I can't believe this is "FREE" in DCS !!! (Helo World)

I can't believe this is "FREE" in DCS !!! (Helo World)

OVERVIEW


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Welcome to Helo World, a DCS public server exclusively dedicated to helicopter operations and designed by our best mission designers and scripters at BlackSharkDen[www.blacksharkden.com] , a virtual squadron operating DCS helicopters only in a cooperative environment since 2016. This server is offering a wide selection of rotary wings operations flown at BlackSharkDen, only on a much more casual scale. Since you are reading this, you most likely already joined our BSD Discord Server[discord.gg] . If not, we strongly encourage you to do so as this is the place where you will be able to get all the latest updates, the technical support and discuss with plenty of RW fanatics, from the semi casual simmer to the real life professional military helicopter pilot.

Before taking off, please make sure you read at least the Server Rules and the Quickstart pages. This will give you some directions of what to do and where to go on the Helo World server. If you want to do more than just scratch the surface of this server, take a few more minutes and go to the advanced sections of this wiki and enjoy the full depth of all the RW activities available. At BlackSharkDen, we are taking pride in offering meaningful and challenging missions for all the helicopter types in DCS in a cooperative environment free of fixed wings aircraft.

Helo World by BlackSharkDen requires the Syria map DCS add-on by Ugra Media and the latest version of DCS Open Beta. Of course, you will also need to own at least one DCS Helicopter module. Helo World also supports the UH-60L mod by Kinkkujuu[forum.dcs.world] . No Mods are required on this server. Finally, for radio communications, Simple Radio[dcssimpleradio.com] (a.k.a SRS) is used with a dedicated SRS server that will automatically connect your client when you are joining the Helo World server.

Helo World by BlackSharkDen public server is NOT a persistent campaign, which means your actions will not be saved on server restart (server restarts every 12 hours) except for some specific tasks dedicated to utility helicopters where built and activated FARPs will remain in their latest state for 48 hours. If you are interested in a long persistent campaign, BlackSharkDen[www.blacksharkden.com] is offering this experience to its members in another private dedicated server with a more mil-sim oriented mind. We will be happy to welcome you as a new BSD pilot in our squadron. Helo World by BlackSharkDen is NOT a PVP (Player vs Player) server. Killing other players will result in a server ban (see SERVER RULES).

SERVER RULES

Agreement:

By logging into a Black Shark Den DCS Server players agree to follow our Discord community rules in addition to the following:

Air Traffic Control:

All players must strive to practice proper air traffic control etiquette around airfields, FARPs and ships at all times.

Users must make every attempt to state their intentions in advance, preferably using SRS, but at a minimum, the in-game chat.

When human Air Traffic Control or a JTAC operator is active, all players must comply with their instructions and establish two-way communication with them via SRS or in-game chat when entering his area.

The complete list of frequencies to be used on this server are available in the communications section of this guide.

Ground operations:

Takeoffs and landings are to be done in a timely manner.

It is the responsibility of all players involved to avoid crashes on airfields/FARPs/ships and collisions with other players.

The AI ATC has no authority.

Helicopters must use designated helicopter landing zones when operating at airfields, FARPs or ships.

Reckless behavior:

Do not behave in a reckless manner, possible behaviours that can be seen as reckless are:

Aerobatics over airfields or near other players are not permitted.

Non-consensual close formation flying is not permitted.

Firing into Areas of Operations where other friendly helicopters are already engaged and without any sort of radio coordination are to be avoided.

Sportmanship and griefing:

Killing other players is strictly prohibited even if the parties know each other. Automatic temporary bans are enforced.

Knowingly engaging targets assigned to another group of helicopters. Destroying intentionally cargos or infantry groups dedicated to utility helicopters missions is not allowed.

Destructions of friendly ground equipment and vehicles around airfields or FARPs as well as sinking friendly ships is strictly forbidden.

Using core mods that are giving you an unfair advantage (weapons mods, visibility mods,…) is forbidden v. Spawning units to intentionally grieve players is not permitted.

Excessively spamming server messages and sounds is not permitted.

Enforcement and consequences:

The Admins and Moderators will interpret and enforce these rules at their discretion within the context of the violation.

Consequences may include:

Verbal warning

Kicked out of aircraft to spectators

Kicked out of game server

Game server bans

Discord bansNotes:

Bans from the BSD Discord Server will also include a ban from our game servers.

Players banned from the public BSD game server can appeal their ban via BSD Discord[discord.gg] in the 「😭」violations channel. Be prepared to either prove how your actions were not a violation or how you will prevent further violations if given another chance to fly in our community.

Final agreement:

Upon joining any of the BSD public game server, you agree to follow all existing rules and understand they are subject to change over time.

QUICKSTART

OK, so you just want to try this server and certainly not spend time in reading pages and pages of documentation? We got you covered. Keep in mind that, although Helo World is a public server, it doesn't mean you are going to have it easy with the enemy. There will be some challenges. Also, once you are familiar with the server, we really encourage you to dig deeper in the other available missions in the other sections of this guide.

1. JOIN OUR DISCORD SERVER: (optional)

BSD Discord[discord.gg] .

2. KNOW THE RADIO FREQUENCIES IN USE:

Make sure you have a working Simple Radio[dcssimpleradio.com] (SRS) installation with a Push-to-talk button/key configured (no Hot mic!). Check out the Communication Plan.

3. CHECK THE ACTIVITY ON THE SERVER:

Look who is flying and where. Check out the Heat Map[mods.blacksharkden.com] .

4. JUMP IN:

HELO WORLD IP ADDRESS: 142.4.204.59:10603

5. CHOOSE A QUICK ACTIVITY:

Troops in Contact

FARP Activation

Maritime Security

Oil Rig Assault

Sector Control

TROOPS IN CONTACT


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A quick action system putting you and your wingmen in a situation where friendly forces in close contact with the enemy is calling for close air support. This situation must be dealt with extreme caution in order to avoid any friendly fire.

In the gold marked region, you can see quick action with an interactive troops in contact system.

Tune to 50.00 FM and listen for calls for fire. Eliminate the targets as they pop up.

Troops in Contact (TIC) must be activated prior to use. To do this, open your radio menu (F10.Other > Troops in Contact) and select either light or heavy. Choose the former if you are not in an ATGM equipped aircraft.

FARP ACTIVATION


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There are a lot of FARPs to take off from in Helo World, but to spawn there, you need to make sure that they are actually active (check the F10 view).

FARP tagged GREEN contains up to 20 aircraft slots that are unusable (indicated by the tag SUPPLIES NEEDED) until the FARP is activated.

Activating the FARP requires delivering two (2) crates of FARP Supplies and building the crate. The correct vehicles will spawn and the slots at that FARP will be unlocked. To do so, Helo World is using a script called CTLD initially created by Ciribob. CTLD is a script widely used in the RW community as it brings critical functionalities for RW missing in DCS. BlackSharkDen heavily modified and vastly improved it following the extensive experience we gain in RW operations throughout the years. Check out the complete guide on what you can do with BlackSharkDen's CTLD.

Picking up crates:

First you will need a utility helicopter to transport the crates (UH-1H, Mi-8, UH-60 or Mi-24P). Depending on the helicopter capability, you will be able to pickup one or several crates at once. Then, make sure you are sitting within a CTLD pickup location. Open your Radio menu, hit F10 key (or click on) for the "Other" menu. Head to CTLD menu > Manage Crates > Load Crates > FARP Supplies.

Building the crates:

Once landed at the spot you want, go back to your radio menu, select "Other" (F10 or click), CTLD > Manage Crates > Drop Crates to drop the crate(s) you have on board. Then build the crates sitting on the ground next to you by going back to the radio menu, Other, CTLD > Manage Crates > Build crates.

Crates building takes about 20 seconds. It is advised to clear the area before the building is complete!

SERVER IS REBOOTING EVERY 12 HOURS BUT CAPTURED FARPS WILL REMAIN FOR 48 HOURS.

AT BLACKSHARKDEN, BLACKHAWKS, HIPS AND HUEYS ARE HEROES TOO!

MARITIME SECURITY


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In maritime security, conduct anti-ship operations from either NAQUOURA airport or one of the ships (TARAWA or HMS INVICIBLE) patrolling along the shores of Cyprus island. Just like Troops in contact, this is a quick to action system. Maritime Security must be activated prior to use. To do this, open your radio menu, go to F10.Other > Maritime Security and select either light or heavy. Heavy is only recommended if you have multiple aircraft equipped to handle warships.

TUNE TO 40.00 FM AND LISTEN FOR SUPPORT REQUESTS. ELIMINATE THE TARGETS AS THEY POP UP.

NAQUORA AREA:

CYPRUS AREA:

OIL RIG ASSAULT


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Several oil rigs in the red markers may be controlled by the enemy. You may recon these rigs and eliminate the enemy there, and/or you may conduct an assault using the zodiac vehicle found in the CTLD menu. To capture the oil rigs, deploy the zodiac (see CTLD) within 6km of an oil rig and they will navigate toward it to conduct an assault.

Listen in on 250.000 Mhz UHF for their chatter and extract the troops when requested.

SECTOR CONTROL (1/2)


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BASICS:

In Sector Control, we have a region divided into over a dozen sectors. Red and Blue ground units fight to gain control of each sector, using scripted AI logic to make decisions on what to do and where to go. As a rotary wing pilot, your goal is to support the ground forces in this endeavor wherever possible. The AI controller will handle all the ground force activities such as offensive armor fights, mechanized infantry tactics, and reconnaissance.

The goal of Sector Control is to support the BLUE groups in capturing all 16 sectors. The AI dispatcher will control all the friendly movements and make sure they are as efficient as possible in securing the sectors. You do not need to worry about using CA to move them. Your goal is simply to support the friendly groups in securing these sectors. You can respond to contact reports, perform armed reconnaissance, destroy enemy strongholds and SAM sites, or establish a screen along sector lines. If you are flying in a lift helicopter, you can transport supply depots and ammunition crates where needed. When that's taken care of, transport infantry, JTAC, or HMMWV with TOW launchers to strategic places on the battlefield.

Tune to 59.90 FM to hear updates from the Ground Force Commander and any friendly ground units making calls and requests.

THE MAP:

ENEMY: This sector has at least one red group in it and no blue groups.

CONTESTED: This sector has both red and blue groups in it.

SECURED: This sector has at least one blue group and no red groups.

UNCONTROLLED: If there are no red or blue groups, the sector will be uncontrolled.

TRANSPORT TASK: Yellow text labels indicate transport tasks available.

FLOT: You are guaranteed to have no enemies present behind this line.

CONTACT REPORTS:

When friendly groups spot, shoot, or are shot at, they will report contact over 59.90FM. They will also deploy flares from their present position. If you see flares nearby, it may be a good idea to head over and provide support.

FRIENDLY SPOT REPORTS:

Friendly ground vehicles will spot and report enemy positions on the F10 map. They will also report new contacts over the radio on 59.90 FM. The marker will update every 60 seconds.

LIGHT RED circles with solid rings indicate an enemy was spotted there less than 60 seconds ago.

DARK RED circles with dotted rings indicate an enemy was spotted there between 1-10 minutes ago, but the spotter lost visual.

Markers are removed when the target is lost for more than 10 minutes, or the friendly group is KIA.

ARMOR RESUPPLY REQUEST:

Friendly armor may be active for extended periods of time, expending lots of ammunition. When the friendly armor's ammunition supply dips below 25%, they will hold position and await resupply.

Lift helicopters are able to take a single ARMOR AMMO crate out to these friendly groups and build it. Upon building the crate, an M939 transport truck will spawn and begin rearming the group. Once the group has rearmed fully, the ammo truck will despawn and the group will resume with their tasking.

ARMOR DEPOT REQUEST:

Armor Depots are respawn points for BLUE ground units. These depots are clusters of ground units with some defenses around them. When a BLUE unit needs to respawn, it will do so at the depot closest to the FLOT.

Lift helicopters can transport 4x ARMOR DEPOT crates to the marked request on the map to establish a new respawn point, allowing BLUE groups to get back into the fight more quickly.

AI TYPES:

There are several different classes of AI groups in the AO on both the RED and the BLUE teams. Using lua scripting, these AI groups are enhanced in their capabilities and decision making. They will move, defend, deploy, and attack based on criteria such as LOS detection, the state of frontline sectors, and what their role is.

Armor reinforcements spawn in 20 minute waves for both sides and are capped by type.

MECHANIZED INFANTRY:

Mechanized infantry groups are tasked with capturing and holding sectors. Using infantry with anti-tank capabilities, they will travel to sectors that are either Uncontrolled or Enemy controlled. Upon reaching a POI, they will drop troops and move on to the next objective. RED groups have a slim chance to drop a MANPAD!

RED UNIT TYPES:

MTLB

BMP-2

BMP-3

BTR-80

BTR-82A

BLUE UNIT TYPES:

MCV-80 Warrior

Marder 1A3

MAX RED: 6

MAX BLUE: 4

ARMOR HUNTER:

Armor Hunters are designed to hunt and kill enemy armor units. They will use LOS detection to find an enemy nearby. Once they find one, they will transition to a Cone formation, head directly toward the target, and enter a battle ready state. Each group is assigned a task to either Defend or Attack. Defending groups will move to Contested or Friendly sectors when not chasing a target. Attacking groups will move to Uncontrolled or Enemy sectors.

RED UNIT TYPES:

T-72B

T-90

BTR-82A

BMP-2

BMP-3

BLUE UNIT TYPES:

Merkava IV

Chieftain Mk.3

HMMWV TOW

VAB Mephisto ATGM

MAX RED: 6

MAX BLUE: 6

MOBILE AIR DEFENSE SYSTEM:

Mobile ADS are helicopter hunters. Similar to the armor hunters, they will use LOS detection methods to locate helicopters (you). If they are far away, they will move to the location they spotted the helicopter. Once they get close enough, they will stop for better attack accuracy. Some Mobile ADS groups are tougher than others.

RED UNIT TYPES:

SA-8 + BRDM-2

ZSU-57 + T-55

BMP-1

BTR-80

BMP-1 + SHILKA + SA-9

MAX RED: 3

SAM SITE:

RED team will have a total of 3 SAM sites in the AO. These sites start deep in enemy territory and will require a coordinated strike to disable. They typically have some sort of armor defense and SHORAD to keep pesky BLUE guys out. Eliminating these sites is crucial to capturing sectors beyond the midpoint.

RED SAM UNITS:

SA-2 + SHILKA

SA-3 + T-72 | SA-8 | SHILKA

SA-5 + T-72 | SA-8 | SHILKA

TOTAL SAM SITES: 3

STRONGHOLD:

RED team groups spawn from strongholds. The more strongholds they have, the faster they can replenish lost units. These are scattered around RED territory at the start of the match. Similar to the SAM sites, they will have armor and air defense units supporting them. Eliminate all units and buildings to disable the ability for RED groups to respawn here.

RED STRONGHOLD UNITS:

T-72 | ZSU-57-2 | SA-9

BMP-2 | KS-19 | SA-18

BMP-3 | SHILKA | SA-18

MAX STRONGHOLDS: 5

SECTOR CONTROL (2/2)


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ARMOR DEPOT:

BLUE team groups spawn from the armor depot that is closest to the FLOT. They start the match with one depot just outside the AO. Transport helicopters may bring 4x crates to a marked ARMOR DEPOT location on the map to set up a new one, allowing BLUE groups to respawn closer to the fight.

BLUE DEFENSES:

HMMWV TOW

MCV-80 Warrior

Merkava IV

CTLD/CSAR (1/2)


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Black Shark Den uses the MOOSE Ops.CTLD and Ops.CSAR frameworks to handle troop transport and logistics. If you are not familiar with this system, you use the DCS Radio Menu to control the logistics on your end. You can get different types of troops to transport in the troops section. You can also get different crates that may be built into structures and ground vehicles at your destination. Ops.CSAR will automatically create a pilot who can be rescued when a friendly aircraft crashes or ejects. Aircraft with passenger seats can transport a limited amount of these downed pilots and bring them back to the nearest Airfield or FARP.

CSAR:

CSAR is fairly straightforward to use. When a friendly aircraft crashes, a Downed Pilot will be created looking for rescue. It will be given a beacon you can home to using ADF and shows as an infantryman on the map.

To rescue the pilot, simply fly to its location and land nearby. The pilot will run to your aircraft and get in as long as you have at least one seat available. Alternatively, you can also hover over the pilot to pick it up.

Once the pilot is on board, land at any friendly FARP or Airfield and it will get out automatically.

In your radio menu, go the F10.Other then CSAR menu:

LIST ACTIVE CSAR: Lists all CSAR pilots waiting for rescue including their bearing, range, and ADF frequency.

CHECK ONBOARD: See if you have any CSAR pilots on board.

REQUEST SIGNAL FLARE: Have the closest CSAR pilot fire a flare above its position.

REQUEST SMOKE: Have the closest CSAR pilot deploy a smoke marker.

CTLD PICKUP ZONES:

In order to get crates or troops with CTLD, you will need to do so within a pickup zone. These will typically be marked in the briefing of the server or mission you are participating in so reference that to find out where to get supplies.

If you are inside a pickup zone, you will be able to load troops directly into your aircraft. You can also request crates be brought out to you. They will spawn in front of your helicopter and you can load as many as your aircraft can handle.

If you drop troops inside a pickup zone, they will not drop on the ground, and will instead be consumed by the zone as they are "returned to base".

HELO WORLD USES BLACK SHARK DEN'S CTLD/CSAR STRUCTURE BUILT ON THE MOOSE OPS.CTLD AND OPS.CSAR FRAMEWORKS. LIFT HELICOPTERS WILL NEED TO BE FAMILIAR WITH THIS SYSTEM IN ORDER TO CONDUCT OPERATIONS IN ACTIVITIES THAT REQUIRE IT. IT IS STRONGLY RECOMMENDED YOU READ THE GUIDE BELOW, EVEN IF YOU ARE FAMILIAR WITH CTLD/CSAR FROM OTHER DCS COMMUNITIES.

CTLD PICKUP LOCATIONS AVAILABLE:

AERODROME PICKUP AREA KIRYAT SHMONA BOTH RAMPS NAQOURA ALL HELIPADS GAZIPASA MAIN RAMP LHA-1 TARAWA DECK HMS INVICIBLE DECK ALL FARPS WITHIN FARP AREA (ONLY AFTER DEPLOYING FARP SUPPLIES)

CTLD TROOPS:

The meat & potatoes of CTLD is troop transport. A selection of infantry groups are available for transportation in CTLD and may vary based on the server or mission you are on. The amount of troops you can carry is limited by the number of seats in your helicopter. If you are getting a new group of troops from the LOAD menu, you must have enough seats for the ENTIRE GROUP. Check out the AIRCRAFT LIMITATIONS in this briefing for more info on that.

In your radio menu, go the F10.Other > CTLD > Manage Troops:

LOAD TROOPS: This page if for getting new groups from a pickup zone.

DROP TROOPS: This page is for deploying troops in the field or dropping them off at a pickup zone.

EXTRACT TROOPS: This selection will extract any troops in the field within 200m of your helicopter.

MENU ITEM CONTENTS TOTAL WEIGHT ROLE Anti-Tank x4 4x Infantry RPG-16 800 kg Anti-Armor Anti-Air x4 4x Stinger MANPAD 800 kg Air Defense Infantry x8 8x Infantry M4 800 kg Capture sectors Infantry x16 16x Infantry M4 1600 kg Capture sectors ANGLICO x1 1x ANGLICO unit 150 kg Call for indirect fire JTAC x1 1x JTAC unit 150 kg Mark and Lase enemy targets Zodiac 1x Armed Speedboat 1200 kg Oil Rig missions

CTLD CRATES:

On top of troops, CTLD also allows the capability of transporting crates. These can be both internally loaded AND sling loaded. Helicopters are limited by both weight and volume for internal transport of crates so know your aircraft when using these. There are two kinds of crates. Standard Cargo which may be used by the mission to perform tasks and Equipment which allows deployment of specialized groups in the field.

In your radio menu, go the F10.Other > CTLD > Manage Crates:

LOAD CRATES: This option loads crates on the ground into your helicopter.

GET CRATES: When within a pickup zone, this will spawn the crates in front of your helicopter.

DROP CRATES: Drop any crates you are carrying in front of your helicopter.

BUILD CRATES: Deploys the contents of the crates (equipment only). This takes 20 seconds. It is advised you clear the area before building is complete!

If you are carrying multi-crate equipment via sling load, you will need to pick it up internally after landing it, then drop it before you try building crates. It is recommended you land it away from the area you want to build crates to make it easier to pick up internally.

MENU ITEM CONTENTS CRATE COUNT CRATE WEIGHT EACH ROLE HMMWV TOW (2x) 1x HMMWV w/ TOW 2x 1300 kg ATGM Vehicle HMMWV MG (2x) 1x HMMWV w/ M2 Browning 2x 1000 kg MG vehicle ARMOR AMMO (1x) 1x M939 1x 1500 kg Resupplies friendly armor in the AO ARMOR DEPOT (x4) SUPPLY DEPOT 4x 1500 kg Respawn point for friendly armor FARP SUPPLIES (2x) FARP SUPPLIES 2x 1500 kg Enable a FARP for spawning, rearm/refuel, and CTLD CTLD FOB (6x) FOB + FARP 6x 1500 kg Creates a FOB for CTLD, as well as a FARP for helos

CTLD/CSAR (2/2)


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CTLD SMOKES/FLARES/BEACONS:

Not necessarily related to transportation, CTLD adds a few special tools to your aircraft that you can use in the field. In your radio menu, go the F10.Other > CTLD > Smokes, Flares, Beacons:

SMOKE ZONES NEARBY: This will place a smoke marker on the closest pickup zone near you if you're having troubles finding it.

DROP SMOKE NOW: This menu gives you a few different smoke colors you can drop on your current location. Works both on the ground and in the air!

FLARE ZONES NEARBY: This will fire a flare from the center of the nearest pickup zone for finding it at night.

FIRE FLARE NOW: Fire a signal flare from your current position.

DROP BEACON NOW: Drop an ADF beacon on your current position for homing to. Beacons have a battery life of 2 hours before they stop working.

CTLD WPZONE MARKERS:

A special function for BSD CTLD is the ability to tell your troops where to go using an F10 map marker. This gives pilots control over where their deployed troops will go without needing combined arms or having to do any work after dropping the troops. Here's how you do it:

Place an F10 map marker on the troop destination

Enter "wpzone" in the text box

Deselect the marker (click on the map)

Deploy troops within 2km of the marker

Dropped troops will move toward the marker

Delete the marker when no longer needed

CTLD AIRCRAFT LIMITS:

The amount of troops and crates you can load in the aircraft is limited based on the airframe you are using.

AIRFRAME MAX TROOPS MAX CRATES MAX CRATE WEIGHT UH-1H 10x 1x 3000 kg UH-60L 12x 1x 4000 kg Mi-8 24x 2x 8000 kg Mi-24P 6x 1x 2000 kg SA342M or L 2x 0x N/A

CTLD SPECIALTY UNITS:

There are currently 2 specialty troops available in most BSD missions and servers:

JTAC:

A single unit who will mark and lase enemy targets that he has LOS of. Using code 1688, you can launch remote hellfires at whatever he is painting to engage it. The JTAC will lase units up to 10km away.

ANGLICO:

A single unit who interfaces with the ARTY/ANGLICO system. This is a fairly advanced system that calls on friendly artillery batteries and naval vessels to engage a target with indirect fire. See this YouTube Video for instructions on how to use it.

ANTI SUBMARINE WARFARE


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Anti-submarine Warfare (or ASW for short) is a type of Naval warfare that involves a large variety of military disciplines centered around countering the venerable submarine. Fixed wing, rotary wing, surface vessels, and of course submarines all come together as players in this game of cat and mouse at sea. Submarines have been used by humans to sneak around and sink ships since the civil war. They started having a key role in naval warfare with the first world war, and have only improved since then.

Modern submarines are quieter, harder to find, and extremely deadly. Carried out by all of the previously mentioned assets, ASW is the only way to counter a submarine attack without another submarine. The different groups work together using sonar devices, underwater microphones, magnetic sensors, torpedoes, and a whole lot of coordination to find and destroy the enemy submarine lurking beneath the waves.

SUBMARINES IN DCS:

Out of the box, the DCS submarines are primitive and simple. There is no simulation of SONAR, sound, or even a torpedo that can track targets. To make ASW interesting, the AI behaviour, underwater sound physics, and tracking torpedoes all must be handled by scripts. There are no sonobuoys or SONAR probes in DCS either so those must also be simulated.

SCRIPTED AI:

The ASW script handles the behavior of the submarines. These are some of the situations where the script will make decisions for the submarine:

CONDUCTING ASW IN DCS:

The mission may not look like much on the surface, but it is alive and dynamic under the waves. You will be fully involved as you bounce around trying to identify the position of the submarine, all while it works to evade you. It may take 20 minutes, or up to a couple hours to conduct the search. Factors include your ability to hover over water, your strategy in the search, how lucky you are, and how many friends you have helping you. The script provides you with all the tools you need to find, fix, and destroy an enemy submarine hiding under water:

Sonobuoy: This small device is ejected or dropped from the helicopter and parachutes to the surface. It is essentially an underwater directional microphone.

SONAR Dipping probe: This is a winch controlled device built into your helicopter. It extends and retracts from the belly and is submerged under water to listen and emit an active SONAR pulse.

Mk46 Torpedo: Aircraft equipped with the Mk46 Torpedo can drop them into the water. Once in the water, they will have simulated tracking and impact, inflicting actual damage to the target submarine.

To operate the ASW system in DCS, you must be in an ASW enabled helicopter. These are typically the ones with "ASW" in their name. Upon entering the aircraft, you should be prompted with a welcome message. This is how you know it is operational.

Open your Radio Menu and go to F10 (Other). You will find the option ASW CONTROLLER in here. This sub-menu (no pun intended) will have all the controls you need to operate the ASW system in your aircraft.

You will need to monitor your F10 map frequently as this is the only way to see activity on the Sonobuoy sensors.

There will also be various sounds played for feedback of the system. You will hear sounds of the winch, SONAR ping, Sonobuoy deployment, as well as several voice lines recorded by [BSD]RePhil acting as the ASW operator in the back of your helicopter.

SONOBUOY:

The first thing to do in ASW is start dropping these in the water. They will provide you with a large detection area and if the submarine doesn't hear them, a rough direction of the target:

Max Range: 15 km Battery Life: 60 min Speed Silent: <1 kt Speed Quiet: 1-2 kt Speed Loud: 2-15 kt

SONAR PROBE:

Once you have a good idea of where the target is, you can start using your SONAR Dip Probe to get an accurate position of the target. To begin, you must first lower the probe into the water:

"Arm" the probe sequence by hitting the radio menu item "Prepare SONAR Probe".

Come to a stable hover at or below 40' or 12m ASL.

The probe will begin to deploy after 5 seconds of stability. It takes 30 seconds to deploy fully.Do not move after the probe starts to deploy. It will take damage and become inoperable after too much damage is done!

When you want to recover the probe, slowly gain altitude. Once the probe is no longer submerged, it will retract back into the aircraft. You are free to move around once it starts retracting. When the probe is deployed, it will begin to emit SONAR pings and try to identify a target. If there is a submarine within range of the probe and it is not in a shadow zone, you will receive details of the target. The target heading will be dead accurate, however the range may be skewed by the non-linear and non-constant speed of sound under water. The closer you are to the target, the more accurate it will be.

The probe is set to automatically repeat pings after 30 seconds. You can change this in the settings. You can also manually trigger the SONAR pulse. In the radio menu, select MANUAL PING NOW when the probe is fully deployed.

Max Range: 5km

Shadow Zones: None in Easy mode

Distance Inaccuracy: +-2kmWhen a submarine receives an active SONAR pulse, it will begin to make evasive maneuvers to defeat you. The submarine will either turn to the nearest shadow zone, or turn away from you to escape your range. The submarine will travel at ¾ speed to get away, while still being able to hear. You will see it on your sonobuoys when this happens. It is recommended that you repeat sonar pings at least two more times to get an idea of where the sub is evading to.

Upon reaching its destination, the sub will slow down to near-silent speed and continue with its tasking.

MK46 TORPEDO USAGE:

When you are certain you have the submarine narrowed down to a nearly precise location, it's time to deploy weapons on it. If your aircraft is equipped with torpedos, the ASW script will simulate the event:

Turn toward the target as accurately as you can and drop a torpedo like it's a bomb.

Your ASW operator will inform you if there's a positive track or not and will report the time of impact.

There's a chance the target will defeat the torpedo through countermeasures and evasive maneuvers.

If undefeated, the torpedo will hit the target and inflict damage. Your ASW operator will report this and you should see a splash.

If the sub is destroyed, you may see bodies in the water. If not, the submarine will surface and can be destroyed.

Max Range: 5 km Shadow zones: none Max Azimuth: +/-45 deg Max Speed: 83 kt Max Depth: 900' Hit Chance: 95%

VISIT, BOARD, SEARCH, SEIZURE


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VBSS (visit, board, search, seizure) is a process by which civilian ships are forcibly boarded by naval personnel and examined for discrepancies with their cargo. What occurs as a result of the inspection depends largely on what is found. An example would be ships carrying embargoed or dangerous materials in violation of international sanctions.

THE 3 DIFFICULTY LEVELS OF VBSS:

Standard: Just the ship. The full utility helicopter experience.

Light: Will evoke a qrf response from the irgc marine forces: Patrol boats.

Heavy: Recommended only with an attack helicopter escort. Warships will respond with CIWS, heavy guns, and possibly SAMS.

BOARDING A SHIP:

Tune to 55.50 FM. Assignments come across this frequency.

You are part of task force bravo when conducting vbss. Tune to 55.50 FM. Assignments come across this frequency.

Activate vbss using the F10 menu. there are three choices (covered later). in a short time you will receive an assignment with coords.

Load the following: Any machine gun that can be fired manually from your helicopter in multiplayer by the pilot. e.g. front miniguns on the Huey or kord gunner for the Mi-8 or any group of troops from the ctld menu.

Proceed to the grids and locate the ship.

Come close abeam to the ship as shown. Remain for up to 2 minutes. The ship may stop voluntarily. After 2 minutes if it does not, begin training bursts of mg fire on it. That will get their attention.

Once the ship is stopped, come to a hover close over the center.

The crew chief will let you know when you are in the right place over the ship. Slip around and find it, and rope the team out when he says you're over the right spot. Troops rope out of the left side of the helicopter, so you can plan for that. It varies from ship to ship but is a 25m radius centered on the keel but may be fore or aft a little depending on the ship model. A bad rope will require a pickup and reattempt.

LISTEN TO YOUR CREW CHIEF.

The team may report back that the manifest and cargo check out and request extraction. If they find problem cargo, they will call and advise you what they are doing. Part of this is forcing the crew off the ship in a lifeboat. They will ask you to watch for it and extract them once the lifeboat is clear. You can extract them from a hover. They may not be visible on the map but are still there. Troopers may do some bizarre stuff like appear in the water or floating. This can't be controlled so please ignore that. So long as they are dropped in the right place it's fine.

The VBSS team (blue team) will call the USS Ticonderoga for an anti-ship missile strike. You will get an estimated time of impact for the missiles. Be clear of the the gun-target line by that time but stay close enough for Battle Damage Assessment.

You are ready for a new engagement. If you activate a second incident before the first one is completed, the ship will be replaced by the new one.

RADIO COMMUNICATIONS


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Helo World requires you to communicate at all times to the other players your position and your intentions. Last thing you want is a collision with another player (system will automatically ban you and you will have to claim on our discord server to be re instated) or distributing/receiving some friendly fire because no one knew several helicopters were going after the same target.

SIMPLE RADIO (SRS):

We are using Simple Radio[dcssimpleradio.com] (SRS) that you should have properly installed and configured. Please make sure that you also configured and use a PUSH TO TALK button (on your joystick or your keyboard) whenever you need to speak. Hot mic on a busy server can completely ruin the others experience. Thanks.

When connecting on Helo World, your SRS client will automatically connect to its SRS server without the need for you to enter an IP address. If you forgot to launch your SRS client, a popup will ask you if you want to launch it.

COMMUNICATION PLAN:

We kept it ultra simple (not mil sim level).

UNICOM:

UNIT CALLSIGN FREQUENCY ROLE ALL FLIGHTS ALL CALLSIGNS 250.000 Mhz CTAF

ACTIVITIES:

ACTIVITY FREQUENCY TASK MARITIME SECURITY 40.00 Mhz (CH6) (+1 for Ka50) ANTI-SHIPPING TROOPS IN CONTACT 50.00 Mhz (CH7) (+1 for Ka50) AIR SUPPORT VBSS 55.50 Mhz (CH8) (+1 for Ka50) LIFT SECTOR CONTROL 59.90 Mhz (CH6) (+1 for Ka50) VARIOUS OIL RIG ASSAULT 250.00 Mhz (CH6) (+1 for Ka50) LIFT

Outside of those frequencies, if you are flying together with other helicopters, feel free to use any free frequency.

HELO WORLD HEATMAP


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NEAR REAL TIME HEATMAP[mods.blacksharkden.com]

CREDITS

MISSION DESIGN AND SCRIPTING:

[BSD] FARGO

[BSD] STATUA

DOCUMENTATION:

[BSD] STATUA

[BSD] BADCRC

[BSD] RENKO

DOCUMENTATION PORTING: (Steam migration)

[BSD] FEENX

VOICE ACTING:

[BSD] MOLEVITCH as "Sector Control Officer"

[BSD] REPHIL as "ASW Operator"

[BSD] SPECKFIRE as "IDF Armor Crew"

[BSD] FARGO as "Troops in Contact"

BETA TESTING: (in no special order)

[BSD] SWORD

[BSD] HOUSEMAN

[BSD] LATEO

[BSD] SLOWMOVER

[BSD] PASCOAL

[BSD] MIKI

[BSD] RENKO

[BSD] REPHIL

[BSD] HARKANI

[BSD] DEFIANT

[BSD] GRUMPY

[BSD] VOLK

[BSD] YOGI

[BSD] FLYNAVY

[BSD] GUNSLINGER

[BSD] COPPERHEAD05

[BSD] WALLABY

[BSD] MEA

[BSD] TORO6

[BSD] GIMBAL

[BSD] REED

[BSD] N3CKTI3

[BSD] NOVA

[BSD] CASPER

[BSD] MEMPHIS291

[BSD] MOLEVITCH

[BSD] JOKER

ORIGINAL DOCUMENTATION:

HELO WORLD WIKI[heloworld.blacksharkden.com]

END


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Join the largest helicopter community in DCS World! (BlackSharkDen)[www.blacksharkden.com]

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3023720132					

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