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What is DCS: Retribution Dynamic Campaign?

DCS Retribution was forked from DCS Liberation, which is a DCS World turn based single-player or co-op dynamic campaign. It is an external program that generates full and complex DCS missions and manage a persistent combat environment. In essence, it's a DCS mission generator, consisting of the following building blocks:

The campaign acts as a template, populated by units available, based on the factions and timeline chosen and generates a new mission (retribution_nextturn.miz) every time you hit the launch button in the UI.

Once a mission has ended, DCS Retribution captures the events (state) that happened in DCS and processes them, so that the player can make adjustments and hit launch again.

This pattern provides a custom, dynamic and persistent campaign.

For more information, it's recommended to read the Getting Started guide first.

What are the main differences between Retribution and Liberation?

DCS Retribution puts a heavy emphasis on user convenience, added configurability and increased "fun factor" for generated campaigns.

Retribution contains the following features:

  • Enhanced save compatibility. In many cases, a user can start a campaign with a version of Retribution, update the generator as new versions become available and still keep flying the same campaign.
  • Additional performance options in settings.
  • AI escort flights will actually escort the main flight, instead of only flying along the same flight path.
  • AI SEAD flights (not just SEAD escorts) are able to employ mixed loadouts (ARMs, decoys, Mavericks etc.)
  • AI will also plan 3-ship and 4-ship flights, in addition to 2-ship ones. You don't always know what you are up against. The probabilities of each are configurable in settings.
  • An option to configure OPFOR autoplanner aggressiveness and have the AI take risks and plan missions against defended targets.
  • More extensive list of supported aircraft and ground asset mods.
  • More extensive list of lua plugins.
  • When CAS flights are planned, delay ground force attack until first CAS flight is on station.
  • Ability to operate Harriers from FOBs/FARPs by human pilots.
  • Campaign designers can add ground spawns (for human pilots) to existing airfields or even create complete roadbases for use in campaigns.
  • Splash damage script which also supports cluster weapons
  • Many others...

Retribution also contains some features which either used to be part of Liberation and got removed (such as the option to only generate night missions) or which were implemented but never merged into the release versions (such as the configurable front line width).

For an extensive list of differences, please see the Changelog

The DCS Retribution development team has also partnered with WRL (We Run Liberation), an active multiplayer group which designs their own campaigns and regularly organizes events where these campaigns are flown. We are working closely with the WRL crew on development and testing, and you can find many of their campaigns included with Retribution.

What's behind the name "Retribution"?

The project was forked from Liberation during September-October 2022, around the time of the Kharkiv and Kherson counteroffensives. Given that the premise of many of the campaigns generated with Retribution is to go on the attack against an aggressor, and also given that Liberation was originally created by an Ukrainian citizen, the name seemed to fit.

Please support Ukraine against Russian Aggression.

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For other tutorials and information, see the navigation bar on the right side of the wiki or use the search function by collapsing the Pages tab on the top right of the navigation pane.

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Disclaimer: as of June 2023, DCS Retribution is under active development and it's possible some of these wiki pages may sometimes be out of date

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