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ED [<strong>DCS</strong> USER MANUAL]<br />
NAME. In the Name field, you may enter a unique name for the vehicle group. If you<br />
do not enter one, a default one will be generated. The Name you create will be used<br />
when assigning some types of Triggers such as Activate Unit. Always be careful not to<br />
assign more than one group with the same Name.<br />
UNIT. The Unit selection is composed of two fields and they allow you to select how<br />
many ground units will be part of the group (1 to 99). The right field is used to set the<br />
total number of vehicles in the group; to do so, use the left and right arrow buttons. The<br />
left field is used to select a vehicle unit within the group; to do so, use the left and right<br />
arrow keys.<br />
Note: For Surface to Air Missile (SAM) batteries like SA-10, SA-11, etc., all the<br />
needed units of the SAM battery must all be part of the same Vehicle Group.<br />
Note: If you place a ground unit to act as a JTAC, use a unit that is armed and<br />
has sensors. The armed HMMWV is a good choice.<br />
TYPE. Depending on the Country selection, a list of appropriate ground units will<br />
populate this pull down list.<br />
UNIT NAME. Enter a unique name for each unit within the Group. If you do not, a<br />
default name will be created automatically. This name is important because it will be<br />
used to set some Trigger Conditions. For example, if you create a condition based on<br />
the destruction of a unit, the unit will be selected from a list using its UNIT NAME.<br />
SKILL. The Skill level allows you to select how competent the unit is controlled by the<br />
artificial intelligence. This setting can control such factors as what range it will attack<br />
from, and how accurate its weapon delivery skills are. There are five Skill options for AI<br />
ground units:<br />
<br />
<br />
<br />
<br />
<br />
Average<br />
Good<br />
High<br />
Excellent<br />
Random. This option will randomly select from one of the four options above.<br />
Note: A unit's skill level will affect its detection ranges, reaction times and<br />
targeting errors.<br />
Note: Regardless of skill level, AI aircraft will have great difficulty spotting<br />
infantry units unless the infantry unit is moving or firing weapons.<br />
HEADING. The course dial can be used to set a unit's standing course when no route<br />
has been created to determine the direction of travel.<br />
HIDD<strong>EN</strong> ON MAP check box. After creating a mission, you may wish to hide certain<br />
units so that people playing your mission cannot see them. Check this box to hide the<br />
selected ground group from the ME World Map. You can view all hidden groups using<br />
the Units List window (discussed later in this document).<br />
VISIBLE BEFORE START. If you choose to have a unit appear according to an<br />
Activate Group/Unit trigger, you can choose to have that unit visible in the world or<br />
188 <strong>DCS</strong> USER MANUAL