Mission Editor

From Polychop Simulations

Mission Editor

INFO
An example mission with all Mission Editor features can be found in the ‘Docs’ folder of your OH-58D install.

Creating the Default Route

The ‘default’ route is created using the standard DCS Mission Editor waypoints. Waypoints are always read from the mission file and loaded into the aircraft before all other mission navigation points. They are automatically assigned to ROUTE 1.

Figure 154 - Creating the Default Route in the Mission Editor

  1. In the Mission Editor, place an OH-58D(R) helicopter and set the SKILL option to ‘Player’ or ‘Client’
  2. On the lower right panel, select ‘Add’
  3. Click anywhere on the map to create a waypoint. Successive clicks will add further waypoints

When the mission is run and the aircraft started, the created route will appear in the NAV Setup page under Route 1 and will be named ‘ME’ (Mission Editor).

Figure 155 - Viewing the Default Route  

Creating Non-Route Waypoints

It is possible to create further Waypoints in the Mission Editor that are not part of any Route or Battlefield Graphic (unless later assigned). These Waypoints will be loaded after the Default Route.

  1. In the Mission Editor, place an OH-58D(R) helicopter and set the SKILL option to ‘Player’ or ‘Client’
  2. On the lower right panel, open the ‘Navigation Target Fix Points’ tab
  3. Click anywhere on the map to create a Navigation Target Fix Point.
  4. In the Comment field, enter the desired name of the Waypoint. It is recommended to follow the standard naming convention of #W where # is a number between 1 and 99

When the mission is started, the aircraft will load the created Waypoints and attempt to assign them to the index based on the name supplied in the Comment field. If the ID matches an already existing waypoint (such as one created in the Default Route), it will override this waypoint and any Route or Battlefield Graphic will be affected by the change.

Figure 156 - Adding Non-Route Waypoints in the Mission Editor

Creating Control Points

Control Points can be created in the Mission Editor using the same method as creating Non-Route Waypoints. Control Points will be loaded after the Default Route and Non-Route Waypoints.

Figure 157 - Creating Control Points in the Mission Editor

  1. In the Mission Editor, place an OH-58D(R) helicopter and set the SKILL option to ‘Player’ or ‘Client’
  2. On the lower right panel, open the ‘Navigation Target Fix Points’ tab
  3. Click anywhere on the map to create a Navigation Target Fix Point.
  4. In the Comment field, enter the desired name of the Control Point. It is recommended to follow the standard naming convention of #C where # is a number between 1 and 20

The loaded Control Points will be visible on the HSD, RMS and Control Point List pages.  

Creating Target Points

Target Points may be created in the Mission Editor using the same method as Waypoints and Control Points. Target Points allow for an extended naming convention to supply basic target data. Target Points are loaded after the Default Route, Non-Route Waypoints and Control Points.

Figure 158 - Creating Target Points in the Mission Editor

  1. In the Mission Editor, place an OH-58D(R) helicopter and set the SKILL option to ‘Player’ or ‘Client’
  2. On the lower right panel, open the ‘Navigation Target Fix Points’ tab
  3. Click anywhere on the map to create a Navigation Target Fix Point.
  4. In the Comment field, enter the desired name of the Target Point. It is required to follow the standard naming convention of #T where # is a number between 1 and 99, e.g. 98T
  5. The Target Quantity can be entered by appending a vertical bar character ‘|’ and a number, e.g. 98T|3
  6. The Target Subtype can be entered by appending a further vertical bar character and Target Subtype entry, e.g. 98|3|T80

Figure 159 - Viewing the created Target Points  

Target Subtypes

The following table contains the valid target strings that can be entered in the Mission Editor.

  • UNK
  • T54
  • T55
  • T62
  • T64
  • T72
  • T80
  • T90
  • TYPE 59
  • TYPE 69
  • TYPE 62
  • PT76
  • BRDM2
  • BRDM1
  • PT76
  • D30
  • BM21
  • 2S1
  • 2S3
  • ZU23
  • ZPU
  • ZPU2
  • ZPU4
  • ZSU23-4
  • ZSU57-2
  • SA2
  • SA4
  • SA6
  • SA8
  • SA9
  • SA11
  • SA13
  • SA7
  • SA14
  • SA16
  • SA18
  • S60
  • SA5
  • 2S6
  • SA3
  • MIG17
  • MIG21
  • MIG23
  • MIG25
  • MIG27
  • MIG31
  • SU21
  • SU25
  • AN12
  • IL76
  • IL28
  • YAK28
  • AN2
  • MIG29
  • SU17
  • SU24
  • SU27
  • SU7
  • TU26
  • MIG19
  • MI2
  • MI4
  • MI8
  • MI17
  • MI24
  • MI28
  • MI31
  • MI26
  • KA50
  • MI6
  • BRDM
  • RKH
  • MT55
  • IMR
  • TMM
  • BTR60
  • BTR70
  • BTR80
  • BMP1
  • BMP2
  • BMP3
  • BMD
  • YW531
  • TYPE77
  • MTLB
  • OT64
  • BM11
  • BM21
  • BM14
  • BM16
  • BM24
  • BMD25
  • M1985
  • FROG5
  • FROG7
  • SCUD

Creating Routes with Drawings

In addition to the method provided with the Default Route, additional Routes may be created using the DCS Mission Editor’s Draw tools.

  1. Select the Draw mode on the left panel of the Mission Editor
  1. On the right panel, select the Line tool

Figure 160 - Creating Routes using Drawings in the Mission Editor

  1. Click on the map to place line points and draw the line. To complete the line, double click to place the last point
  2. The line must be named using a specific format to be imported as a Route. In the Name box, enter ‘KW-ROUTE#’ where # is the number of the route you wish to create – 1,2 or 3.
  1. On mission start, the line points will be loaded as Waypoints and the Route created.

Figure 161 - Viewing one of the resultant Routes

Creating Battlefield Graphics with Drawings

Battlefield Graphics can be created using the Mission Editor drawing tools. This simplifies the creation of graphics and allows mission designers to communicate areas of interest to players.

Figure 162 - Example mission using drawings to create Routes and Battlefield Graphics

Figure 163 - Viewing the created Battlefield Graphics and selected Route in the RMS page

Creating Line Drawings

  1. Select the Draw mode on the left panel of the Mission Editor
  2. On the right panel, select the Line tool
  3. Click on the map to place line points and draw the line. To complete the line, double click to place the last point
  4. The line must be named using a specific format to be imported as a Battlefield Graphic. In the Name box, enter ‘KW-#’ where # is the name of the line, e.g. KW-PL JUMBO.
  5. On mission start, the line points will be loaded as a Battlefield Graphic Line

Creating Area Drawings

  1. Select the Draw mode on the left panel of the Mission Editor
  2. On the right panel, select the Polygon tool
  3. Select Free under the Polygon Type
  4. Click on the map to place line points and draw the shape. To complete the shape, double click to place the last point
  5. The shape must be named using a specific format to be imported as a Battlefield Graphic. In the Name box, enter ‘KW-#’ where # is the name of the shape, e.g. KW-AO WESSEX.
  6. On mission start, the shape points will be loaded as a Battlefield Graphic Area