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Tempest’s Blue Flash Dynamic Campaign

Last Update to this FAQ: Jan 7, 2023

Discord: https://discord.gg/BJb6xakYbW

This server runs on open beta like all other DCS Multiplayer servers. If you are not familiar with that then join the discord.

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Server Basics

Server Name: Tempest Blue Flash SARH Campaign PVP/PVEServer Location: North Carolina, USA�IP: 76.253.187.61:10309SRS: 76.253.187.61:5003���Radio Frequencies REDFOR:�1) 124.00 - Human GCI (Common Side Chat)Helicopter Common: 30.00FM

AWACS 125 & 126���Radio Frequencies BLUFOR:�1) 251 - Human GCI (Common Side Chat)�Helicopter Common: 30.00FM

AWACS 252 & 253

Tacview�TBD

Read the mission briefing for critical information. For more in-depth info, read this document.��Discord: https://discord.gg/BJb6xakYbW

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Server Rules

  1. Do not be a jerk or malicious.
  2. Do not bomb roadbases… Do not spawn camp FARPs maliciously/excessively
  3. Do not try to break the spirit of the server (ie arming at bases behind enemy lines)
  4. No racism/sexism/xenophobia/etc.
  5. Do not jam comms on radio channels
  6. Do not re-slot to avoid death.
  7. Do NOT AFK at road bases and block them for others. You will be kicked.
  8. Do not attack the main protected airfields (Anapa and Kutaisi)

The server staff are adults with full time jobs and lives. If you break the rules repeatedly you will be permanently banned, we do not have time for it.��Discord and Server moderators have been appointed and we have coverage in every major time zone.

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Purpose of this Document

If you are reading this then you may be interested in our Dynamic Campaign Server. The purpose of this document is to give a complete and detailed breakdown of the server and all of its mechanics.

If you don’t feel like reading and rather get the general breakdown of things, then check out this video here (this video was made for ECW but it’s generally correct for the basic features)��Video explaining the mechanics: https://www.youtube.com/watch?v=pZCtPDQ42-k

�Teaser Trailer: https://www.youtube.com/watch?v=7JnlsKtWdYs

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Server Mission Statement

To provide a fun, competitive and balanced (via parity) multiplayer dynamic campaign in DCS centered around SARH (Semi-Active Radar Homing) air combat. Due to holes in the DCS playable aircraft universe, decisions must be made in order to achieve the mission statement. Main pillars are the fundamental truths and must be consulted and adhered to when changes are considered.

The server mission statement is the overall vision, the pillars allow us to build to that vision.

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How does TBF Differ from ECW?

TBF runs on the same core engine that ECW does. That being said there are some key differences. ��1) Weather and Night Operations

(TBD) Given the data we acquired from ECW and the frequent asks for more inclement weather and night/dusk operations, we've decided to add more of that here. The reasoning is simple. The planes and radars are more advanced so the mk1 eyeball isn't as important as it is with the ECW plane set, which allows us to experiment with more difficult visibility conditions without alienating the target audience. You will see more varied weather and lighting conditions than you will see clear skies. If this becomes an issue, we will obviously make changes, but at the start, expect to dust off those IFR procedures.��2) Modern jets... but not too modern. MFDs are the mind killer is still somewhat of a thing; however, we've made more exceptions here to better differentiate us from the ECW planeset …��3) (TBD) Buddy Lazing is a planned feature to allow helicopters to drop fixed jtacts to laze strategic targets. PGMs/LGBs will require you to work with your team to utilize them. We don’t want solo heroes with top tier weapons.

�4) IADS. SAMs are a much bigger threat than they were on ECW. We are using the MANTIS air defense network in order to provide an integrated air defense system. Major SAM threats exist around key strategic targets. You’ll need to be clever in order to defeat these threats and work with your team and the automated SEAD flights to make progress. No one has any ARGMs at this time.

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Main Pillar #1 - Fun

Fun: �The first and most important pillar is to ensure that the server remains accessible and fun for players to enjoy. Restrictive mechanics like lives, side locking and fuel refueling will never be part of the server. Mechanics that take away fun or frustrate users are avoided. ��Example of Pillar Use: Due to this pillar being a fundamental truth in the server, Textlord Bot will be used on the server in order to normalize data across sides.

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Main Pillar #2 - Competitive Campaign

Competitive Campaign:The second pillar is to lean into and encourage a competitive environment. A dynamic campaign where one side eventually wins is the main focus of the campaign. To avoid an airquake scenario, players and mechanics encourage participation in the campaign. Players should feel that their efforts are part of a larger effort. ��Example of Pillar Use: In order to incentivize participation into the campaign, players actions on the frontline result in campaign points. These points, once reaching a threshold, will allow access to restricted slots to better equipment. ��Once they die they lose their points and cannot use the restricted slot until they gain points again. Restricted slots are restricted based on server pop numbers. Due to the competitive nature of the server, mechanics are limited to what players can do. The focus is bombing frontline and strategic targets or to defend those targets. There will be no tac commander or controllable ground units as this leads to abuse and/or a micromanagement of ground units.

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Main Pillar #3 - Balance/Parity and Asymmetry

Balance/Parity and Asymmetry: �Balance/Parity will be achieved while still allowing for asymmetrical fights. The plane sets will be sourced from historical availability to allow for asymmetrical fights but tweaked to ensure that there is parity between sides. Most of this tweaking comes into the availability of what weapons are and are not restricted.��The priority is, Parity/Balance > Asymmetry > Historical Accuracy

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Main Pillar #4 - Creative Freedom

Creative Freedom: �Creative freedom will be used extensively in order to ensure that balance is there but asymmetry is a must to keep fights interesting. Creative freedom will be used in order to keep things fun and competitive.

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Planes & Attrition Cauc

Airframe

Airframe Cost

A-10A

0.85

A-10C

0.95

Mirage2000C

1.15

Mirage F1

0.80

AJS-37 Viggen

1.00

AH64

1.10

AV8B

1.10

F-15C

1.25

UH-1 Huey

0.65

SA342 Gazelle

0.65

C101CC

0.65

Airframe

Airframe Cost

Su-25A Frogfoot

0.80

Su-25 T

0.85

F-14A

1.10

Su-27

1.35

Mig-29A

1.00

Ka-50

1.15

Mi-24P

0.85

MI-8MTV2

0.70

MB339A

0.65

L-39ZA

0.65

CSAR Value: 0.6

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Persian Gulf

Planes & Attrition

Airframe

Airframe Cost

F/A-18C

1.15

F-16C

1.10

F-14A

1.10

F-14B

1.20

AV8B

1.10

AH64

1.10

F-15C

1.25

UH-1 Huey

0.65

SA342 Gazelle

0.65

Airframe

Airframe Cost

Mig-29S

1.25

Su-25 T

0.85

Mirage2000C

1.10

Su-33

1.35

Mig-29A

0.90

Ka-50

1.15

Mi-24P

0.85

MI-8MTV2

0.70

AJS-37 Viggen

1.00

Mirage F1

0.80

Mig-21/F-5E

0.70

CSAR Value: 0.6

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Maps & Scenarios

Scenario 1: Caucasus - Anapa vs Kutasi�This is our original scenario. This is considered our 80s Cold War scenario. This means that the Mig-29 and Mirage 2000C are the main modules.�

Scenario 2: Persian Gulf - Shiraz vs Liwa�This is our original scenario. This scenario is an early 90s (loosely) with the USN/USMC being the main players vs an assortment of Redfor aircraft. Redfor will also have stronger frontline units and more SAMs than Blue. ��PG will also have moving Carrier spawns. Version 1.0 they are fairly static. Future version we will have a group that moves with the frontline. They are destructible. ����Missions run for 4 hours. Use command -timeleft in all chat (case sensitive) to see how much time is remaining in mission.

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Weapon Restrictions Blue

F-15C - 120s, 7M, 7MH, 7E, 9M, 9P, TCTS, Smoke

AJS37 - Illum Bombs, RB15F, RB24

A10A - BDUs, CBU97, 9M, TCTS, 65H/K, Illum/Smoke Rockets, Marker Flares, Smoke

A10C - (Same as A) plus TGP, GPS Bombs

F1 - AIM9B, Smoke/Illum Rockets

AH-64D - Smoke Rockets

UH-1H - Smoke/Illum Rockets

SA342L - Smoke/Illum Rockets

Mirage2000C - D2M, Smoke, TAF��F-18 - IR Mavs, Joint Munitions, TPOD, smoke, no low drag bombs except limited GBUs, Aim7M/MH/P, 9M/X��F-16 - Joint Munitions, pylon restrictions, TPOD, no low drag bombs except limited GBUs, 9M/X��AV8B - limited aim9 stations, limited tpod stations, no L rockets��F-14 - Aim7M/MH/P, aim9M, Phoenix

These are the list of restricted weapons (either behind points or not available). There are no Aim120s available on the server. The JHMCS is restricted do not use it. We will enforce this through screen captures, and other means.

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Weapon Restrictions Red

F14A - Phoenix, Lantirn, BDU, 9M, Smoke

MIG-29A - R27ER/T,

SU25T - Vikhr, KH-25MP/U, KH58U, ELINT, Smoke/Illum

SU25A - Smoke/Illum

SU27 - R27ER/T, Smoke

MI24P - Smoke/Illum

KA-50 - Smoke/Illum

�Mig29S- R77

These are the list of restricted weapons (either behind points or not available). There are no Aim120s available on the server

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Map Area

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Map Area Persian Gulf

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How Does the Frontline Work?

The Frontline�The frontline has 20 encampments, there are 30 sectors. The encampments are made up of ground troops with SPAAA protection. Sector #1 is the most eastern sector, sector #30 is the most western sector. Frontline units only spawn at the sectors that border red/blue.��Strategic Targets - Front Depots�Front depots are logistical targets, they spawn a few sectors behind the frontline. They are protected by SPAAA and SAM systems. ��Strategic Targets - Industrial Targets�Industrial targets are high worth targets, they are oil production facilities, factories and/or merchant ships. These targets do not dynamically spawn, their damage is persistent across that reset.��Frontline Movement Mechanic�The entire health pool of the side is out of 1,000. �Frontline: 50% of HP�Front Depots: 20% of HP�Industrial Targets: 30% of HP��There are two ways to move the frontline. 1) When a side destroys 80% of the side’s health, a breakthrough occurs and the sector will move two sectors over immediately. 2) Every 2 hours, the server compares the health of both sides. If there is a variance of 5% or more then a push occurs and the winning side gains one sector. ��Attrition�Each plane has an airframe cost. As planes are shot down, the campaign server tracks the net worth of all of the aircraft shot down by each side. It then compares both sides and the side with the most losses take a punishment. This comes in the form of an increase to the frontline move threshold. This is to dissuade users from suiciding and to incentivize them to RTB. The minimum threshold will always be a 50 point difference to get a push, it can scale as high as 300+ should one side consistently not RTB. The difference in airframe losses is what determines what punishment is calculated. CSAR helps reduce the loss in attrition as rescuing or capturing pilots reduces the attrition score.

Server Commands to Check Frontline Health:�Check the F10 menu in game.

Please note when the frontline moves all the units repopulate.. This happens every 2 hours.

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How Does the Frontline Work? Part 2

Airfield Spawns�Anapa - Main Red Airfield (Always open)�Kutasi - Main Blue Airfield (Always Open)�Attackers can always spawn at their forward airfield when sector is owned by their side.

FARP Helicopter Spawns�Helicopter Spawns are labeled by what sector they spawn in. Check what the frontline is before attempting to spawn there is a 1 sector buffer. �We recommend jumping into an airplane slot, checking the map to see what the map situation is like. Sectors are numbered from 1 (furthest east) to 30 (furthest west).���If you pick an invalid slot, check chat and it will tell you why. Forward airfields and FARPs can dynamically open and close as the frontline moves in real time.

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Miscellaneous

Flight Times�The map is symmetrical at the starting campaign position. As the frontline moves the frontlines adjust and flight times change. Forward airfields become active when the frontline moves to a certain point to ensure flight times do not become excessive. If you feel that your flight time is too long, we recommend flying at higher altitudes… Many people are used to flying at treetop level - it is actually faster and more fuel efficient to fly higher. We recommend 7,000m as the cruising altitude.

Road Bases�Road bases are able to be used to get into the fight quicker. Players who come from a main airfield and re-arm at a road base do not face restrictions. A full payload may not be viable at all roadbases!��FARPS�FARPs are dynamically spawned bases where helicopters operate from. They spawn in relation to the frontline location. Further helicopter missions will come to the server that will include non-combat missions. Currently, helicopters are encouraged to attack the frontline. Farp Marker:

Airfield Protection�The rear most player spawn airfield have a no-fly zone around them for enemies. You are given a one minute warning when flying into them. If you do not leave the circle after one minute, you will be exploded by the server and your name will be logged. This mechanic exists to ensure that people do not grief the airfields by bombing them. If you bomb the rear most airfields then you will be banned.

Forward airfields are protected with IR and SPAAA. Please do not spawn camp FARPs.

Farp Marker

Road Base Marker. The arrow�Shows direction to land in. The tip of the arrow is where the road base is.

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Miscellaneous Part 2

Road Bases�Road bases are sprinkled throughout the map on Caucuses. They require a 4 sector buffer in order to spawn. “Blue Road #” Attackers are exempt from this rule, they can lift at road bases until the sector where the roadbases is located is captured. Road bases are marked on the map with an arrow. The arrow shows which direction you should land in. The tip of the arrow is where the road base begins.��If you land at a road base, we recommend arming outside of the tire zone so people do not spawn on top of you.

Red Road Bases have:�2x Su25As�2x Su25Ts�1x Mig29A��Blue Road Bases have:�2x Mirage F-1�2x Viggen�2x A-10A

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Miscellaneous Part 3 PG

Road Bases�Road bases are sprinkled throughout the map on Caucuses. They require a 4 sector buffer in order to spawn. “Blue Road #” Attackers are exempt from this rule, they can lift at road bases until the sector where the roadbases is located is captured. Road bases are marked on the map with an arrow. The arrow shows which direction you should land in. The tip of the arrow is where the road base begins.��If you land at a road base, we recommend arming outside of the tire zone so people do not spawn on top of you.

Red Road Bases have a mix:�F1s, Viggens, Mig29. And some RBs will be more a2a bias with f1s, migs and Su33s��Blue Road Bases have:�Harriers Only

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Helicopter Missions

CSAR�Helicopters are able to recover downed pilots. By recovering a downed pilot they recover 0.50 airframe cost. Downed pilots can be found using radio navigation. BLUFOR: 31.05 fm, REDFOR: 121.50 am. Huey tunes manually on the an/arc 131, Mi-8 tunes channel 4 vhf on the ARK-UD, Mi-24 tunes channel 4 on the ARK-U2. ��Downed pilots shoot a single flare (4km) and smoke (2km) when a helicopter nears, regardless of what helicopter it is. Enemy pilots can be captured and do not have radio beacon guidance. Helicopters must land within 100m for the downed pilot to board.��Downed pilots are only saved when they are dropped off at a friendly base (road base, airfield or farp). You will get a message confirming that he has been saved.

Infantry Insertion�Helicopters can load infantry at bases and insert them in enemy sectors. If they land within 3km of enemy troops, they despawn after 3 minutes and then attack those targets. They then respawn near the targets they attacked and despawn after 5 minutes. They can be picked up and when a helicopter gets within 5km of them they will pop green smoke for exfil. This resets the 5 minute despawn timer. ��Infantry Recon�Gazelles and Hinds can do helicopter recon. They load recon infantry from a FARP and drop them in enemy sectors. After 2 minutes recon infantry despawn and scan a 4.5km radius around them and then respawn. They pop green smoke when you are 3km from them. Targets are marked and credits are awarded once they are retrieved. Hueys and Gazelles can pick up recon troops but cannot re-deploy them.��Seats�Helicopters have limited seats, they are set at these values for balancing reasons between helo vs airframe frontline push.�Mi-24 Hind: 3�Mi-8: 14��Gazelle: 3�Huey: 14��Closing Roadbases�Helicopters that can carry a squad, can close enemy road bases down by landing near them. 4 units will disembark and then despawn after 30s. They will close the enemy roadbase for 30 minutes. Roadbaes can be reopened by landing friendly infantry at them.

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Helicopter Missions Continued

JTAC and CTLD enabled. ��Currently only available for PG, but certain FARPs and Airbases will have CTLD enabled where you’ll be able to pick up drivable JTACs for buddy lazing duties. ��Not all FARPs are available and the ones that are should be marked with green smoke. (Still testing this so if this doesn’t work I’ll write up a list of what is and is not available).

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What Are the Mini Missions?

AI SEAD Flight�Caucuases: Every 2 hours one side gets an AI SEAD flight and it alternates each time. The AI bomber flight (Su24s or Tornado IDS) fly across the sectors to strike the rear industrial targets. Sides will need to decide if they wish to escort or intercept the SEAD flight. The rear industrial targets are now heavily defended with SAMs. ���Ship Convoy��A mine laying ship convoy spawns near the frontline.. They sail into enemy territory and then once they reach their destination begin maneuvers to lay mines. Their destination are enemy merchant ships. The convoy ignores the merchant ships and lays sea mines. The merchant ships are ONLY there as a visual aide to make it clear where the convoy’s destination is. If they convoy are able to lay all their mines (~5 minutes) then the other side’s merchant ships that are located in their harbor industrial target take damage.��

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What Are the Mini Missions? PG

AI Bomber Flights�Caucuases: Every 2 hours one side gets an AI Bomber flight and it alternates each time. The AI bomber flight (B1 and Tu22M) fly across the sectors to strike the rear industrial targets. Sides will need to decide if they wish to escort or intercept the Bomber flight. The rear industrial targets are now defended with some SAMs and QRF Redfor fighters���

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What are QRF Slots (PG Only)

Redfor will have slots labeled QRF. These slots are pre armed with a CAP load out and are hot starts. ��They’re available in a few key areas and are limited to Gen 3 fighters only (Mig21,F-5, F1). ��The idea is that you can quickly get into the action and intercept Bluefor units with older tech. Gen 3 aircraft have no spawn limitations and will be able to spawn right on the frontlines, unlike Gen 4 which have a 4 sector buffer to have their slots active (except for Carriers and Home base)

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TextLordBot - This has been replaced with the Yink EDubs system

  • It is available under the F10 radio menu in the OverlordBot section.
  • It will respond with text only
  • It supports bogey dopes and tripwires
  • You are limited to one request per 30s.
  • It is LOS limited
  • It doesn't cost the server any money to use.

If you run into any issues using TextLordBot then please put it in Discord and ping @DOLT 1-2 | RurouniJones. This is a new feature and the creator of Overlord/TextALord bot is not accepting new requests. Only bug reports!

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Recon

Players have the ability to conduct recon missions to find targets for their side to attack. The requirements for your sortie to be considered a recon sortie follow:��-Be in a Mig-29, Viggen, or F1�-Do not arm any weapons and zero out your cannons (de-arm yourself)�-You are only allowed fuel bags, jammers pods and counter-measures. ANY weapons or anything else (inc.RATO pods) are not allowed.

Once you have taken off, you will receive a message in the top right to confirm your sortie is considered a recon flight. By accessing the radio menu you can enable recon mode which uncages your camera and begins filming after a 1s delay. It will continue to film until you run out of film or you turn off your camera in the radio menu. Once you have RTB’ed your film is developed, it is confirmed in a message on the top right, and any targets you scouted are marked on map. Markers only get deleted once the units are destroyed.

The camera system is modeled by our code. It is dependent on your altitude, pitch and roll. If you exit the maximum parameters, the camera will no longer be able to take photos of the ground. The parameters are on the next page.��Successfully scouting a target via recon gives 0.25 credits. The final number is rounded up to the nearest 1.

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Recon Parameters

If you exit these parameters, your camera will not be able to recon targets even if film is being spent. Film is replenished when you take back off again.��Fast Jets (Mig29, F14A, F1, AJS-37, M2K) �Min Altitude: 50m AGL�Max Altitude: 10000m AGL�Max Roll: 8 degrees�Max Pitch: 15 degrees�FOV: 60�Film Duration: 45 seconds�Camera Position: 20 Degrees Below Nose

Slow Jets (MB339A, C101, L39) �Min Altitude: 50m AGL�Max Altitude: 10000m AGL�Max Roll: 8 degrees�Max Pitch: 15 degrees�FOV: 60�Film Duration: 120 seconds�Camera Position: 20 Degrees Below Nose�����

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How Do Plane Restrictions Work?

F-14 Phoenix requires 30 points to use. ��Mig29S ER requires 20 points to use. (PG only)��You have a maximum of 45 points. Points can be earned by playing the campaign and supporting your team. Striking ground units doubles the points you earn vs other activities. MOVE THE MAP. ���

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How Do Stats Work?

Stats can be found on discord , in #bot-commands. You must be enrolled in the cold war role to be able to type in any stats related channel, to do that go to #role-selection and hit the Blueflash button Type .help in #bot-commands to get information on the commands. The command you will use 99% of the time will be .stats. ��Linking Your Account�You must have your discord account linked to your DCS account. To do this, go into #bot-commands and type .linkme. You will then get a DM from the bot which will give you a secure code. Log into game and type that secure code into all chat. Your accounts will then be linked and then you can use stats commands in discord.��If you have any issues, type in #bugs-reports.

�The stats will give you an overview of your performance. The staff will release global level stats for balance reasons in interimmentent times.�

The stats system is powered by SpecialK’s discord stats bot.

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How Do Punishments Work

You can check your in game penalty points by typing in game all chat, -penalty.

These actions are tracked by the stats system and hand out negative social credit:��Infractions�Friendly Fire Kill: 30 Points / 10 Points for AI�Bombing Road Base: 40 Points��Multiplier�The punishment scales based on how many hours you have played�0-4 Hour Played: 1.5x�4-8: 1.2x�8+: 1x�This means if you friendly fire with 1 hour played on the server, your punishment is not 30 points but 45 points (30*1.5).��Time Decay�The negative social credit value gets a decay multiplier which reduces the amount after several days. This is your time out period.�0 Days: 1x�3 Days: 0.5x�7 Days: 0.25x�14+: 0x�This means that if I have 100 points now, it will be 50 points by day 3, after 7 days your points will be 12.5 (50 * 0.25), after day 14 it will be at 0 points.��Penalties�These are the penalties, once you reach this point value this penalty will be handed outWarning: 1 PointKicked to Spectator: 40 points (10s delay)�Kicked from Server: 60 points (10s delay)�Ban: 100 points (10s delay)

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How Does Roadbase Protection Work

The roadbase zone is a 3D rectangle bound around the area of the roadbase and its runway. Since every roadbase is slightly different, the average dimensions are as followed:

Width = 1000m, Length = 1600M, Height = 150M��Why Did I Explode?�1) You have hit some object within the roadbase zone. This can come from direct cannon fire, crashing, etc. If you have “hit” some object in the roadbase zone you will be exploded and punished.

2) Upon releasing any weapon that is attached to a pylon (AAM, ATGM, etc) within the limits of the roadbase zone you could also be exploded. In this case you are not directly being exploded but your weapon is as soon as it’s released from the pylon. This can lead to some “false positives” if you are under 150 Meters, so bare that in mind when engaging enemies near roadbases. Regardless you are punished, if you find this to be a false positive as described above, please reach out to an admin to make the appropriate correction to your punishment points.��The reason this system is in place is to keep roadbases clear of damage as they cannot be “repaired” unlike airbases. This is a DCS limitation.�

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FAQ

What Are Your Plans?�We are working toward overhauling the code to plan for a total revamp of the code, we expect this to be done in 2023 which will have an entirely new campaign system.��Why is X not on the server?�The planes and weapons on the server have been thoughtfully curated to make sure there is parity between both sides. Due to the fact that Eagle Dynamics models only specific modules, there are gaps that exist on both sides. In order to give both sides parity, we have limited certain weapons. If X is not in the game then it was done thoughtfully.��WHY NO MODS?�Read this.

Why is Slinging and Tac Commander not allowed?�It is too time consuming to try to find the right way to balance slinging. Too loose and every objective becomes Hanoi. Too restrictive and then slinging becomes pointless. We have spent more time in the generation of dynamic targets. We want the focus to be in air to air and air to ground, not ground to air. There is too much potential abuse with the micro-management of ground units.��My Question Wasn’t Answered in this Document:�Ask in Discord in the Cold War SARH Chat.

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FAQ

Will X mod be allowed (SU-17, A-4, etc)?�ED/DCS does not allow us to enforce a single version of a mod. This means that players can install older versions of the mod, gain access to a slot, and then abuse an alpha or beta FM. This would result in an unfair advantage. We would love to have the mod allowed on the server if we could not risk the fair and competitive nature of the server. Additionally if you do not have the A-4 mod then A-4s appear as Su-27s which is a friendly fire mess waiting to happen.��Will X Module be added in?�The Mirage F-1, F-4 and Mig-23 will be added in immediately barring any game-breaking bugs related to them. Any other early-to-mid cold war plane (A-6, Mig-17, etc) will most likely be added in as well. WE WILL ONLY ANSWER QUESTIONS REGARDING NEW MODULES ONCE THEY HAVE HIT THE ED STORE.

Server Tacview?�Is currently disabled for performance

Weather�There will be variations in the weather. Typically more poor weather days than clear.

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Meet the Server Staff

Developers��Yink- Developer���Mission Editor�Cookie - Lead Mission Editor�DeadSeed - Mission Editor�Smooth - Mission Editor��System AdminsKing Crab - System Admin / Overlord GCI Product Owner��QASuper Etendard - QA�CNN - QA �Skyrage -QA ��Project Management�Tempest - Project Manager / Gameplay Design / Marketing / ME / Developer

Consultant�Enigma - Marketing and Design Consultant

We’d like to give a big shout out to all of the Enigma Cold War staff, some of whom have helped us directly and others indirectly by making ECW the success that it is.

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Now What?

Thank you for taking the time to read our FAQ. You should now have a grounding in how the campaign plays. We encourage you to play. If you feel uneasy or nervous, just log in and play. The faster you log in the faster you can start to get accustomed to everything.

If you’d like to support further please consider joining the patreon or giving my a follow over on twitch. Links found below:��https://www.twitch.tv/tempest7mr��https://www.patreon.com/tempestblueflash?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=creatorshare_creator��https://discord.gg/BJb6xakYbW