units (vehicles or infantry) inside the zone radius of the airbase.

(!)  Caution: It’s not allowed to “hide” units (vehicles or infantry) inside the three (3) zones to be captured marked by the yellow circles (very near or inside bunkers/shelters, sea shore or river banks, forests-bushes, beside-behind buildings, static defense constructions, inside urban area etc). This rule also applies to units (or infantry) deployed by CTLD, as well.

In case of violation of the above rule, all these units inside the vicinity of the airfield will be considered as lost and are going to be removed from the mission.
- The Campaign will last as many days as required to fulfill the Winning Criteria.
- Campaign days will be fought once every 3 weeks and will last for 2 hours.
- The mission will be saved by DSMC Script every 15 minutes.
- CTLD will be available and EWRS will provide picture for the 2 closest enemy flying assets.
- Extensive mission analysis and planning will have to take place during initial planning and in the mid turn period.
- An automatic score counting system will register individual player score for all participants. This score will be awarded only after being successfully landed at the two Airbases, the FARP, the Carrier, the TARAWA, the two FFG Oliver Hazard Perry and the three MASH and it will be available to the team’s disposal in order to evaluate their member’s performance by the end of each mission. Score table has as follows:
•     Aircraft: +1 point.
•     HELO:  +1 point.
•     Ground Unit: +1 point.
•     Ship: +10 points.
•     Aircraft – HELO loss: -1
•     Blue on Blue: -4
•     Rescue Pilot: +5
- An automatic counting system will count the remaining per day team pilot lives.  
- 10 minutes delay will be applied to Tacview recording.
- Is not allowed to strike Airbase AMMO and FUEL depots and the three MASH. It is allowed to attack Runways, parking areas, shelters and landed or taxing assets and FARP installations.
- Destroyed - dead Units will not be used for the rest of the Campaign days. A/C and HELO will be automatically subtracted by the warehouses initial or remaining quantities. Alive and Dead Ground units’ last position will be automatically saved by DSMC.
- There is no individual life limitation. Clients can have unlimited spawns. Refuel is permitted in any of the three Airbases (Beirut, Sayqal and Wujah Al Hazar), if occupied.  
- CSAR is available to rescue pilots and save pilot’s lives. As CSAR bases can be used the Airbases, the FARP, the Carrier, the TARAWA, the two FFG Oliver Hazard Perry and the three MASH. Helicopters can save more than one pilots. Via F-10 menu – others provide vectoring for the nearest CSAR bases and the active CSAR missions.
- Only Ground Commanders will be allowed to move ground – surface units.
- All Airborne assets and Pilots will be considered as lost in action by the end of mission, if not landed.
- Any destroyed visible A/C – HELO slot will be automatically deactivated for the rest of the campaign day.
- Disconnections are counted automatically by DCS as MIA and assets and weapons quantities are subtracted by the warehouses.
- In case of a server crash the mission will be continued by loading the last DSMC save.
- Players can check their statistics via F10 menu-Others.
- A maximum of 300ms ping rule is applied for clients.
- In terms of improve immersion it is recommended to teams to exchange links of their Squadron skins (if available).
- Mission Options have as follows:

B)    INITIAL PLANNING (IP) DAY-1
- Each team will get a mission file template and according the given forces, will start operational planning phase to set up the initial order of battle strictly inside the coalition zone. This phase will last for 2 weeks.
- Caution: No units or installations are allowed to be placed in neutral zone. Exemption:  Only the three MASH can be placed in neutral zone during the IP.
- Teams can regroup – ungroup the ground - surface forces as required and set up waypoints and routes as required.
- During this phase, except the entire ground - surface units and installations placement, teams will have to choose two Airbases, decide about the FARP, CTLD  pickzone and MASH locations and setup the following:
o    A maximum of 32 cold and dry slots (ground) and 2 Ground Commanders slots (A maximum of 12 of them can be HELOs).
o    Logistic (flying assets, weapon per Airbase – Carrier – Tarawa – FARP)
- By the end of the IP, both Blue and Red missions will be merged by using Combat Flight Tool (CFT) to a unique one, the DAY #1 mission.
- Then a maximum time of 2 weeks will be given to the team’s disposal to plan their DAY #1 Operation Plan (OP).
- Each DAY will start with a paused mission. The mission will be un-paused when all players are inside in cockpit after team leader chat coordination. After mission start, coalition and neutral zone collapse and teams will be free to use all available map to achieve their objectives.
- Mission can be paused instantly only after team leaders positive coordination.
C)    SEQUENTIAL MISSIONS
- By the end of the DAY #1 the saved mission will be distributed to the teams to proceeding with their DAY #2 Ops Planning.
- Teams are only allowed to reposition their FARP at a radius of 20 nm from the previous position and to rearrange the remaining logistic quantities and setup new A/C and HELO Slots, as desired. The desired quantities will be input simultaneously by the two team leaders to the mission. The three MASH can be repositioned without any restriction.
- No Magic Moves are allowed, except the last Carrier position, which will ha to be adjusted in the saved mission by taking in account the latest carrier position in DAY-1 tacview track.
- Teams can regroup – ungroup the remaining ground - surface forces as required and set up waypoints and routes, as desired.
- Each turn will be played in different light conditions. Clear sky, zero winds, no turbulence.
•    DAY #1 will start in ~dawn
•    DAY #2 will end in ~ dusk
•    DAY #3 will start in ~ night ends in dawn
•    DAY #4 will start in ~ dawn
•    …and so on…

Required Downloads
a.    Required Scripts only for the server.
-     Download DSMC here
-      Download DML from here and extract to C:\DML.
-    Download stopGapGUI.lua and SimpleSlotBlockGameGUI.lua and paste them into Saved Games\DCS.openbeta\Scripts\Hooks [enables visible slots]
c.   Mission file: DSMC_Perseus_Sword_Template_DML_v1
Dependencies
• The mission to be played as multiplayer
• SSB installed on the server (only server), configured with SSB.kickReset = false
• StopGapsGUI installed on the server (only server)
• C:\Program Files\Eagle Dynamics\DCS World OpenBeta\Scripts\ MissionScripting.lua must be desanitized for persistency
do    --sanitizeModule('os')
    --sanitizeModule('io')
    --sanitizeModule('lfs')
    _G['require'] = nil
    _G['loadlib'] = nil
    _G['package'] = nil
end

***Check the mission pdf for download links***
  • License: Freeware - Free version, Unlimited distribution
  • Language: English
  • Size: 5.17 Mb
  • Downloaded: 144
  • Comments: 1
FOLLOW US