<?xml version="1.0"?>
<rss version="2.0"><channel><title><![CDATA[JG1 Servers & Events Latest Topics]]></title><link>https://forum.jg1.org/forum/197-jg1-servers-events/</link><description><![CDATA[JG1 Servers & Events Latest Topics]]></description><language>en</language><item><title>TeamOps Syria YK2 (1975)</title><link>https://forum.jg1.org/topic/17319-teamops-syria-yk2-1975/</link><description><![CDATA[<p>
	<strong><span style="font-size:24px;">TeamOps Syria YK2 — EVENT HUB &amp; PLAYERS GUIDE </span></strong><br />
	<span style="font-size:16px;">Fox3 Server · Syria Theater · 1975 Era Aircraft</span><br />
	<span style="font-size:16px;">Designed by JG1_Flyboy</span>
</p>

<p>
	Welcome. If you found your way here from the event announcement, this is the right place. Everything you need to participate in TeamOps Syria YK2 is on this page.
</p>

<p>
	─────────────────────────────────────
</p>

<p>
	<span style="font-size:24px;"><strong>Updates </strong></span><span style="font-size:16px;">(new information as of July 29, 2026)<br />
	<br />
	- Chaparrals have been replaced on Blue side with the same SA-9's of red side. The Chaparral was just too powerful and doesn't emit a smoke trail to help evade.<br />
	<br />
	- English Player's Guide will be updated by end of August. There are additional new features not in the guide so see changelog at bottom for what's new.<br />
	<br />
	- Russian and German version Player Guide uploaded. The formatting is not perfect but should work. If you speak these languages and find any issues with the translations please let me know. </span><br />
	<br />
	<span style="font-size:16px;">- Additional dates have been added. Check the schedule below. First times are USA Eastern time. <br />
	<br />
	- TeamOps Voice is now operational and the .zip is attached here. Follow the readme carefully, and if you have problems let me know. Must have VoiceAttack but this will allow you to use voice commands for up to 65 menu options in game.</span>
</p>

<p>
	<span style="font-size:16px;">- Respond to this post below if you have any issues, questions or suggestions. </span>
</p>

<p>
	─────────────────────────────────────
</p>

<p>
	<strong><span style="font-size:16px;">What is TeamOps Syria YK2?</span></strong>
</p>

<p>
	TeamOps Syria YK2 is a structured PvP campaign event hosted on the Fox3 Server. Two organized teams — each led by a player commander — compete across multiple scheduled event days to win the map. Persistence carries between sessions: territory, supply, and ground force positions all carry forward from one event day to the next. The campaign ends when one team controls the theater or time runs out.
</p>

<p>
	This is not a drop-in public server. It is a set-time, set-team event with real stakes and a campaign outcome.
</p>

<p>
	─────────────────────────────────────
</p>

<p>
	<strong><span style="font-size:16px;">Player's Guide</span></strong>
</p>

<p>
	The Players Guide is attached here and covers everything: roles, menus, rules, scoring, logistics, commander responsibilities, and strategy. Reading it before your first session will save you a lot of confusion. Includes English and Russian versions.
</p>

<p>
	─────────────────────────────────────
</p>

<p>
	<strong><span style="font-size:16px;">Open Testing and Familiarization Sessions</span></strong>
</p>

<p>
	Before campaign play begins I am running open fly sessions so players can learn the mission at their own pace. These are no-pressure learning sessions — try the menus, fly a role, ask questions. I will be on the server in the Admin position to direct traffic and answer questions in real time.
</p>

<p>
	Wed July 29, 2100 ET (US)/0100 UTC
</p>

<p>
	Check back periodically for other times and dates that will be announced here. <br />
	<br />
	Server: Flyboy's TeamOps | Fox3ms.com V9-72<br />
	Password: Will be given on the day when you join us on the JG1 Discord channel. <br />
	<br />
	JG1 Discord required (where we will meet):<br />
	<a href="https://discord.gg/DNXBduj8" rel="external nofollow">https://discord.gg/DNXBduj8</a>
</p>

<p>
	─────────────────────────────────────
</p>

<p>
	<strong><span style="font-size:16px;">Event Format and Slots</span></strong>
</p>

<p>
	Open testing is unrestricted. For the actual campaign event, slots will be limited to 25 players per team (50 players total) to keep the teams balanced and the event manageable. Event session passwords will be issued to registered participants. Details on event registration and scheduling will be posted here as they are finalized.
</p>

<p>
	─────────────────────────────────────
</p>

<p>
	<strong><span style="font-size:16px;">Server Information</span></strong>
</p>

<p>
	<strong>Server Name:</strong> <b>Flyboy's TeamOps | Fox3ms.com V9-72</b><br />
	<strong>IP Address:</strong> <span>147.135.72.72 </span>Port: 10308<br />
	<br />
	<strong>Password:</strong> Password will be given when you join JG1 Discord. For passwords in advance, request via PM to <strong>@JG1_Flyboy   </strong>(I am also on Discord as Flyboy25)
</p>

<p>
	<em>*Fox3 Division level server that can host up to 60 players. Includes support for SRS, LotATC and Tacview<br />
	**Get more information about Fox3 at: <a href="https://www.fox3ms.com/" rel="external nofollow">https://www.fox3ms.com/</a></em>
</p>

<p>
	─────────────────────────────────────
</p>

<p>
	<strong><span style="font-size:16px;">Questions?</span></strong>
</p>

<p>
	Post questions here and I will answer them. If something in the Players Guide is unclear, say so — your question probably helps someone else too. See you on the server.
</p>

<p>
	— JG1_Flyboy
</p>

<p>
	─────────────────────────────────────
</p>

<p>
	<span style="font-size:36px;"><strong>Changelog</strong></span>
</p>

<h2>
	TeamScore 1.055 through 1.086
</h2>

<p>
	This is a consolidated summary of player-facing changes since 1.054. Internal logging and performance work are omitted.
</p>

<h3>
	Campaign, zones, and commanders
</h3>

<ul>
	<li>
		Capturable zones now have coalition-colored F10 map overlays that update when ownership changes.
	</li>
	<li>
		Zone Status includes supplies, warehouses, and EWR status.
	</li>
	<li>
		Commander units may be placed at any owned capturable zone except Damascus and Ramat David.
	</li>
	<li>
		Commander forces, zone defenses, inventories, and surviving units carry forward through campaign persistence.
	</li>
	<li>
		End-of-day reports include next-day commander budgets, inventory, and purchase options.
	</li>
	<li>
		Admin AI practice spawning was repaired and includes CAP, CAS, bomber, and preset packages.
	</li>
	<li>
		Optional Tournament Rules lock scoring players to a coalition for that session. Switching sides after activation clears personal statistics and pending rewards, but does not reverse points already awarded to a team.
	</li>
	<li>
		Wrong-side base spawning is enforced. Players receive private warnings and time to leave the slot; operating an aircraft from an enemy-owned base can result in its destruction.
	</li>
</ul>

<h3>
	Reconnaissance
</h3>

<ul>
	<li>
		<p>
			Recon airplanes and helicopters on both coalitions use the same flight envelope:
		</p>

		<ul>
			<li>
				Minimum: 20 m/66 ft AGL
			</li>
			<li>
				Maximum: 3,000 m/9,843 ft AGL
			</li>
			<li>
				No speed restrictions
			</li>
		</ul>
	</li>
	<li>
		<p>
			Capture-zone reconnaissance requires the aircraft to pass within 2.5 nm of the zone center.
		</p>
	</li>
	<li>
		<p>
			Recon of tethered S, T, Z, and deployed groups normally requires passing within 2.0 nm.
		</p>
	</li>
	<li>
		<p>
			Recon detection now checks once per second, greatly reducing missed or delayed notifications.
		</p>
	</li>
	<li>
		<p>
			Recon points and collected intelligence remain pending until the recon pilot successfully returns to base.
		</p>
	</li>
	<li>
		<p>
			Zone recon reports what remains inside the zone’s defense area. Tether recon tracks the current position of mobile groups.
		</p>
	</li>
	<li>
		<p>
			Empty staging areas no longer create misleading <code>(NONE)</code> markers.
		</p>
	</li>
	<li>
		<p>
			Recon markers are timestamped and normally remain for 45 minutes.
		</p>
	</li>
</ul>

<h3>
	Special-unit intelligence
</h3>

<ul>
	<li>
		Spy, SpecOps, and JTAC teams create intelligence snapshots only after completing a scan. They are not permanent live sensors.
	</li>
	<li>
		New or changed contacts require another completed scan.
	</li>
	<li>
		Repeated scans update existing intelligence markers and restart their 30-minute lifetime.
	</li>
	<li>
		Scout vehicles remain immediate mobile reconnaissance units and do not require a scan delay.
	</li>
	<li>
		Engineers do not detect enemy units; their role remains repair and technical support.
	</li>
	<li>
		Downed pilots are hidden from normal Recon, Scout, JTAC, and Engineer detection. Only Spy and SpecOps teams can find them through a completed scan.
	</li>
</ul>

<p>
	Scan requirements:
</p>

<ul>
	<li>
		SpecOps: within 3.0 nm and stationary for 180 seconds.
	</li>
	<li>
		Spy: within 3.5 nm and stationary for 300 seconds.
	</li>
	<li>
		JTAC: within 2.5 nm and stationary for 15 seconds.
	</li>
	<li>
		Scout: immediate detection within 2.0 nm.
	</li>
</ul>

<h3>
	Special-unit ROE
</h3>

<ul>
	<li>
		SpecOps, Spy, JTAC, Engineer, and downed-pilot groups remain at Weapons Hold and Green alarm state throughout WAITING, PEACE, and WAR.
	</li>
	<li>
		These units will not fire and reveal their concealed positions.
	</li>
	<li>
		Scout vehicles remain at Return Fire and may defend themselves after being attacked.
	</li>
	<li>
		Scripted reconnaissance, sabotage, designation, repair, rescue, and capture actions still work normally.
	</li>
</ul>

<h3>
	Downed pilots and CSAR
</h3>

<ul>
	<li>
		A genuine player ejection creates physical downed-pilot units.
	</li>
	<li>
		The ejected player receives 25% of that sortie’s pending points once a physical pilot is confirmed.
	</li>
	<li>
		The remaining 75% becomes recoverable value carried by the downed pilot.
	</li>
	<li>
		The original pilot receives no further recovery points.
	</li>
	<li>
		Multicrew aircraft create separate pilots. The 75% recovery pool is divided among them, while every crew member retains a full normal CSAR award.
	</li>
	<li>
		Rescuing only one member of a two-person crew recovers only that crew member’s share.
	</li>
	<li>
		Failed ejections, killed pilots, and expired pilots lose their individual shares.
	</li>
	<li>
		Ejections no longer incorrectly count as both an ejection and a death when DCS reports the aircraft’s destruction first.
	</li>
	<li>
		Two-seat aircraft such as the F-4 and L-39 retain the correct crew count even if the aircraft is already destroyed when the ejection event arrives.
	</li>
	<li>
		Reused DCS parachute names no longer prevent later pilots from becoming valid CSAR pilots.
	</li>
	<li>
		Killing an enemy downed pilot awards no kill points.
	</li>
	<li>
		Killing a friendly downed pilot produces a substantial team penalty and, when attributable to a human player, a personal penalty.
	</li>
</ul>

<h3>
	Friendly pilot information
</h3>

<ul>
	<li>
		<p>
			Friendly downed pilots receive exact, read-only coalition F10 markers.
		</p>
	</li>
	<li>
		<p>
			Marker text includes pilot identity, ejection time, and total rescue value.
		</p>
	</li>
	<li>
		<p>
			Rescue value is broken down into recovery, normal CSAR, and Combat components.
		</p>
	</li>
	<li>
		<p>
			<code>TeamScore &gt; Downed Pilots &gt; Friendly Downed Pilots</code> gives every player a private Top 10 overview sorted by value.
		</p>
	</li>
	<li>
		<p>
			Reports include the nearest friendly-owned zone and the outbound radial from that zone to the pilot:
		</p>

		<ul>
			<li>
				Blue example: <code>282/6.2 nm</code>
			</li>
			<li>
				Red example: <code>282/4.5 km</code>
			</li>
		</ul>
	</li>
	<li>
		<p>
			CSAR aircraft retain the tactical Nearest Pilots command for live bearing and distance from the aircraft.
		</p>
	</li>
</ul>

<h3>
	Enemy pilot intelligence and warnings
</h3>

<ul>
	<li>
		When a player ejects, the enemy coalition receives a notification sound and a broad 10×10 km MGRS report—not the exact position.
	</li>
	<li>
		<code>Enemy Downed Pilots</code> lists the ten oldest active reports with their grids and report times.
	</li>
	<li>
		A completed Spy or SpecOps scan reveals the enemy pilot’s exact position with a read-only marker.
	</li>
	<li>
		Once revealed, the enemy pilot is identified as an enemy contact in the CSAR Nearest Pilots command.
	</li>
	<li>
		A coalition receives a warning if a player-controlled enemy CSAR helicopter comes within 2.5 nm of one of its downed pilots while airborne below 500 m AGL. The warning rearms after the helicopter leaves 3.5 nm.
	</li>
	<li>
		A coalition is also warned when an enemy Spy or SpecOps team begins scanning within 2.5 nm of one of its pilots.
	</li>
	<li>
		Starting a Spy or SpecOps capture produces an additional warning identifying the pilot’s broad grid.
	</li>
	<li>
		Pilot markers and reports disappear when the pilot is rescued, captured, killed, or expires.
	</li>
</ul>

<h3>
	Spy and SpecOps pilot operations
</h3>

<p>
	After a completed scan, the Target List separates:
</p>

<ul>
	<li>
		Rescue Downed Pilot
	</li>
	<li>
		Capture Downed Pilot
	</li>
</ul>

<p>
	The team must remain alive, stationary, in range, and possess an available action:
</p>

<ul>
	<li>
		SpecOps rescue/capture: 420 seconds.
	</li>
	<li>
		Spy rescue/capture: 600 seconds.
	</li>
</ul>

<p>
	After securing a pilot:
</p>

<ul>
	<li>
		The Spy or SpecOps team must be extracted.
	</li>
	<li>
		The carrying aircraft must return the team to inventory at a friendly-owned zone.
	</li>
	<li>
		Only then is the pilot delivered and the final award credited.
	</li>
	<li>
		Returning the team also earns its normal extraction award.
	</li>
	<li>
		Pilot value remains hidden while the field team holds the pilot and is displayed once the team and pilot are onboard the extracting aircraft.
	</li>
</ul>

<h3>
	Helicopter rescue and capture
</h3>

<ul>
	<li>
		CSAR-capable helicopters use the existing Pickup Pilot command for friendly rescue and enemy capture.
	</li>
	<li>
		Pickup requires remaining within 100 m for two seconds while meeting the normal landing, speed, and AGL conditions.
	</li>
	<li>
		Friendly pilots have pickup priority if friendly and enemy pilots are both within range.
	</li>
	<li>
		Enemy prisoners must be delivered to a captor-owned zone.
	</li>
	<li>
		Destruction of the transporting aircraft forfeits its onboard pilots and prisoners.
	</li>
</ul>

<p>
	Awards:
</p>

<ul>
	<li>
		Friendly rescue: full recovery share plus full normal CSAR/Combat value.
	</li>
	<li>
		Enemy capture: half of the recovery share plus the full normal CSAR/Combat value.
	</li>
	<li>
		Spy and SpecOps captures use the same capture-value formula.
	</li>
</ul>

<h3>
	Combat CSAR territory
</h3>

<ul>
	<li>
		Blue pilots receive the +50 Combat CSAR bonus only when downed inside the extended Syria DMZ belt.
	</li>
	<li>
		Red pilots receive the +50 Combat bonus only when downed inside the extended Israel DMZ belt.
	</li>
	<li>
		The GH corridor outside those belts, Jordan, Lebanon, and other neutral territory provide no Combat bonus.
	</li>
	<li>
		Pilots in neutral or enemy territory remain available for rescue or capture.
	</li>
	<li>
		A pilot who later ends up in friendly-controlled territory is automatically recovered without rescue points.
	</li>
	<li>
		Combat status and value are fixed when the pilot record is created.
	</li>
</ul>

<h3>
	SAM and ground-force changes
</h3>

<ul>
	<li>
		Blue short-range SAM packages now use the SA-9 instead of Chaparral.
	</li>
	<li>
		All SAM systems—including SA-9 and Chaparral—now use native DCS engagement, accuracy, ammunition, guidance, and reload behavior. TeamScore no longer modifies their missiles.
	</li>
	<li>
		Commander Armor AD-B costs 5 points, starts with three groups per coalition, and receives daily additions of <code>+2</code>, then <code>+1</code>, then <code>+1</code> on later days.
	</li>
	<li>
		Rebuilt AD-B templates contain six tanks, one SA-9, and one coalition supply truck.
	</li>
	<li>
		Red defenses deliberately mix truck-mounted ZU-23s and Shilkas, reserving Shilkas for stronger defense levels.
	</li>
	<li>
		Deployed AAA packages contain one Blue Vulcan or one Red truck-mounted ZU-23.
	</li>
</ul>

<h3>
	Transport and artillery
</h3>

<ul>
	<li>
		Vehicle package crate counts represent the cargo components required to assemble one vehicle—not multiple vehicles.
	</li>
	<li>
		AAA and SAM packages require two crates, keeping them unavailable to one-crate aircraft such as the UH-1H.
	</li>
	<li>
		Both coalitions’ helicopter-deployed ARTY package produces one L118 light gun.
	</li>
	<li>
		Mortar packages contain three 2B11 mortars and two rifle-security troops.
	</li>
	<li>
		AT packages contain three RPG/AT troops and two rifle-security troops.
	</li>
	<li>
		JTAC is a separate package and is not included with the mortar team.
	</li>
	<li>
		Blue M939 Heavy and Red Ural-4320-31 Arm’d trucks provide ammunition resupply. Place them approximately 30–60 m from supported weapons and keep them alive and stationary.
	</li>
	<li>
		The Mi-24P can carry eight troops, one vehicle crate, one supply unit, and up to two rescued pilots.
	</li>
	<li>
		Transport aircraft are now the native DCS C-130J rather than the community Hercules.
	</li>
</ul>

<h3>
	Player statistics and FAC
</h3>

<ul>
	<li>
		Player coalition identity is retained correctly after disconnecting, dying, entering spectators, or receiving delayed extraction credit.
	</li>
	<li>
		FAC is now a separate personal statistic used in Top Player ranking.
	</li>
	<li>
		A FAC earns one FAC credit per sortie for placing at least one valid map marker and returning to base.
	</li>
	<li>
		Each marked target destroyed by another friendly player awards another FAC credit.
	</li>
	<li>
		Smoke alone, self-kills, and AI kills do not award FAC credits.
	</li>
	<li>
		My Stats, Top 5 Pilots, and Downed Pilots are the first three TeamScore menu entries.<br />
		<br />
		<br />
		 
	</li>
</ul>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="8630" href="https://forum.jg1.org/uploads/monthly_2026_05/TeamOpsSyriaYK2CoverPromo.png.a6e5a4efa70b54f057ffc95e31837ea3.png" rel=""><img alt="TeamOps Syria YK2 Cover Promo.png" class="ipsImage ipsImage_thumbnailed" data-fileid="8630" data-ratio="129.98" width="577" src="https://forum.jg1.org/uploads/monthly_2026_05/TeamOpsSyriaYK2CoverPromo.thumb.png.7c3983a1e35038029bf9ae94219a91c2.png" /></a>
</p>

<p>
	<a class="ipsAttachLink" data-fileext="pdf" data-fileid="8638" href="https://forum.jg1.org/applications/core/interface/file/attachment.php?id=8638&amp;key=d165c20d96e6ac5135f8352663c183b6" rel="">TeamOps Syria YK2 – Players Guide 2026-06-01.pdf</a> <a class="ipsAttachLink" data-fileext="pdf" data-fileid="8639" href="https://forum.jg1.org/applications/core/interface/file/attachment.php?id=8639&amp;key=d94c2c7bfc3cff62d97d74e3f3b153d0" rel="">TeamOps Syria YK2 RU – Руководство игрока 2026-06-01.pdf</a>
</p>

<p>
	<a class="ipsAttachLink" data-fileext="pdf" data-fileid="8640" href="https://forum.jg1.org/applications/core/interface/file/attachment.php?id=8640&amp;key=8efdacc40ff2b6170efee2283afe5737" rel="">TeamOps Syria YK2 DE – Spielerhandbuch.pdf</a>
</p>

<p>
	<a class="ipsAttachLink" data-fileext="zip" data-fileid="8643" href="https://forum.jg1.org/applications/core/interface/file/attachment.php?id=8643&amp;key=f977ef5e8eae72d00dd5b22bf9c36320" rel="">TeamOps Voice 2.002 Setup.zip</a>
</p>
]]></description><guid isPermaLink="false">17319</guid><pubDate>Sat, 23 May 2026 19:40:52 +0000</pubDate></item><item><title>Flyboy Server Information</title><link>https://forum.jg1.org/topic/17036-flyboy-server-information/</link><description><![CDATA[<p>
	<span style="font-size:36px;"><strong>Flyboy Fox3 </strong></span><span style="font-size:36px;"><strong>Server Information</strong></span>
</p>

<p>
	<strong>Server Name:</strong> <b>Flyboy's TeamOps | Fox3ms.com V9-72</b><br />
	<strong>IP Address:</strong> <span>147.135.72.72 </span>Port: 10308<br />
	<br />
	<strong>Password:</strong> Request via PM to <strong>@JG1_Flyboy   </strong>(I am also on Discord)
</p>

<p>
	<em>*Fox3 Division level server that can host up to 60 players. Includes support for SRS, LotATC and Tacview<br />
	**Get more information about Fox3 at: <a href="https://www.fox3ms.com/" rel="external nofollow">https://www.fox3ms.com/</a></em>
</p>

<p>
	<span style="font-size:28px;"><strong><span style="font-family:Calibri, sans-serif;">Changelog </span></strong></span><br />
	(6-17-2026)</p><p> </p>


<p>
	<span style="font-size:16px;">I updated the Multi Training Cold War Caucasus mission to version 2.215 due to one of the recent DCS updates breaking a couple of my scripts. It's all working now and I've added the F-100 for ground and airstarts plus on the red side you can call it up to fight against it. </span></p><p></p>


<p>
	<br />
	<span style="font-size:16px;">Here is what happened and the fix:</span></p><p></p>


<p>
	<span style="font-size:16px;">A recent DCS update changed how the scripting engine handles AI group spawning internally. The Dynamic AI Spawn script had an issue after the update that silently stripped the combat tasking out of spawned AI groups — so the AI fighters were spawning in and flying straight and level instead of engaging. This was fixed by using the native DCS spawn API which preserves the embedded CAP tasks, so AI now fights properly.</span></p><p></p>


<p>
	<span style="font-size:16px;">At the same time, the RealRadar script (which controls what shows on the F10 map and drives EWR reports) had a radar type name list that was partly out of date — DCS had changed or I had the wrong names for several units including the FPS-117 EWR sites being used. When RealRadar couldn't match a radar unit to its list, it silently fell back to visual-only detection (~10nm), which is why EWR contacts were only showing up at very close range instead of at proper radar distances. AI ran a full audit of every radar and ship type on the map, corrected all the names, and expanded the list significantly. The EWRS script was also not able to share its contact data with Dynamic AI Spawn, which was a side effect of how the scripts were loading.</span></p><p></p>


<p>
	<span style="font-size:16px;">End result: AI now engages properly, EWR reports fire at realistic ranges, and the radar type list is now fully cataloged for every unit we use.</span></p><p></p>


<p>
	 
	</p><hr />


<h2>
	<strong>Goals and Design Philosophy</strong>
</h2>

<hr />
<h2>
	<strong>Purpose</strong>
</h2>

<p>
	This page gathers everything pilots need to know to get the most out of the Flyboy Fox3 server—scripts, missions, mods, and general philosophy.<br />
	I’ll keep this updated as new missions and scripts are added.
</p>

<hr />
<h2>
	<strong>Goals and Design Philosophy</strong>
</h2>

<p>
	The Flyboy Fox3 Server is built for both learning and competition:
</p>

<ul>
	<li>
		<p>
			<strong>Training:</strong> Safe space to practice flying, weapons, navigation, refueling, and teamwork.
		</p>
	</li>
	<li>
		<p>
			<strong>Co-op:</strong> Missions emphasizing coordination and communication between players.
		</p>
	</li>
	<li>
		<p>
			<strong>PvP Events:</strong> Team-versus-team scenarios where strategy and cooperation win the day.
		</p>
	</li>
	<li>
		<p>
			<strong>Realistic but Fun:</strong> “Dead is dead” philosophy—treat combat seriously, but skip the tedious parts of full mil-sim flying.
		</p>
	</li>
</ul>

<p>
	I aim for a balance between <em>"Air Quake"</em> and <em>full mil-sim</em>—enough realism to stay immersive, but not so rigid that it kills the fun.
</p>

<hr />
<h2>
	<strong>Mods Frequently Used</strong>
</h2>

<p>
	For some of the missions you'll need these mods installed in your <code>Saved Games\DCS\Mods\aircraft or </code> <code>Saved Games\DCS\Mods\tech </code>folder.
</p>

<ul>
	<li>
		<p>
			<code>aircraft</code> folder for planes
		</p>
	</li>
	<li>
		<p>
			<code>tech</code> folder for objects (such as 476 Range Targets)
		</p>
	</li>
	<li>
		<p>
			If these folders don’t exist, create them (use lowercase spelling).
		</p>
	</li>
</ul>

<p>
	<strong>476th Range Targets</strong> – Adds range structures, bullseyes, and realistic range targets.<br />
	<a href="https://www.476vfightergroup.com/showthread.php?5304-476th-Range-Targets-Package" rel="external nofollow">https://www.476vfightergroup.com/showthread.php?5304-476th-Range-Targets-Package</a>
</p>

<p>
	<strong>Flag Pole</strong> – Displays correct country flags in missions and events. Put this one in the <code>Saved Games\DCS\liveries folder.</code><br />
	<a href="https://www.digitalcombatsimulator.com/en/files/3336821/" rel="external nofollow">https://www.digitalcombatsimulator.com/en/files/3336821/</a>
</p>

<p>
	<strong>A-4E Skyhawk</strong> – Classic carrier jet—light, agile, great for Cold War missions.<br />
	<a href="https://community-a-4e.github.io/" rel="external nofollow">https://community-a-4e.github.io/</a>
</p>

<p>
	<strong>UH-60L Blackhawk</strong> – Fully flyable transport helicopter.<br />
	<a href="https://www.patreon.com/posts/uh60l-mod-2-0-138859868" rel="external nofollow">https://www.patreon.com/posts/uh60l-mod-2-0-138859868</a>
</p>

<p>
	<strong>C-130 Hercules (Anubis)</strong> – Heavy transport—used in logistics and airdrop missions.<br />
	<a href="https://github.com/SkzKatsushiro/DCS-Hercules-Anubis-Mod-Expanded" rel="external nofollow">https://github.com/SkzKatsushiro/DCS-Hercules-Anubis-Mod-Expanded</a>
</p>

<p>
	<strong>T-45 Goshawk</strong> – Navy jet trainer, great for carrier ops practice.<br />
	<a href="https://forum.dcs.world/topic/203816-vnao-t-45-goshawk/" rel="external nofollow">https://forum.dcs.world/topic/203816-vnao-t-45-goshawk/</a>
</p>

<hr />
<h2>
	<strong>Scripts Used on the Server</strong>
</h2>

<p>
	<strong>NOTE: I don’t have links for these scripts and at this time am only holding these internal to JG1 and my own missions  </strong>
</p>

<p>
	Scripts extend what DCS can do. Here’s a quick overview of the ones you’ll encounter and how they help you as a player:
</p>

<h3>
	<span style="font-size:18px;"><strong>Flyboy Custom Scripts</strong></span>
</h3>

<p>
	<strong>ArtySpotter</strong> – Allows players to call in artillery strikes using map markers, lasers, or MGRS coordinates.<br />
	<em>Player Use:</em> Mark a target and call fire missions for precision artillery support.
</p>

<p>
	<strong>Target Range</strong> – Tracks bomb, rocket, and strafing accuracy at designated ranges with live feedback and score messages.<br />
	<em>Player Use:</em> Drop ordnance or strafe targets to see hit accuracy and performance reports.
</p>

<p>
	<strong>Chute Cleaner</strong> – Removes deployed parachutes to reduce lag. Can run automatically or be triggered manually via F10 menu.<br />
	<em>Player Use:</em> Normally runs in the background, or use F10 &gt; Chute Cleaner to clear manually.
</p>

<p>
	<strong>Dynamic AI Spawn</strong> – Lets players spawn specific AI aircraft or ground units for training or dogfights.<br />
	<em>Player Use:</em> Use the F10 menu to spawn bandits, drones, or ground targets.
</p>

<p>
	<strong>Early Warning Radar (EWR)</strong> – Provides realistic “bogey dope” and radar coverage by coalition.<br />
	<em>Player Use:</em> Get situational awareness calls like “Bandit 20 miles north.”
</p>

<p>
	<strong>Persistence Universal</strong> – Saves mission progress (units destroyed, zones captured, etc.) and restores it automatically.<br />
	<em>Player Use:</em> Return later and continue where the battle left off.
</p>

<p>
	<strong>RealRadar</strong> – Simulates radar line-of-sight and range limits for realism.<br />
	<em>Player Use:</em> Expect realistic detection behavior—no omniscient AWACS.
</p>

<p>
	<strong>TeamScore</strong> – Tracks and logs team performance, kills, and objectives.<br />
	<em>Player Use:</em> View team results and mission outcomes for competitions.
</p>

<p>
	 
</p>

<hr />
<h3>
	<span style="font-size:18px;"><strong>Other Public Scripts</strong></span>
</h3>

<p>
	<strong>CTLD</strong> – Logistics and sling-load operations—build FOBs, deploy troops, and spawn vehicles.<br />
	<strong>CSAR</strong> – Search and Rescue—recover downed pilots to earn points or restore player slots.
</p>

<hr />
<h2>
	<strong>Missions on the Server</strong>
</h2>

<p>
	Most of the missions are custom-built for realism and fun, but a few are adapted from popular community missions (like Foothold) with added Cold War flavor.
</p>

<h3>
	<strong>Training Missions</strong>
</h3>

<p>
	<strong>Multi Training Cold War – Caucasus </strong><br />
	Standard go to training map for carrier ops, sparring, SEAD, refueling, bombing ranges, and low-level Top Gun Alley routes. Stay low to avoid SAMs hidden in the valleys.
</p>

<p>
	<strong>Dynamic ACM – Caucasus</strong><br />
	Fast-paced dogfighting mission focused on missile training and teamwork. Timer tracks how quickly you down enemy bandits after visual ID within 1nm. Thanks to The Ops Center for this one and I encourage everyone to check out his excellent ACM training videos on YouTube. 
</p>

<p>
	<strong>Multi Training Cold War – Germany</strong><br />
	Features the Dynamic AI Spawn and Chute Cleaner scripts. Spawn a variety of AI aircraft or drones for combat training. Air and ground starts available.<br />
	Target ranges for both Blue and Red now implemented.<br />
	Work in Progress— next up is working on dynamic live fire ground target spawn.
</p>

<p>
	<strong>Multi Training Cold War – Syria</strong><br />
	High realism—no map icons or labels. Focus on visual spotting and proper navigation.
</p>

<p>
	<strong>SAM Evasion / SEAD Training</strong><br />
	Practice detecting, avoiding, and destroying different SAM types from both air and ground starts.<br />
	<br />
	<strong>Target Range Training</strong><br />
	Practice bombing and strafing, with messages that give you feedback on your accuracy. Air/Ground starts and unlimited weapons to hone your skills. 
</p>

<p>
	<strong>Multi Training Cold War – Syria (Non-Precision IFR)</strong><br />
	Low-visibility mission (400–500 ft ceilings, 2 mi vis). Ideal for formation and instrument flight training. Starts pre-dawn—expect changing light conditions.
</p>

<p>
	<strong>Multi Training WW2 – Normandy</strong><br />
	Fly Allies or Axis aircraft against AI or PvP. Intercept or defend realistic B-17 bomber formations—an incredible challenge and visuals. Target Range now implemented with air spawns  
</p>

<p>
	<strong>NAV Training (Various, Caucasus)</strong><br />
	Includes multiple day/night, IFR/VFR missions with varying visibility and ceiling categories:
</p>

<ul>
	<li>
		<p>
			<em>Marginal VFR Easy</em> – 3 mi vis, 1500 ft ceiling
		</p>
	</li>
	<li>
		<p>
			<em>IFR Non-Precision</em> – 400–500 ft ceiling, 2 mi vis
		</p>
	</li>
	<li>
		<p>
			<em>IFR CAT I</em> – 200 ft ceiling, ½ mi vis
		</p>
	</li>
	<li>
		<p>
			<em>IFR CAT II</em> – 100 ft ceiling, ¼ mi vis
		</p>
	</li>
</ul>

<hr />
<h3>
	<strong>Campaign / Co-op Missions</strong>
</h3>

<p>
	<strong>Foothold – Syria Extended Cold War</strong><br />
	Dynamic campaign starting from a carrier or Akrotiri on Crete. Earn credits by capturing zones, destroying targets, or completing missions, then spend them to call AI support (JTAC, CAP, SEAD, etc.). Cold War era loadouts for balance.
</p>

<p>
	<strong>Foothold – Sinai Cold War</strong><br />
	Classic Foothold variant on the Sinai map. No CTLD, but great for teamwork and coordination.
</p>

<p>
	<strong>Foothold – Persian Gulf Cold War</strong><br />
	Older Foothold version for Persian Gulf. No CTLD, but excellent for practicing long-range operations.
</p>

<hr />
<h3>
	<strong>Events</strong>
</h3>

<p>
	TEAMOPS SYRIA YK2 — OPEN TESTING &amp; FAMILIARIZATION
</p>

<p>
	Fox3 Server · Syria Theater · 1975 Era Aircraft
</p>

<p>
	If you've flown Foothold missions, you'll recognize some familiar ideas: capturing territory, pushing frontlines, supporting ground forces, working as a team. TeamOps Syria YK2 is built on that same foundation — but goes considerably deeper.
</p>

<p>
	This is not a public server where you drop in, fly some sorties, and log off. TeamOps Syria YK2 is a structured PvP event — two organized teams, each led by a commander, competing across multiple scheduled event days to win the map. Persistence carries between sessions. Territory captured, supplies burned, ground forces positioned — it all carries forward until one side controls the theater.
</p>

<p>
	That structure alone sets it apart from the typical DCS multiplayer environment, where strategy elements may exist but there are no set event times, no teams, no commanders, and no campaign outcome.
</p>

<p>
	THE MISSION
</p>

<p>
	This is a full operational campaign where air combat, strike, recon, FAC, logistics, CSAR, special operations, ground command, and supply all feed into the same war effort. Winning is about strategy, coordination, and timing across the whole mission — not just what happens in one cockpit.
</p>

<p>
	EVERY ROLE COUNTS
</p>

<p>
	Player stats are tracked throughout the event, and the top-ranked pilot at the end might not be who you expect. It could be the recon pilot who exposed every enemy position before the main push. The transport crew who kept the supply chain alive at a critical moment. The FAC who guided strike packages onto high-value targets. The SpecOps operator who took down enemy air defenses before the battle even started. Every role has a path to the top of the board.
</p>

<p>
	AIRCRAFT
</p>

<p>
	The event uses a 1975-era aircraft set. Blue flies the F-4E Phantom, Mirage F1CE, A-10A, and more. Red flies the MiG-21Bis, MiG-19P, Su-25, and more. Three community mods are required — all free. The full aircraft list and mod details are in the Players Guide.
</p>

<p>
	OPEN TESTING &amp; FAMILIARIZATION
</p>

<p>
	Before campaign play begins, I'm running open fly sessions so players can learn the menus, roles, rules, and flow at their own pace — no pressure, just come try it.
</p>

<p>
	 Friday, June 5          2100 ET  /  0100 UTC (Sat Jun 6)
</p>

<p>
	 Saturday, June 6     1300 ET  /  1700 UTC
</p>

<p>
	The Players Guide and all event information are posted on the JG1 Forum:<br />
	<a href="https://forum.jg1.org/topic/17319-teamops-syria-yk2-1975/" rel="">https://forum.jg1.org/topic/17319-teamops-syria-yk2-1975/</a>
</p>

<p>
	Come ask questions, pick a role, and see what a fully structured DCS campaign looks like when the whole war is on the line.
</p>

<p>
	 
</p>

<hr />
<h2>
	<strong>Final Notes</strong>
</h2>

<ul>
	<li>
		<p>
			<strong>Fly realistically:</strong> Treat every sortie as if it were real.
		</p>
	</li>
	<li>
		<p>
			<strong>General Rules: </strong>Play fair and be nice!
		</p>
	</li>
	<li>
		<p>
			<strong>Ask for help:</strong> Message <strong>@JG1_Flyboy</strong> or other pilots for assistance.
		</p>
	</li>
	<li>
		<p>
			<strong>Stay updated:</strong> Follow this thread. New missions and scripts are added or improved upon regularly.
		</p>
	</li>
	<li>
		<p>
			<strong>Mission Requests: </strong>If you have a request for me to run a particular mission on a certain day/time let me know in advance and I'll try to make it happen.
		</p>
	</li>
</ul>

<hr />
<p>
	 
</p>
]]></description><guid isPermaLink="false">17036</guid><pubDate>Tue, 14 Oct 2025 06:30:22 +0000</pubDate></item></channel></rss>
