Glossary
Every term, plain English.
DCS has a lot of jargon and so do we. Here's every term we use, with a one-line definition and a concrete example.
- Cell
- A unique combination of Map + Era + Scenario. Each cell is one buildable mission template.
- Example
Caucasus / Modern / SEADis one cell.Caucasus / Modern / Strikeis a different cell. The library currently has about 25 cells across 5 maps and 3 eras. - Seed
- The starting-point .miz file the engine uses for a cell. Has the map, weather, time, scripts, and player slots already in place — but no enemies yet.
- ExampleThink of a seed as a half-built kitchen. The walls, plumbing, and outlets are in. The threats and ground groups (the appliances and furniture) get added at build time based on your composition.
- Fragment
- A small reusable piece of a real DCS mission — a SAM site, a CAP flight, an armor column. The engine pulls fragments from a 54,000-piece library and injects them into your seed.
- ExampleA typical fragment might be a Tor-M1 SAM with its radar, search vehicle, and crew — captured from a real production mission so it is set up the way an experienced mission designer would set it up.
- Anchor
- A marker inside a seed that tells the engine "you can put a fragment of this kind here." Every seed has a fixed pool of anchors per coalition and role.
- ExampleIf a seed has 3 red-SAM anchors and you ask for 5 red SAMs, you get 3. The live preview on /build shows the ceiling per role.
- Composition
- The dictionary of "how many of each thing" you want in this mission. Set it manually with the sliders, or pick a recipe to auto-fill it.
- Example
{ red_sam: 3, red_cap: 2, blue_awacs: 1, blue_tanker: 1 }= three red SAMs, two red fighter patrols, one friendly AWACS, one friendly tanker. - Recipe
- A named composition preset. Picking a recipe is a shortcut — it fills in the sliders for you.
- Example
sead_normalauto-fills 3 red SAMs + 2 red CAP + 1 blue AWACS + 1 blue tanker.training_basicauto-fills almost nothing. Recipes can be tuned further with the sliders after picking. - Role
- What a unit does in the fight. Used as the key in the composition dictionary.
- ExampleCommon roles:
red_sam,red_cap,red_aaa,red_cas,red_armor,red_infantry,red_convoy,blue_awacs,blue_tanker,blue_cap,blue_recon. - Coalition
- Blue (friendly) or red (enemy). Every fragment is tied to one coalition; the engine never mixes them.
- ExampleA blue tanker will only spawn at a blue airfield. A red MiG-29 will only spawn at a red airfield. There's no scenario where the two get accidentally swapped.
- Slot override
- Forcing a specific aircraft type for a player slot, instead of letting the era pool pick.
- ExampleBy default a Modern Caucasus mission might give you an F-16C or F/A-18C. Set a slot override to
F-15Eand that slot becomes a Strike Eagle on every build. - Dynamic spawns
- A DCS 2.9 feature that lets a player spawn any aircraft they own at any parking spot of a friendly airbase. Toggle on /build under Doctrine controls.
- ExampleTurn it on and your friends can join the same mission flying a Mirage, an Apache, an F-14 — whatever modules they own — without you having to pre-place dedicated slots for each.
- Takeoff mode
- How player flights start: parking with engine off (cold), parking with engine running (hot), or already in the air. Affects all player roster slots.
- ExampleCold start = you fire up the jet from scratch (most realistic). Hot start = you taxi straight to the runway. Air start = you spawn already flying. Pick what matches your mood.
- AI density
- How "busy" the airspace feels — how many AI-only flights are seeded in (extra civilian or background air traffic).
- Example
off= empty sky outside your composition.dense= lots of background traffic.auto= the engine picks based on the seed. - Lift (vs. full-adapt)
- A "lifted" cell uses the original mission as-is and adds a fragment overlay. A "full-adapt" cell rewrites the mission to a Fox3 SEED_SPEC. Lifts are faster to add; full-adapts are more flexible.
- ExampleMost cells in the library today are lifts. Full-adapt cells (like Caucasus / Modern / SEAD) support the full slider/recipe flow with composition injection.
- Mission of the Day (MotD)
- A pre-built mission generated automatically every morning at 00:05 UTC. Find it on /today.
- ExampleDon't want to think? Click Today, download the .miz, fly. A new one every day.
- Deploy to server
- A Pro+ feature that pushes the built .miz directly to one of your DCS servers via Tailscale + WinRM, instead of you downloading it manually.
- ExampleSet the Host field to your server's Tailscale name and click Build & Deploy. The .miz lands in
Saved Games\DCS\Missionson the remote machine. - Remix
- Build a new mission starting from the settings of a previous build. Saves you re-typing every option.
- ExampleOn /historyclick the Remix button next to any past build — /build opens with all of that build's settings pre-filled, ready to tweak and rebuild.
- Quota
- How many missions you can build per month at your current plan tier. Free = 2/month, Pro and above = unlimited.
- Respawn pool
- A bucket of late-activated AI groups that re-rolls when you respawn. The threat layout shifts between lives so the second sortie is not identical to the first.
- ExampleWhen the engine picks 3+ red CAP fragments for your mission, two-thirds of them are held in a respawn pool. On each death, one is destroyed and a fresh pick is activated. Powered by Fox3MenuKit v1.3 and an
S_EVENT_BIRTHhook with a 30-second debounce. - PvP mode
- A toggle on /build that exposes the red roster editor next to blue. The engine then counts both coalitions for AI density and applies a 60% multiplier so the human-vs-human fight stays the main event.
- ExamplePick the Skirmish scenario on any PvP-capable map (Caucasus/Modern, Caucasus/ColdWar, Syria/Modern, Sinai/Modern, Falklands/ColdWar), toggle PvP, set 4 blue and 4 red player slots — done.
- Auto-QA gate
- A live load test that every Mission of the Day passes before it ships. The mission gets uploaded to a real DCS server, loaded via DCS-gRPC, and scanned for log errors. Catches the bug class behind the 2026-04-26 broken-MotD incident.
- ExampleTier-1 (live): upload + LoadMission RPC + dcs.log scan. Tier-2 (Tacview-based behavioral scoring) is shipped and runs when DCS_server is active on the test host.
- Async build
- A Fleet-tier build path that returns a job_id immediately and runs the mission generation in the background. Used for 60-player scenarios that would otherwise time out the API request.
- ExampleOn /scenarios, the Build async (large) button submits to
/api/scenarios/build/asyncand polls every 2s until the .miz is ready. - Persistent campaign mode
- Multi-session campaign state. Kills, captured bases, and author flags carry across server restarts via the bundled Fox3Persistence.lua framework.
- ExampleToggle Persistent campaign mode in /build's Build Options. The generated .miz writes a save file via
io.openon death / mission-end / 60s heartbeat; on next load it reads the save and destroys groups that were dead, restores author-range flags 600-899. See /help/persistent-mode for the squadron-night flow. - AI formation
- A per-build override for the formation flown by AI plane groups (intercept, escort, strike). Helicopters and player groups always keep their seed-author choice.
- ExamplePick Combat Spread for stagger-widewall, Trail Open for single-file, or Wedge for the V-shape. Per-aircraft-category mapping ensures DCS gets a valid
formation_templatestring.
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