F-15 Mission Builder

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F-15E

This page is the result of my own testing and of information received from others. Please feel free to add to it by email.

 

Mission Builder and Custom Mission Download Page

Last Updated 20 May 98

Check out a new Iran template and some great new photos on the Download Page!

THE "GOLDEN GATE"

TOUR OF DUTY

IRAN 99

A series of nine linked missions

 

  

User Flags & Area Events

Apparently some are still having difficulty with getting a plane to take off when they reach a target. I have therefore created a new example mission "EX_FLAG", which can be downloaded at example missions.. It contains only the necessary basics: Our plane approaches an enemy airbase - when we reach it a Mig 21 takes off. This is done with one AREA EVENT and one USER FLAG. All instructions can be found in the mission briefing.

 

Targets

Douglas Wardell and I have been discussing Targets for missions. Though many of these are obvious and the list is by no means exhaustive, I thought it might help anyone really stuck for inspiration to have the following list to hand:

- Runway
- Hangers
- Aircraft on the Ground
- Power Stations
- Electricity Substations
- Comms Sites
- EWR/GCI Radar
- Ships/Patrol Boats
- Artillery
- Moving armoured vehicle column
- Tanks - plinking
- Infantry Position - cluster munitions
- Ammo Depot
- Truck Column
- Building in city "HQ"
- Scud Site
- Factory - General/Munitions/Chem./Bio.
- SAM/AAA concentrations
- Tank farm
- Warehouses (can be lots of other things, like terrorist base)
- Enemy Cargo plane
- Bridge
- Helicopters

Yes, I know these are Albinos! But it's a nice picture anyway.

 Dropping a Guided bomb on a helicopter

Stephane Caron has sent in an example mission of how set up a helicopter kill with a GBU. He has found that the best way is to use a NEUTRAL helicopter rather than an enemy one, otherwise it evades and becomes too hard to kill! This is quite a fun mission and I would urge you to download it to see how the Air-to-Ground targeting can be slaved to the Air-to-Air Radar. And, of course, for the sheer pleasure of doing the bizarre!

 

Alternate Path

Bob Tullman has sent in an example mission of how to use the ALTERNATE PATH waypoint action. The mission is a fun one to fly and almost made it into the Custom Missions section! I quote from his e-mail:

"I am responding to your call for an explanation of setting an alternate path. Attached is altpath.zip, containing a mission to illustrate this. Included in the zip is a custom loadout for the mission (Rocknmav.ldt) which is to be placed in the \F-15\resource directory, and a WAV file which is triggered called GMTBOSS.WAV (not necessary, but helpful) which should be placed in the \janes\f15 directory.

Alternate Path:

Note: You need an AWACS to get it all to work properly, i.e. receive the messages etc.

1. Create the alternate path action by adding it to an EVENT.

In this mission it is by AREA EVENT, which, as has been observed is the easiest and most useful event to use!

In this mission, when the player enters the area box around WP2, The ALTERNATE PATH is triggered, by adding an Action of ALTERNATE PATH to the area event. (In this mission, a Flag is set as well for the FAC).
2. Create the ACTUAL ALT PATH

Click the alt path Icon (the curving arrow). You will get a message to place the path on the map. I believe the alt path can ONLY be set for the PLAYER aircraft/wing so there is no need to specify this. Also, there can be ONLY 1 alt path event per mission (I think).

Click to set the alt path waypoint. It will appear on the map as an isolated point. Add additional waypoints in the usual way, by clicking the ADD WAYPOINT icon, then click the ALT PATH start point. ALT PATH waypoints are connected by dashed lines.

That's it!! When the conditions are satisfied, you will be notified of a new mission and the ALT PATH waypoint becomes your NAV POINT 0A. Remember to revert to NAV STR in case you are in TGT STR mode.

In the attached mission, there is also a FAC (who is utterly useless, but what the heck!).

This mission was a testbed for me, and includes the ALTERNATE PATH, a FAC,a FORM ON and RELEASE FORM ON waypoint, triggered wav, the ability to turn your wingman loose on TARGETS OF OPPORTUNITY, and a fairly nice set of debriefing logic groups."

Thanks, Bob.

 

Effective SEAD using the ESCORT action

Simon Griffee asked how to get effective SEAD using the FORM ON waypoint action. Unfortunately this action has some problems attached and it is very difficult to get the SEAD to reach the target area before you.

The answer is to use the ESCORT command. It is not generally known, but the ESCORT flight will provide SEAD if equipped with a SEAD loadout. In the example mission, your flight has four ESCORTING F-16s attached that are so effective that you can safely bomb a well-defended airfield without using chaff or jammers.

 

Designing Missions

Some people have asked where I get my ideas for missions from and how I go about designing one.

Ideas: I usually get the bare bones of individual missions by looking down the ground objects for an interesting target (e.g. Comms site, Ammo dump etc.) or on the existing map (bridges, airbases). I am predisposed towards airfield attacks because they give the pilot an interesting visual reference during the flight. I particularly like the West Basra area as it has a few airfields and bridges close together and is only a short flight away from the fence. I also get ideas by looking down the aircraft lists for good targets, allies or things to escort. Interesting variations may include the F117A Stealth Fighter, an Il-76 or Boeing 707 with a VIP on board or even Tomahawk Cruise Missiles, which can knock out radar sites as I approach.

Lastly - I recommend reading:
STRIKE EAGLE - by William J Smallwood, exciting account of F-15Es in the Gulf War and
FIGHTER WING - by Tom Clancy, much more technical but has interesting passage on how and WHY targets were selected for the Gulf War.

 

Steps in Designing the Mission: Once I have the basic idea for the mission, I then decide whether I want a primarily AA, AG or mixed opposition. I place EW GCI Radar and major SAM (Sa-2, 3, 10, Hawk) sites then fill in short-range SAMs (usually Sa-13 or Roland) near the target and near other valuable ground objects. For example, if the target is a bridge 5km from an airfield and 5 km from another bridge all three sites will be defended. Then I place AA (mixed large w/radar, small and mobile, the latter to get the ZSU 23-4). I also add a couple of warehouses, truck parks, ammo dumps etc to provide a more interesting (and confusing!) HRM.

Be aware that you are probably placing too few at major sites. Post Desert Storm intel showed 132 guns at one airbase.

As far as aircraft are concerned I might typically have a patrol on the way in that my escorts or other allied a/c can take out. I then add aircraft on the runway that will take off when I enter the target area. This is done by having an AREA EVENT set a USER FLAG and having the take-off initiated by the USER FLAG. These a/c need to be close to the target to work properly.

I prefer this to a/c that take off when the target is destroyed. What if it isn't destroyed? I also prefer it because the player gets the AWACs call before he has dropped his bombs, giving him something else to think about.

Of course, once you have done all this, remember to set the time and weather, add any necessary labels, add the Briefing and Mission Info and design the Debrief.

 

 

Target Triangles

Douglas Wardell asked how Target Triangles are made to appear over targets:

Some of this material is duplicated in other sections below but I thought the following summary may help. The answer is to place a waypoint very near the target, then assign the waypoint action "BOMB TARGET". Another screen comes up with the map of the target area in black and white (by which I mean "grey"). It is fairly obvious how to assign targets here - click on the green triangle, click on the aircraft number (8 will appear, however many may be in the flight. Be careful to assign Targets depending on the number of actual aircraft flying) then click on the white square representing the target.


Then decide whether you want level, loft or dive bombing by clicking on the same menu bar.

Lastly add labels - because this grey screen is the same one that players will see as their TARGETING map. It helps them and adds a feeling of realism. Make sure the area you can see on the map when you exit is right, because that's what the player will see when he calls up TARGETING.

Then click EXIT on the "grey screen" and return to the "normal" map. Now change the AGL height of the "Bomb Target" waypoint to one appropriate for the type of delivery (level, dive etc.) and the type of weapon you envisage. Paveway 15 to 18k, Mk 84 4k, Mk 84 AIR 600 feet.

Targeting in this way allows you to give the "ATTACK PRIMARY TARGET" (TAB 461) command to the flight during the game. Your wingmen will then attack the targets you assigned. This works just as well with computer-controlled flights.

If you give your flight another BOMB TARGET waypoint action you can attack this using ATTACK SECONDARY TARGET (TAB 462).

If you want to tell your wingmen to attack targets of opprtunity (TAB 463) the waypoint must be given as CAS waypoint action. No targeting screen will appear and there will be no red triangles.

 

Getting Osa Patrol Boats (and othermoving objects) to fire

Stephane Caron has sent in an example mission of how to get Osa Boats to fire their AAA guns. It works by giving them a waypoint and a STOP for (e.g.) 120 minutes and a FIRE WEAPONS WHILE WAITING command. This also works for other Moving Objects such as the ZSU 23-4 Shilka. However it would appear that they are limited to a single burst per waypoint.

 

Can't get your planes to take off?

Snow White has posted a work-around for this. If you place another waypoint at the opposite end of the runway with a MESSAGE action with nothing but a few spaces in , this appears to help interceptors etc. take off. I have now tried it myself and it works great.

 


Search & Rescue

To set up a SAR helo you need to place the helo on the map and assign it an SAR initial action and a response range. I usually place it 80 nm from the target and give it a 100 nm response range. Obviously, this works best if you are tank-busting along the front-line but face it: you are not going to get SAR to fly into Baghdad and pick you up!

You can give the SAR helo some Apache escorts for cover.

If SAR is requested beyond a certain range from the helo, it will not happen. CJ Martin has said he believes the maximum range of the SAR helo is around 120 nm.

I can't say for sure but I suspect that AWACS may be necessary to call in SAR units.



FAC use


FAC are easy to use but hard to get the right feeling from. I had been hoping I could have an SAS team call out a SCUD position to me after seeing a launch at night (or some such similar scenario). But no.
FAC are used for ground Close Air Support missions such as Special forces caught in the open calling for help or in a tank battle.
You assign the FAC to a friendly unit by clicking on it and giving it a callsign and nationality (UK/US). Then you add an FAC event (usually a time event) to switch on the calls for help. The you assign a mission goal which, once destroyed, will turn the FAC calls off. The FAC calls will also turn off if the FAC unit is destroyed.

You can make the FAC use more interesting by using Group/Packages to vary the units around them, otherwise on replaying the player may well know where to look on the HRM for SAMs etc.

 

 

"Attack Targets of Opportunity" Command

Use the CAS action in the builder. This will allow you to choose the "attack targets of opportunity" command in flight.
-CJ

 


"Attack Secondary Target" Command

Anytime you have multiple bombing actions in a flight path, the first action will be the "primary" target, and all the following actions will be "secondary" targets. The only limitation here is that you can't have more than one bombing action on the same waypoint.
-CJ

  

GCI Links

For a GCI Linked Template of Iraq you can use to build missions with click here.

In a (very brief) nutshell, we have small EW radar sites (typically Flat Faces) which are connected (literally, you connect the site together in the mission builder) to Interceptor Operations Centers (IOC's) (which usually have a Bar Lock radar as well). The IOC's report to Sector Operations Centers (SOC's), which in turn report to the main HQ. That's the 'upstream' side. IOC's also control the ground defenses in their area, the SAMs and radar guided triple A sites. (Note, the links to the defenses are also set in the builder). IOC's also can scramble alert interceptors for nearby fields.

When you look at the links in the builder, it looks like a giant spider web. Destroying a site breaks those links that run to/from the site. For example, if a IOC is knocked out, the local SAM units will switch to their own EW radar (typically Flat Faces in the case of SA-2/3's ) if they have a EW radar available. Otherwise, the SAM site may attempt to acquire targets using it's fire control radar (vastly less effective, and much more likely to draw the attention of SEAD units). They can also fire optically, in they have that capability and have a target in site. Triple A sites that lose their links tend to either revert to barrage firing, or using their Fire Can radar to find targets (with the same limitations the SAM radar's have).

This is pretty much how the Iraqi campaign is set up (Iran is similar, but different). There is a LOT of data going up/down those links....all those AI aircraft, even those hundreds of miles from the player, are potential targets.

-CJ

Low altitude

Map Scale

The Mission Builder Map Scale can be accessed by pressing F1 while in the mission builder. This shows the size of the visible screen in the bottom right hand corner.

Thanks, Sprintz. 

 

Alert Intercept

Alert Intercept is a useful way of introducing an element of uncertainty for the player. It works like this.

1) Set up a flight on the at an airbase and make their initial action ALERT INTERCEPT and give a reaction range.

2) Place a GCI Radar such that the Alert Intercept flight's airbase is within the detection zone of the GCI radar.

3) Shortly after the player's flight has been spiked the Alert Intercept aircraft will take off.

4) Be aware that a low flying target is difficult to spot so the flight will probably only be spiked when it is halfway into the GCI detection zone. This isn't a problem if the GCI Radar is near the target but might be a problem if you are relying on Radar along the ingress route to trigger the response.

5) Alert Intercept can be used with Groups/Packages to good effect. Place three different packages on the runway, all assigned to Alert Intercept. Then the player will not know what he is facing or how many if he reflies the mission.

6) Alert Intercept is a good way off getting aircraft to come in from one side of the player or even from behind. relying on waypoints is not a good way as there is no guarantee that the player will arrive at a certain place at a certain just because you have placed waypoints there. Alert Intercept mean that you can get aircraft to intercept him from the side (or whatever) WHENEVER he arrives.

 

B-52G and F-117 Attacks

These attacks are normally made from the upper limits of effective bombing altitude and this should be borne in mind when designing missions. I have successfully tested B-52G Mk 84 and F-117 Paveway attacks from 18,000 feet.

And tempting though it might be it is not realistic to have B-52G attacks on Baghdad (or other cities). Political considerations wouldn't allow it.

 

Take Off and Landing

I was trying to build a mission in which the aim is to down an IL-76 which takes off from Kuwait Intl. and lands at Basra. I found out that you can give each Flight EITHER a Take Off OR a Land Action, but not both. The trick is then to place the target aircraft 20 metres in the air off the end of the runway as though it had just taken off when the game starts. If you want to build in a delay give an ORBIT command with a time or USER FLAG as appropriate. It's not perfect, but it's a work-around.

 

Form On

There has been much confusion (mine!) in the past on what to do with FORM ON aircraft. This is a waypoint action by which we command Flight A to fly in close formation with Flight B. So here we are over the target and Flight B does its bombing run and Flight A tries to stay close behind the Flight B Leader. Not very realistic.

So now we want Flight A to use its SEAD capability to defend Flight B during the attack. We give Flight B (at the combined waypoint some 30 miles from the target) a RELEASE FORM ON action. But when we try to issue orders (i.e. a new waypoint) to Flight A we find that the last waypoint always comes up as Flight B's waypoint.

The answer is to click on the waypoint button in the toolbar, then click on the RELEASE FORM ON waypoint, then click on the Flight A aircraft ICON (found at the beginning of its flight) then click to place the new waypoint.

Clear as chocolate. The problem is that a bug means the aircraft will fly back to it's initial waypoint before continuing. For an explanation of how to do SEAD more effectively, click here.

Thanks for your help on this, Snow!

F-15E kills an Su-25

Our Flight Escorts

There is a slight problem (sorry, Andy, "feature") that occurs when our F-15E flight arrives on station to escort another aircraft.

We say to the C-17 "Gulf One this is Chevy One we have you in sight"

C-17 says in the TEXT message "Chevy One, Gulf One, Good to have you with us"

but in the WAV file "Gulf One, Intercepting Incoming bandits", which is a bit odd for a C-17 and very odd in a mission that has no bandits.

 

 

Group/Package

Groups and Packages are used to give a degree of replayability to missions. Some people use them simply to vary the number or type of intercepting fighter aircraft, but they have a wider use - they can make the plane approaching you a single helo, a line of transport aircraft or enemy bombers with escort. That aircraft high over your target may be enemy, friendly or even a neutral civilian passenger jet (set a MUST SURVIVE goal on that then have fun designing a mission debrief if the player shoots it down).

Step 1. Go to Groups/Packages in the taskbar and click on it.

Step 2. Create (Add) a new group and name it (e.g. Aircraft over target)

Step 3. Add packages to that group (e.g. Su-22 x 2 = 40%, Mig-25 x 2 = 30%, friendly F/A-18 x 3 = 20%, civilian 707 = 10%)

Step 4. Place the above aircraft on the map and assign them to their packages by right-clicking on their icon or in the initial set-up screen.

Clearly the packages appearing will have ramifications for the difficulty of the mission but the variety may well be worth it, as will the degree of uncertainty before firing. In any case Packages can contain several flights, so the civilian airliner in Package 4 (of the above example) may be offset by having 3 Mig 29s in the SAME package as part of an Alert Intercept whereas the Alert Intercept of Package 1 might be a single Mig 29.

 

Waypoints

Waypoints are easy to do yet I have still downloaded missions from the net that have a single waypoint 300 nm away with no jump points and no return to a home airbase. Even worse, there was no bomb target command when you got there so wingmen were useless against the ground targets.

My waypoints for a ground attack mission go like this:

1. Speed 0 Alt 0 Initial action Take Off

2. 20 miles away Speed 400 Alt 2000

3. 100 miles from the target - Speed 450 Alt 6000 (depends on tactical situation) Jump Point with Label "Ingress"

4. 30 miles from target (offset a bit to assist with HRM) Speed 450 Alt 500

5. At target Speed 500 Alt 1000 Action Bomb Target (if primary) or CAS (if targets of opportunity)

6. 30 miles from target Speed 450 Alt 500

7. 30 miles from home Speed 450 Alt 10,000 Jump Point with Label "Close to Home"

8. Over Home airfield Speed 350 Alt 1000

Most people will fly waypoints 4 to 6 manually.

Other simple waypoint actions can include secondary targets and refuelling points.

Note that while the speed and altitude isn't really that important for the player flight it is at jump points as they determine the "restarting" condition for your plane.

 

Area Events

Area Events are very useful and badly under-used by mission builders. When I compared the missions that come with the game with the good missions people have posted on the web this still stands out as the major difference. "So what are those blue square things anyway?"

Area Events, which are not related to area goals, are events that trigger an action when the player either enters or leaves them. This usually means that a USER FLAG is tripped.

Example 1: We want our target plane, an IL-76 transport aircraft, to take off from Baghdad and fly to Basra WHEN WE TAKE OFF. If we set it to take off immediately the player may sit on the runway for a few minutes but the target plane will already have taken off.

So we place an Area Event box (click on the Area Event button, then drag the mouse) across the end of our runway and set it to PLAYER ENTERS, USER FLAG 1 and 1 TIME. Then we give the IL-76 the Take Off action with the condition USER FLAG 1. It will now only take off when we are airborne.

Example 2: We are flying to bomb Kuwait International Airport. We want an intercepting aircraft to take off when we are over the target. If we want the aircraft to take off from Kuwait International Airport this is easy enough to do with a GCI station and the Alert Intercept command. But what happens if there is no GCI station or if our approach is so low and stealthy that we don't get spiked till after the bombs are away? Or even better, what happens if we want aircraft to be scrambled from Basra and hightail it south to Kuwait International Airport?

Sure, we could put a goal and say "when the runway is destroyed then USER FLAG 1" and "USER FLAG 1 = interceptor take-off". This has a major disadvantage. It allows the player to concentrate on destroying the runway before he has to think about the interceptor.

So we place an Area Event over the airport and surrounding area and set it to PLAYER ENTERS, USER FLAG 1 and 1 TIME with the interceptor take-off (or maybe release from ORBIT over Basra) to USER FLAG 1. This is also good because the interceptor takes off very close to the player, denying an easy MRM kill and perhaps forcing a good dogfight.

You can also set delay flags. For example our plane taking off sets USER FLAG 1 by AREA EVENT. You then set a TIME EVENT so that USER FLAG 2 is tripped 5 minutes later. This then causes something to happen.

An excellent example of this is the mission that came with the game in which you have to stop a Hercules full of terrorists and hostages from taking off. There is an Area Event above the target airfield. Entering it "sets the clock running". Two minutes later the Hercules will try to take off if you haven't destroyed the runway.

This mission would never have worked any other way. There is no way you could do it simply with TIME EVENTS because there is no way you can predict when the player will arrive on scene. The result is an elegant, simple piece of logic programming that does the job well.

Example 3: We want our Flight to attack some Iraqi tanks near the border at the same time as some British Jaguars attack. There is no enemy air cover, so we have the Jaguars fly to a waypoint 15 nm from the target where they receive an ORBIT command, from which they will be released by USER FLAG 3 (this release needs to be set by means of the ORBIT command) after which they go to their CAS waypoint 4. We place an Area Event over the tanks and surrounding area with PLAYER ENTERS, USER FLAG 3 and 1 TIME. When our flight enters the area the Jaguars will start their attack run.

 

Area Events and Sound Files

It appears that some people are experiencing difficulties combining Area Events and WAV messages. I have therefore added an example mission showing how it is done to the Examples section of the Mission Builder Download Page.

In the example the player will hear machine gun fire as he approaches his airbase to land. I placed an Area Event across his flight path, labelled it (important once you have many) and added the Message Action linked to a WAV file in the Missions Folder.

IMPORTANT: You will have to "re-route" the Sound File MGFIRE.WAV by clicking on Area Event>Modify>Browse unless your Missions file happens to be located as E:\F15\Mission.

Watch out - this will get you!

Ground Objects

Ground objects will not fire at each other. The "fire while waiting" action at the Ground Object waypoint is for Ground to Air fire only. The only exception, as far as I can tell, is SCUDs, which will actually fire their missile - looks pretty cool!

 

Damage Object Action

At LAST! Now I know why I couldn't get this to work! I was trying to get it to do the wrong thing. Eric "Snacko" Marlow has kindly let us know how this works and provided an example mission. The DAMAGE OBJECT action damages the object carrying the waypoint. One example might be an airliner that is blown up by a terrorist bomb on board.

 

Online Maps of Iraq

University of Texas Map Library - Iraq

 If you want the proper aviation maps of Iraq:

H-6A (Northern Saudi Arabia, South-Western Iraq, Western 1/2 Kuwait)
H-6B (Kuwait, Eastern Iraq, Western Iran, Persian Gulf)
G-4C (Pretty much the rest of Iraq)

The Map Store, Inc.
1636 Eye Street N.W.
Washington, D.C.
202-628-2608

Thanks, Snacko.

 

Aircraft on the Ground  

There are some problems with aircraft on the ground. There are two types:

1) Aircraft that will take off but haven't yet done so. This may be because the FLAG that tells them to take off has not yet been tripped (i.e. the target bridge hasn't been destroyed etc.). The problem here is that they are visible to AWACS when they shouldn't be.

2) Aircraft on the Ground that are parked (stationary targets). These should NOT be placed using PLACE FLIGHT but using PLACE MOVING OBJECT, in which you will find a number of "vehicular" aircraft (with a V suffix), although the selection is unfortunately far too narrow. These will have their engines turned off and will not be visible to AWACS. Unfortunately it seems they don't appear on HRM either.

 

Fly any plane - Pete Hawk


I just made a discovery (I'm sure others probably have too, or maybe not). In the mission builder I went to set up a quick mission. I put an F-15E on the runway and wanted to see what all I could do with it. I right clicked on it to bring up his preferences. In the aircraft window I changed it to an F-14. I then looked down and noticed that the aircraft control still said "human" and didn't switch to computer. Hmmmm, maybe this WILL work I thought. So I saved a very basic mission, loaded it up and bingo! I had a FLYABLE F-14! Exterior views only though, interior was still F-15E and it still handled like an F-15E (Very similar to flying all the planes in USNF). So then I tried it again with an F-15C hoping I could accelerate in the vertical, but nope, still F-15E underneath the skin. I'm glad they at least allow us to fly ALL the aircraft including helos! Of course they all have the guts of the main sim, F-15E.

 

 

THANKS TO ALL THOSE WHO CONTRIBUTED AND TO THE MANY OFFERING ENCOURAGEMENT

 

Further Subjects

 

Please help - This is a collaborative resource.

Looking for a good step by step description of:

 1) How do I get the AC-130 to attack? Have tried CAS and BOMB TARGET but neither seem to do it. Yet in set-up the plane has an option for armament.

that any idiot (me!) can follow successfully.

Please also send in any Questions or Problems you may have, as the answer you need will certainly benefit others too.

 

Other Sites of Interest

CombatSim.Com

Longbow 2 War Stories Page

F-15 Mission Builder Downloads - Click here for templates and examples

**STARBUCK** F-15 Site - Great for Training Missions