Difference between revisions of "ACM Training Setup Using The Dogfight Module"
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(Created page with "ACM TRAINING USING THE DOGFIGHT MODULE:") |
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− | ACM | + | Using the Dogfight Module for ACM training allows for many, quick repetitions in a repeating setup. |
+ | |||
+ | =Server Setup= | ||
+ | |||
+ | *Moderator starts IVC Server and BMS Server (BMS Server doesn't need to be in 3D) | ||
+ | *Players join Server lobby | ||
+ | *Each flight is "hosted on the server" by a "Flight Host" (preferably Roster) | ||
+ | *We divide the players into reasonable flights with good distribution of experience | ||
+ | *Each flight gets a callsign assigned: '''Claw1, Mongo1, Bull1, Nimrod1, Blazer1''' | ||
+ | *IVC check with everybody in the lobby | ||
+ | *Briefing | ||
+ | |||
+ | =Game Setup= | ||
+ | |||
+ | *Each "Flight Host" starts a game online, and sets everything up: | ||
+ | |||
+ | - Dogfight - Match Play | ||
+ | - Uncheck "Unlimited Guns" and "ECM" | ||
+ | - BVR Tactic: "Random" | ||
+ | - Range: 50 NM (good distance makes it easier to set everything up) | ||
+ | - Altitude: 20000 FT | ||
+ | - Points: 20 (any high number; we'll end the game after a set time) | ||
+ | - Radar Missiles: 0 | ||
+ | - All-aspect IR Missiles: 0 | ||
+ | - Rear-aspect IR Missiles: 2 | ||
+ | |||
+ | *On the Red Team, create flights until you get your assigned callsign (Claw1, Mongo1, Bull1, Nimrod1, or Blazer1), make sure it's F-16s | ||
+ | *Join the flight with the assigned callsign, and delete the other flights | ||
+ | *On the Orange Team, create a Bandit flight with 2x MiG-21 Veteran (or any Bandits you like) | ||
+ | *Choose a nice spot over the water or the desert (ITO) on the map | ||
+ | |||
+ | =Players Join= | ||
+ | |||
+ | *Once everything is set up, the Flight Host calls the other players one by one to join the game | ||
+ | *First #2, he joins the Flight Host's game on the server, and then the Flight Host's flight on the Red Team | ||
+ | *When #2 is finished, Flight Host calls in #3, finally #4 | ||
+ | *If error message occurs, let the last player exit and another player try | ||
+ | |||
+ | =Callsign.INI Setup= | ||
+ | Edit or add the following lines to your "callsign.ini" | ||
+ | [COMMS] | ||
+ | Comm1=14 | ||
+ | Comm1_Comment=(open) | ||
+ | Comm2=15 | ||
+ | Comm2_Comment=(open) | ||
+ | |||
+ | =Game Session= | ||
+ | |||
+ | *Flight Host calls his flight to Commit, everybody clicks "Takeoff" | ||
+ | *First round might be chaotic due to delayed joins | ||
+ | *Flight Host makes sure his ACMI is recording | ||
+ | *Flight Host should make notes after each round to make it easier to find highlights for Debriefing | ||
+ | *In the pit use '''VHF channel 15''' for flight comms, and '''UHF channel 14''' for IDM (and trans-instance interflight comms), TACAN as desired | ||
+ | |||
+ | =End / Debrief= | ||
+ | |||
+ | *After 30 to 40 minutes of play time, Moderator calls end of the training on UHF14, all flights finish the current session, and join Debriefing channel. | ||
+ | *Short high level debriefs by flight | ||
+ | *ACMI debriefing by flight, capped to 10 to 15 Minutes by flight, depending on player count (Moderator takes time) |
Latest revision as of 21:53, 7 October 2024
Using the Dogfight Module for ACM training allows for many, quick repetitions in a repeating setup.
Contents
Server Setup
- Moderator starts IVC Server and BMS Server (BMS Server doesn't need to be in 3D)
- Players join Server lobby
- Each flight is "hosted on the server" by a "Flight Host" (preferably Roster)
- We divide the players into reasonable flights with good distribution of experience
- Each flight gets a callsign assigned: Claw1, Mongo1, Bull1, Nimrod1, Blazer1
- IVC check with everybody in the lobby
- Briefing
Game Setup
- Each "Flight Host" starts a game online, and sets everything up:
- Dogfight - Match Play - Uncheck "Unlimited Guns" and "ECM" - BVR Tactic: "Random" - Range: 50 NM (good distance makes it easier to set everything up) - Altitude: 20000 FT - Points: 20 (any high number; we'll end the game after a set time) - Radar Missiles: 0 - All-aspect IR Missiles: 0 - Rear-aspect IR Missiles: 2
- On the Red Team, create flights until you get your assigned callsign (Claw1, Mongo1, Bull1, Nimrod1, or Blazer1), make sure it's F-16s
- Join the flight with the assigned callsign, and delete the other flights
- On the Orange Team, create a Bandit flight with 2x MiG-21 Veteran (or any Bandits you like)
- Choose a nice spot over the water or the desert (ITO) on the map
Players Join
- Once everything is set up, the Flight Host calls the other players one by one to join the game
- First #2, he joins the Flight Host's game on the server, and then the Flight Host's flight on the Red Team
- When #2 is finished, Flight Host calls in #3, finally #4
- If error message occurs, let the last player exit and another player try
Callsign.INI Setup
Edit or add the following lines to your "callsign.ini"
[COMMS] Comm1=14 Comm1_Comment=(open) Comm2=15 Comm2_Comment=(open)
Game Session
- Flight Host calls his flight to Commit, everybody clicks "Takeoff"
- First round might be chaotic due to delayed joins
- Flight Host makes sure his ACMI is recording
- Flight Host should make notes after each round to make it easier to find highlights for Debriefing
- In the pit use VHF channel 15 for flight comms, and UHF channel 14 for IDM (and trans-instance interflight comms), TACAN as desired
End / Debrief
- After 30 to 40 minutes of play time, Moderator calls end of the training on UHF14, all flights finish the current session, and join Debriefing channel.
- Short high level debriefs by flight
- ACMI debriefing by flight, capped to 10 to 15 Minutes by flight, depending on player count (Moderator takes time)