Next Mudspike Foothold campaign (April 2026)

The difficulty settings in the stock Foothold Config.lua (that can be kept outside of the miz so we can still update frequently) seems good for what we need?

-- ============================================================================
-- Difficulty Settings
-- ============================================================================

-- Valid values: "easy" | "medium" | "hard"
-- Here, you can adjust how many cap should spawn. medium, is the default (Balanaced)
CapDifficulty           = "medium" -- RED CAP amount.  This can be further custommized in the advance section.
CasDifficulty           = "medium" -- RED CAS amount.  This can be further custommized in the advance section.
SeadDifficulty          = "medium" -- RED SEAD amount.  This can be further custommized in the advance section.
RunwayStrikeDifficulty  = "medium" -- RED RUNWAYSTRIKE amount.  This can be further custommized in the advance section.


FriendlyCapSupport      = "medium" -- BLUE CAP support limit. This can be further custommized in the advance section.
FriendlyCasSupport      = "medium" -- BLUE CAS support limit.  This can be further custommized in the advance section.
FriendlySeadSupport     = "medium" -- BLUE SEAD support limit.  This can be further custommized in the advance section.

AiPlaneSkill            = "Random"
-- AI skill used for spawned airplanes Red only (MOOSE SPAWN:InitSkill).
-- Valid: "Average", "Good", "High", "Excellent", "Random" (case-insensitive). Unknown values become "High".

AiGroundSkill           = "Excellent"
-- AI skill used for spawned non-airplane units Red and blue share the same config value (ground/ship/etc) (MOOSE SPAWN:InitSkill).
-- Valid: "Average", "Good", "High", "Excellent", "Random" (case-insensitive). Unknown values become "High".

-- Controls whether SAM groups are hidden on MFDs.
-- Valid values only: false | true | "random"
-- false    = always shown on MFD
-- true     = always hidden on MFD (default)
-- "random" = 50% chance hidden on each spawn
HideSAMOnMFD            = true -- if random, use "random" (string)
-- ============================================================================
-- RED Reactive Counterpressure
-- ============================================================================
-- RED Reactive Counterpressure (simple explanation):
-- When BLUE players get close to RED frontline zones, RED starts reacting.
-- RED reaction has 2 parts:
-- 1) Soft reaction: RED speeds up some supply and Patrolling CAP groups for pressured RED zones.
-- 2) Hard reaction: RED can force-spawn attack groups to strike BLUE zones.
-- If you do NOT want red supplies groups to be boosted in speed to spawn faster, set softSupplyBoostPerZone to 0.
-- If you do NOT want red CAP groups to be boosted in speed to spawn faster, set softCapBoostPerZone to 0.
-- The coolDownSec is how often this stuff triggers, you can increase / decrease.


-- Valid values: "easy" | "medium" | "hard"
-- "Modern" or "Coldwar" ("Gulfwar" if the map is Iraq).
-- In the editor, Don't copy to all ships, make sure all planes in every warehouse are set to LIMITED!!!
Era = "Modern" -- does not work in Afghanistan or kola

-- If true: remove SA-10 and SA-11 (replaced by older SAMs).
NoSA10AndSA11 = false

-- There is no Pantsir or Tor M2 in the coldwar Era, but in modern, you can stil replace them.
-- If true: Pantsir and Tor M2 will be replaced with random groups, including SA-15, SA-19, SA-8 and SA-13.
NoTorM2AndPantsir = false

-- If true: SA-15 will be replaced by random groups, including SA-19, SA-8, SA-13 and SA-9.
NoSA15 = false

Anything else just seems gravy, but there is lots more to fiddle with if we want. Attached

Foothold Config.zip (12.0 KB)

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Good points Msr. Frog. Keep the HARMS, but nix on the AMRAMs. I’ve never thought Sparrows were that bad, especially in confined quarters.

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It was more that the Red AI CAP would always come in pairs, meaning you’d always need to AIM-9L merge something all the time as the one sparrow with STT lock would hopefully do the other. That just makes single person CAP a bit of a pain but not terrible or anything. One solution could just to be maybe run the server with CapDifficulty = "easy" if that’s what people prefer. E.g. we have lots of knobs to turn rather than loadouts.

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Agreed. It would be nice to just upload Leka’s latest edits each time they are released..and he is making significant improvements each time.

I don’t know that that is true. I rather enjoyed skulking about at low altitude strategically putting terrain/buildings/trees between me and them. Very often those missions were more about the route in and out rather than the act of killing anything.

Yes..I agree. The intent of the penalty was to make people a little more deliberate and a little less Air Quake…but I can also see the point..but..

…that is also true..but if the CAP were 1v2 or 1v4 sometimes…go ahead and spend the credits to call up some help and get some division of labor. We always leave a LOT of credits on the table and in instances where the game gets lopsided (4 clients with only 1 doing CAP)…that is a scenario where prepositioning an AI CAP could be helpful. In the heat of the moment of course it is hard to do the F10/F1/F3/F5 and a partridge and a pear tree dance, but I do think there were in-mission tools that sometimes we didn’t fully utilize (the game part of the game).

I’d argue that it was more fun to do the dance with the SAMs with lower tech weaponry than higher tech weaponry. Particularly in areas where you could use terrain to the advantage. In the wide open plains…uh..not so much. I was getting pretty good at spotting and engaging SAMs (the SA-8 Osa (looks like a duck boat) using the A-10 Maverick IR seeker because the size of the SA-8 made it a slightly bigger blob on the MFD.

Yes..for simplicity’s sake that is where I’m tilting towards.

Agreed. While I know the situational awareness in the JF-17 isn’t as good as the whiz-bangery of some of the more modern jets with awesome data-link stuff, I enjoyed running away when I knew I was in over my head. Some of the more rewarding missions were ones where I burned all my gas running in and running out without ever releasing a weapon because RED air just wouldn’t give me a break (I think @Sryan saw that happen for about an hour at that west factory site or whatever it was..it was relentless..)..

Good observations on the 3 major gameplay styles. As an occasional night-shift worker, I’d sometimes find myself on the server in the dead-zone hours between when the N. American extreme night-owl players were finally in bed..and prior to the Europeans getting fully awake and coffee’d (plus they THEN had to go to work..whomp whomp..). So I was often playing alone at 2 or 3AM and you know what worried me the most? Losing zones because I couldn’t fend off an attack or respond to some threat to blue zones that had been liberated by people earlier in the night. Like..legit stage fright. I was always relieved when I logged off and left the map at least equal to or better than when I logged on. LOL…

Yes and no. I was among those strike pilots that would often be scared off by RED air..and just took that as a fictional “well..we are invading them” attitude. :rofl: There are switches in the config file to mitigate some of that such as making certain aircraft invisible to RED air. I’m not sure how vigorous that is..but there are things like being able to set the Harrier and A-10 to invisible..so either RED air doesn’t see them, or doesn’t count them in the equation to scale the mission towards harder as more clients join. I kind of liked it the way it was because some of my most exciting moments where getting into turning fights in the A-10A with an Su-25 or MiG-27 and 90% of the time dying..but occasionally scoring that oh-so-rare strike pilot air-to-air kill.

I think that is the most reasonable approach..and if I’m reading @fearlessfrog right (Google translate from Canadian..ya’ know..50/50 sometimes) he feels similarly..and I do too that you can scale the difficulty in your own little orb of influence by simply choosing how you fly your own platform. Want to use rear aspect heaters? Sure! Want to toss bomb over that ridge to kill that SAM site..by all means. I think it is also helpful to take the temperature of what others are doing and respect the role playing we are all doing. Communication is key for that…typed or voice..doesn’t matter..but if someone has flown 30 minutes to specifically kill something and they have made it known…let them realize their dream. I mean…if anything..watching me glide in on an SA-8 with both engines out with my Avenger roaring is pure cinema.

I think so. I recall reading somewhere (darned if I can remember..probably in that copy/paste up there) that some of the settings need to be on Excellent so that the EWRS or Moose or something configures or scales the enemy SAM sites correctly? I would think the default setting matches up to that being the case..so probably best not to mess with that (I don’t think I did in the last two Foothold campaigns)…

I’m not opposed to the AMRAAMs..I’m completely not knowledgeable about their capabilities in game..and in particular in the Foothold type environment. I was merely parroting ignorantly what I’ve read on the DCS forums and Reddit about players that come up with 12 AMRAAMs and just fire them off in an 40 degree spread killing everything in their path. I don’t know if that is true..and is probably just typical Reddit hyperbole. So my opinion on AMRAAMs comes from a place of deep ignorance. :rofl:

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For now I’m really enjoying learning the DCS Viper for the first time, the NTTR sandpit is nice for it. As long as I can fire mavericks and drop bombs and occasionally even fire a sparrow or aim9 with it then I’m happy. If we go for the :koala: :koala: :koala: map then that’ll make it super interesting as well, just to look around it. I think that might be cold war only anyway?

So basically good with whatever we do.

By the way, the Kola mission description if that helps things:

A few notes to this release.
First of all, I want to thank @Leka for all the help that I received. Without him, this project would not have been possible. It’s been an honor to develop foothold for one of the most beautiful areas in the world, and it’s also a deep dive into a country I fell in love with.
This foothold mission works slightly different to all those that you might know. The map is quite large, making it difficult to make it suitable for helicopter action. The south along the axis Luleå - Kemi Tornio - Kuusamo is more suitable for helicopters, as there are FARPs every like 30nm. The north however is a playground for fixed wings. A large focus is SEAD, as the main points are often well defended airfields. Due to the airfields being rather small, most of the red air will indeed come from Russia itself. This might change as the map improves. Like Gällivare being a city in real life and home to one of my favorite swedish bands, it is completely empty at the map now. Who knows what happens in the next update.
You will find strike targets both on the map (marked with green / red text) and in the kneeboard. If you strike the statics or map objects at these places, you will degrade the red supply level, leading to longer supply times and less CAP due to longer respawn times for supply, patrol and attack flights. The status of these can be displayed via the radio menu. Progress will be saved, so buildings stay destroyed. Targets are marked with a red box on the map.
And then there are also units outside of zones, so recon can be thing if you want to strike these.
I probably won’t have the time to implement new features this fast due to my personal life which is a bit tight right now. But I’ll try to keep up with everything.
Until I’m busy with the german map, which will feature both my hometown and my birthplace…
Have fun with the mission!

This mission does not have Cold war / Modern due to very small airbases.
It does not have Ground movers due to the layout of the airports ( to much water and trees ).
It does not have AIEN.

(some of that info might be out of date by now, not sure)

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Well I have literally spent a few minutes on the server. Spawned at Nellis and did a lap of the base.

Took me ages to finally get things happening but during my first couple of attempts I did see our Intrepid Amphibian in a Viper and someone else in a Mig-19 flying around.

Despite the latency it was quite playable, which gives me hope?

That is was a problem. I decided to take advantage of the Spring sale (in Autumn :zany_face:)

Noting that all I have done with it is map the pitch, roll, yaw & collective axis. And total hours in this particular ‘bird’ = about 10 minutes.

I can at least take off, fly around a bit and land in one piece (even if it isn’t exactly where I wanted to land)

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Calling @jenrick. After uninstalling the Armed BH and UH-60L (DAP) mod, downloading 2.1.5 again and a fresh install of the mod, not installing the Armed BH mod, I still can’t get either the door M134 guns or the .50 pods to load in the arm/refuel screen, at least at Nellis in the rotor zone. My you could share your screen while you load them and I could look over your shoulder. The rockets and Hellfires work great though.

Alright. I’m putting my thumb on the scale and tilting it towards Kola. And the citizens of Kobuleti rejoiced.

Just made the purchase. Server is down while I load the terrain then NTTR will go back up for a bit while I get Foothold Kola set up.

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Awesome! Hopefully I will get a chance to fly a few sorties. Unfortunately, I head off for recurrent training on Sunday and after that I have my mother visiting from the UK, so my simming will be a bit limited for the next few weeks.

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Wahoo! :koala:

Very well! Lets hope this map has some other stuff going on too because I’ve never seen it being used online.

And what era/limitations are we running this one under? Just figuring out if I need to get out my bombing tables or my SAM threat altitude and range tables.

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@fearlessfrog asked on the Foothold discord: Coldwar is not an option for Kola. So we’re fighting it out with the modern options, not too bad. In the config I see you can disable some SAMs, but not sure this makes sense when we will bring the full western (and eastern) offensive armament with us.

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On the discord I checked if the config notes where still right:

some guy: Hello! Is the Kola map just modern or just cold war? I think it is one without that switch, correct?

Leka: Correct, no coldwar on kola at least not ground units

edit: Ninja’d by @TeTeT but I’ll leave it

:ninja:

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I don’t think this means no cold war exactly, just that the easy preset is not there as fewer ground units on Kolala? We can still do the SAM limitations, and RED AI CAP (and other) skill level tweaks. I also think there is a way to allow/disallow platforms and weapons in the config lua as well, allowing this to still be able to upgrade the main script as we go as well.

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Front seat Apache!

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I’ll check which version of the Blackhawk mod I have installed. On either the L or the DAP, I just add the guns in the correct spot and spawn in. I checked late last night, and it worked fine on the L. I didn’t bother to check the DAP, but I’m certain it would work too. If I can remember how to use the MS game bar to video cap the process, I’ll do it this evening.

In what I’ve got, the DAP just has the M134’s in the “door gunner” spot (though I think they normally just fly with a crew chief and the guns are fixed forward). The L lets your put in either the M3 .50 or the 240 as door gunners.

Same. I pretty much only fly the DAP, but have removed the Armed BH Mod. So, basically just flying version 2.1.5 without any mods. I have the MH-60R installed, but it’s now standalone.

2.1.5 is what I’ve got I believe. Does the arming screen let you add the guns, and they’re just not showing up in game with ammo?

When I first spawn, they are available like any other weapon. However, when I enter the aircraft and power up the aircraft, including power to the miniguns, the ROE panel shows zero ammo available (see image above). If I go to the arm/refuel panel, they are now grayed out and show unavailable. Maybe I need to shutdown? I think that I tried that though, and it didn’t mater.