Flyboy Posted May 23 Report Posted May 23 TeamOps Syria YK2 — EVENT HUB & PLAYERS GUIDE Fox3 Server · Syria Theater · 1975 Era Aircraft Designed by JG1_Flyboy 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. ───────────────────────────────────── Updates (new information as of July 29, 2026) - 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. - 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. - 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. - Additional dates have been added. Check the schedule below. First times are USA Eastern time. - 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. - Respond to this post below if you have any issues, questions or suggestions. ───────────────────────────────────── What is TeamOps Syria YK2? 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. This is not a drop-in public server. It is a set-time, set-team event with real stakes and a campaign outcome. ───────────────────────────────────── Player's Guide 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. ───────────────────────────────────── Open Testing and Familiarization Sessions 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. Wed July 29, 2100 ET (US)/0100 UTC Check back periodically for other times and dates that will be announced here. Server: Flyboy's TeamOps | Fox3ms.com V9-72 Password: Will be given on the day when you join us on the JG1 Discord channel. JG1 Discord required (where we will meet): https://discord.gg/DNXBduj8 ───────────────────────────────────── Event Format and Slots 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. ───────────────────────────────────── Server Information Server Name: Flyboy's TeamOps | Fox3ms.com V9-72 IP Address: 147.135.72.72 Port: 10308 Password: Password will be given when you join JG1 Discord. For passwords in advance, request via PM to @JG1_Flyboy (I am also on Discord as Flyboy25) *Fox3 Division level server that can host up to 60 players. Includes support for SRS, LotATC and Tacview **Get more information about Fox3 at: https://www.fox3ms.com/ ───────────────────────────────────── Questions? 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. — JG1_Flyboy ───────────────────────────────────── Changelog TeamScore 1.055 through 1.086 This is a consolidated summary of player-facing changes since 1.054. Internal logging and performance work are omitted. Campaign, zones, and commanders Capturable zones now have coalition-colored F10 map overlays that update when ownership changes. Zone Status includes supplies, warehouses, and EWR status. Commander units may be placed at any owned capturable zone except Damascus and Ramat David. Commander forces, zone defenses, inventories, and surviving units carry forward through campaign persistence. End-of-day reports include next-day commander budgets, inventory, and purchase options. Admin AI practice spawning was repaired and includes CAP, CAS, bomber, and preset packages. 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. 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. Reconnaissance Recon airplanes and helicopters on both coalitions use the same flight envelope: Minimum: 20 m/66 ft AGL Maximum: 3,000 m/9,843 ft AGL No speed restrictions Capture-zone reconnaissance requires the aircraft to pass within 2.5 nm of the zone center. Recon of tethered S, T, Z, and deployed groups normally requires passing within 2.0 nm. Recon detection now checks once per second, greatly reducing missed or delayed notifications. Recon points and collected intelligence remain pending until the recon pilot successfully returns to base. Zone recon reports what remains inside the zone’s defense area. Tether recon tracks the current position of mobile groups. Empty staging areas no longer create misleading (NONE) markers. Recon markers are timestamped and normally remain for 45 minutes. Special-unit intelligence Spy, SpecOps, and JTAC teams create intelligence snapshots only after completing a scan. They are not permanent live sensors. New or changed contacts require another completed scan. Repeated scans update existing intelligence markers and restart their 30-minute lifetime. Scout vehicles remain immediate mobile reconnaissance units and do not require a scan delay. Engineers do not detect enemy units; their role remains repair and technical support. Downed pilots are hidden from normal Recon, Scout, JTAC, and Engineer detection. Only Spy and SpecOps teams can find them through a completed scan. Scan requirements: SpecOps: within 3.0 nm and stationary for 180 seconds. Spy: within 3.5 nm and stationary for 300 seconds. JTAC: within 2.5 nm and stationary for 15 seconds. Scout: immediate detection within 2.0 nm. Special-unit ROE SpecOps, Spy, JTAC, Engineer, and downed-pilot groups remain at Weapons Hold and Green alarm state throughout WAITING, PEACE, and WAR. These units will not fire and reveal their concealed positions. Scout vehicles remain at Return Fire and may defend themselves after being attacked. Scripted reconnaissance, sabotage, designation, repair, rescue, and capture actions still work normally. Downed pilots and CSAR A genuine player ejection creates physical downed-pilot units. The ejected player receives 25% of that sortie’s pending points once a physical pilot is confirmed. The remaining 75% becomes recoverable value carried by the downed pilot. The original pilot receives no further recovery points. Multicrew aircraft create separate pilots. The 75% recovery pool is divided among them, while every crew member retains a full normal CSAR award. Rescuing only one member of a two-person crew recovers only that crew member’s share. Failed ejections, killed pilots, and expired pilots lose their individual shares. Ejections no longer incorrectly count as both an ejection and a death when DCS reports the aircraft’s destruction first. 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. Reused DCS parachute names no longer prevent later pilots from becoming valid CSAR pilots. Killing an enemy downed pilot awards no kill points. Killing a friendly downed pilot produces a substantial team penalty and, when attributable to a human player, a personal penalty. Friendly pilot information Friendly downed pilots receive exact, read-only coalition F10 markers. Marker text includes pilot identity, ejection time, and total rescue value. Rescue value is broken down into recovery, normal CSAR, and Combat components. TeamScore > Downed Pilots > Friendly Downed Pilots gives every player a private Top 10 overview sorted by value. Reports include the nearest friendly-owned zone and the outbound radial from that zone to the pilot: Blue example: 282/6.2 nm Red example: 282/4.5 km CSAR aircraft retain the tactical Nearest Pilots command for live bearing and distance from the aircraft. Enemy pilot intelligence and warnings When a player ejects, the enemy coalition receives a notification sound and a broad 10×10 km MGRS report—not the exact position. Enemy Downed Pilots lists the ten oldest active reports with their grids and report times. A completed Spy or SpecOps scan reveals the enemy pilot’s exact position with a read-only marker. Once revealed, the enemy pilot is identified as an enemy contact in the CSAR Nearest Pilots command. 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. A coalition is also warned when an enemy Spy or SpecOps team begins scanning within 2.5 nm of one of its pilots. Starting a Spy or SpecOps capture produces an additional warning identifying the pilot’s broad grid. Pilot markers and reports disappear when the pilot is rescued, captured, killed, or expires. Spy and SpecOps pilot operations After a completed scan, the Target List separates: Rescue Downed Pilot Capture Downed Pilot The team must remain alive, stationary, in range, and possess an available action: SpecOps rescue/capture: 420 seconds. Spy rescue/capture: 600 seconds. After securing a pilot: The Spy or SpecOps team must be extracted. The carrying aircraft must return the team to inventory at a friendly-owned zone. Only then is the pilot delivered and the final award credited. Returning the team also earns its normal extraction award. Pilot value remains hidden while the field team holds the pilot and is displayed once the team and pilot are onboard the extracting aircraft. Helicopter rescue and capture CSAR-capable helicopters use the existing Pickup Pilot command for friendly rescue and enemy capture. Pickup requires remaining within 100 m for two seconds while meeting the normal landing, speed, and AGL conditions. Friendly pilots have pickup priority if friendly and enemy pilots are both within range. Enemy prisoners must be delivered to a captor-owned zone. Destruction of the transporting aircraft forfeits its onboard pilots and prisoners. Awards: Friendly rescue: full recovery share plus full normal CSAR/Combat value. Enemy capture: half of the recovery share plus the full normal CSAR/Combat value. Spy and SpecOps captures use the same capture-value formula. Combat CSAR territory Blue pilots receive the +50 Combat CSAR bonus only when downed inside the extended Syria DMZ belt. Red pilots receive the +50 Combat bonus only when downed inside the extended Israel DMZ belt. The GH corridor outside those belts, Jordan, Lebanon, and other neutral territory provide no Combat bonus. Pilots in neutral or enemy territory remain available for rescue or capture. A pilot who later ends up in friendly-controlled territory is automatically recovered without rescue points. Combat status and value are fixed when the pilot record is created. SAM and ground-force changes Blue short-range SAM packages now use the SA-9 instead of Chaparral. 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. Commander Armor AD-B costs 5 points, starts with three groups per coalition, and receives daily additions of +2, then +1, then +1 on later days. Rebuilt AD-B templates contain six tanks, one SA-9, and one coalition supply truck. Red defenses deliberately mix truck-mounted ZU-23s and Shilkas, reserving Shilkas for stronger defense levels. Deployed AAA packages contain one Blue Vulcan or one Red truck-mounted ZU-23. Transport and artillery Vehicle package crate counts represent the cargo components required to assemble one vehicle—not multiple vehicles. AAA and SAM packages require two crates, keeping them unavailable to one-crate aircraft such as the UH-1H. Both coalitions’ helicopter-deployed ARTY package produces one L118 light gun. Mortar packages contain three 2B11 mortars and two rifle-security troops. AT packages contain three RPG/AT troops and two rifle-security troops. JTAC is a separate package and is not included with the mortar team. 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. The Mi-24P can carry eight troops, one vehicle crate, one supply unit, and up to two rescued pilots. Transport aircraft are now the native DCS C-130J rather than the community Hercules. Player statistics and FAC Player coalition identity is retained correctly after disconnecting, dying, entering spectators, or receiving delayed extraction credit. FAC is now a separate personal statistic used in Top Player ranking. A FAC earns one FAC credit per sortie for placing at least one valid map marker and returning to base. Each marked target destroyed by another friendly player awards another FAC credit. Smoke alone, self-kills, and AI kills do not award FAC credits. My Stats, Top 5 Pilots, and Downed Pilots are the first three TeamScore menu entries. TeamOps Syria YK2 – Players Guide 2026-06-01.pdf TeamOps Syria YK2 RU – Руководство игрока 2026-06-01.pdf TeamOps Syria YK2 DE – Spielerhandbuch.pdf TeamOps Voice 2.002 Setup.zip Erhardt, Mouce, Stuka and 2 others 3 2 Quote
Flyboy Posted June 9 Author Report Posted June 9 PLAYER TIP — SMOKE SIGNAL COLORS - Blue smoke: Blue coalition extraction signal (downed pilot or special unit) - Red smoke: Red coalition extraction signal (downed pilot or special unit) - Orange smoke: Target marker — FAC target or JTAC ground designation Simple rule: coalition color = come pick something up; orange = target marked. Erhardt and Stuka 2 Quote
Flyboy Posted Wednesday at 04:49 AM Author Report Posted Wednesday at 04:49 AM Mods needed for this mission: A-4E and Bronco OV-10 A-4E https://community-a-4e.github.io/ https://github.com/Community-A-4E/community-a4e-c/releases/ Bronco OV-10 https://splitair.gumroad.com/l/fwzxn Note: You can put zero in the price and get it for free. Klaiber 1 Quote
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