Build a mission
Pick a scenario, tune the composition, build your .miz.
AI composition
Red SAM batteries
2
Red CAP flights
2
Red AAA
2
Red CAS
0
Red armor columns
0
Red infantry
0
Red convoys
0
Blue AWACS
1
Blue tanker
1
Blue CAP
0
Blue recon
0
Player roster (optional)
Add new player slots on top of the seed's built-in roster. Each row generates a group of N flyable slots at a coalition airfield. Toggle PvP to expose the red roster + adjust AI density for both sides. With PvP off, any red Client slots in the seed get demoted to AI at build time.
Blue roster+0 new slots
(no extra blue slots, seed defaults only)
Doctrine controls
Tune the high-level mission flow knobs from the Fox3 mission doctrine.
Where new player slots from the roster start. Ground starts let players edit loadout before takeoff.
AWACS provides radar coverage; tankers provide aerial refueling. Skipped automatically for WWII era. Both inject per-coalition with randomized orbit positions behind your friendly airfields.
AWACS (E-3A blue / A-50 red):
Scatters a random 2–6 small AAA emplacements (2–4 guns each) inside the area of operation, biased along the route toward the red threat. Light pop-up texture, with era-appropriate guns (ZU-23/S-60/KS-19 for Cold War, Flak for WWII), not a SAM wall. Same composition seed reproduces the same sites.
Drops a blue US carrier strike group (carrier + escorts) offshore with TACAN/ICLS recovery beacons. It is set dressing and an AI/recovery anchor at sea. Works even with no carrier-capable player slots. Era-aware (modern CVN, Cold War stand-in hull). Skipped automatically on landlocked maps (e.g. Germany, Nevada).
Optional, off by default. The aircraft pool stays open unless you turn this on (WWII-in-Modern is sometimes deliberate). When ON, restricts the player-selectable pool, AI aircraft, and weapon loadouts to era-appropriate types, e.g. no P-51 in a modern mission, no R-60 on a 1968 MiG-21 (falls back to gun/era-correct weapons). Uses a per-era default year cap; set a year cap for intra-era precision (e.g. 1968 for a Vietnam-era Cold War build).
How many AI units to target per blue player slot. Training scenarios are auto-exempt.
Budget the mission to fit your server's RAM. Generated AI trims automatically; if your explicit slots/composition alone can't fit, the build is rejected up front instead of crashing your server.
Force the in-game F10 map on or off. Free lets your DCS server config decide.
In-cockpit and external unit labels. Free defers to server config.
Pro+ feature. SAMs share radar contacts and coordinate as a network. Early-warning radars cue medium-range SAMs, long-range covers the deep front, short-range runs point defense. Auto-registers
AI_REDF_SAM_* groups by name prefix. Adds ~450KB to the .miz (MIST + SkyNet frameworks).Multi-session state. Kills, captured bases, and author flags carry across server restarts. Squadron-night flow: fly the campaign, drop to a training mission as a parking spot, come back to the campaign with state intact. Requires Fox3-fleet server (mission-script io.open is unsanitized on Fox3 servers; non-Fox3 servers need a one-line MissionScripting.lua edit).
Bakes current real-world weatherinto the mission at build time (live METAR clouds, wind, temperature, QNH and visibility for the map's region), so it has real weather anywhere you run it (your own server, single-player, any host). Snapshot as of build time; on a Fox3 server with the Real Weather add-on, weather also refreshes live at mission start. Separate add-on, not tied to a tier or to hosting a server.
Sets the mission's time of day. Fly the same scenario at dawn, noon, dusk or night. Separate add-on, not tied to a tier.
Force unlimited weapons / fuelfor everyone. Great for gunnery and BFM ranges. Forced mission-wide, so a server's difficulty settings can't override it.
In-mission F10 task system. Pilots open F10 → Fox3 Tasking → Available Tasks, accept a STRIKE task, get F10 map markers + drawn route line + optional SRS-TTS voice briefing. Outcomes scored Perfect (full + RTB to friendly base) / Full (target done, no RTB) / Partial (≥50%) / Fail. Pool refreshes from a target catalog so tasks never run out. Fleet tier required.
In-mission helo logistics. Pilots open F10 → CTLD Logistics to Request Crate (a sling-loadable supply crate drops by your helo), fly it to a site and Unpack Nearest Crate to deploy era-correct SHORAD / SAM / AAA / MANPADS, an early warning radar or a JTAC team, plus Load / Unload Troops to lift an infantry squad. Crates and troops are issued at friendly airfields, FARPs and carrier decks. Works on any mission. How it works. Creator tier required.
Your coalition shares one bank. Pilots earn credits for kills and Dynamic Tasking scores, then spend them from F10 → Fox3 Economy on an artillery firebase, armor, mech or air defense platoons, and armed AI CAS or CAP flights, placed with an F10 map mark. With CTLD on, crates cost credits too. Pair with Persistent mode to keep the bank across restarts. How it works. Fleet tier required.
An air-to-air practice range: enemy fighters spawn in a ~30 NM box near your slots, fight back but stay leashed to the box so they never chase you across the map, and respawn endlessly for unlimited BFM / BVR reps. Era-correct bandits. Creator tier required.
Mission Editor scaffold. Adds auto-generated triggers (objective complete, mission end, score), F10 map markers (airfield labels, target markers, SAM threat rings), a structured briefing with {TODO} markers, and a Fox3_README.txt. Open the .miz in the DCS Mission Editor and customize.
Override the formation flown by AI plane groups (intercept, escort, strike). Player groups keep their own formation. Free= use the seed author's choice.