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Pilot Guide — VEAF Mission Creation Tools

This guide is for players flying missions that use the VEAF framework. No technical knowledge is required: everything is done in-game, with the mouse and keyboard.


Table of Contents

  1. What is VEAF MCT?
  2. Recognising a VEAF Mission
  3. Try it in game: the demo mission
  4. The F10 Radio Menu
  5. Marker Commands
  6. Assets: Tankers, AWACS, Carriers
  7. Combat Zones and Missions
  8. CAS Training
  9. Security and Permissions
  10. Tips for Your Aircraft
  11. Frequently Asked Questions (FAQ)
  12. Community and Support

What is VEAF MCT?

VEAF Mission Creation Tools (VEAF MCT) brings DCS World missions to life and makes them interactive. In a regular mission, everything is fixed in advance. With VEAF MCT, you can act while flying:

  • spawn enemy units on demand;
  • request a tanker, an AWACS or a carrier;
  • launch a Close Air Support (CAS) training session at the difficulty level of your choice;
  • activate combat missions prepared by the mission maker.

These capabilities come from small programs — called scripts — that the mission maker has added. You have nothing to install: everything is already included in the mission. You give orders in two ways: through the radio menu (F10 key) or by placing a marker on the map.


Recognising a VEAF Mission

Three signs tell you a mission uses VEAF:

  1. Startup messages appear in the lower-right corner of the screen at launch, listing the loaded VEAF modules.
  2. A "VEAF" submenu appears under F10 → Other.
  3. Map markers show tanker tracks, AWACS orbits or combat zone positions.

📷 Screenshot coming soon: VEAF startup messages in the lower-right corner.


Try it in game: the demo mission

The demo mission (Caucasus) shows every VEAF feature, one step at a time. Take a slot, then open F10 → Other → Guided tour: each entry says where to go, what to do and what to look for, and puts a mark on your map. It comes in a French and an English version.


The F10 Radio Menu

All VEAF MCT features are available from F10 → Other → VEAF. (The radio menu is the list that opens with the F10 key; "Other" groups the commands added by the mission.)

graph TD
    F10[F10 Radio Menu] --> Other[Other] --> VEAF[VEAF]
    VEAF --> Res[ASSETS]
    VEAF --> CAS[CAS MISSION]
    VEAF --> CZ[COMBAT ZONES]
    VEAF --> Miss[MISSIONS]
    VEAF --> Assist[ASSISTANCE]
    Assist --> AS1["Cold start — F-16C"]
    Res --> A1["Arco 1-1 — tanker"]
    Res --> A2["Overlord — AWACS"]
    VEAF --> Carrier["CARRIER OPS"] --> CarrierSide["CARRIER OPS - BLUE / RED"]

📷 Screenshot coming soon: VEAF submenu in the F10 radio menu.

The exact contents depend on what the mission maker has enabled: some missions will not have every entry.


Marker Commands

In addition to the radio menu, you can give orders by writing a command in a marker on the F10 map.

How to do it:

  1. Open the map (F10).
  2. Right-click → Add marker.
  3. Type the command in the marker's text field.
  4. Confirm.

VEAF detects the marker, runs the command at the marker's location, then removes it automatically.

📷 Screenshot coming soon: typing a command into an F10 map marker.

On multiplayer servers, some commands require a password. See Security and Permissions.

Aliases: the simplest method

An alias is a shortcut prepared by the mission maker. It starts with a hyphen - and triggers a full command behind the scenes. It is the easiest way to spawn units: you only need to know the shortcut's name.

Common air-defence aliases:

Alias What spawns
-sa2 SA-2 Guideline (S-75) battery
-sa6 SA-6 Gainful (2K12 Kub) battery
-sa10 SA-10 Grumble (S-300) battery
-sa11 SA-11 Gadfly (9K37 Buk) battery
-sa15 SA-15 Gauntlet (Tor) squad
-sa22 SA-22 Greyhound (Pantsir-S1) squad
-shilka ZSU-23-4 Shilka AAA
-manpads MANPADS squad (man-portable surface-to-air missiles)
-samLR Random long-range SAM battery
-samSR Random short-range SAM battery

Common vehicle and ship aliases:

Alias What spawns
-burke USS Arleigh Burke IIa destroyer
-ticonderoga Ticonderoga cruiser
-mortar Mortar team
-arty M-109 artillery battery
-mlrs MLRS rocket battery
-attack_convoy_red Red attack convoy

📷 Screenshot coming soon: units spawned by an alias command, shown on the map.

Tip: each mission can define its own aliases. Ask your server administrator for the full list.

Raw Commands (Advanced)

For anything not covered by an alias, you can write a full VEAF command directly. These commands start with an underscore _.

Spawn a unit — _spawn unit:

_spawn unit, name F-16C
_spawn unit, name T-80UD, multiplier 4, hdg 270
_spawn unit, name SA-6

Common options:

Option Description Example
name [TYPE] DCS unit type (required) name F-16C
multiplier [N] Number of units in the group multiplier 4
hdg [DEG] Initial heading in degrees hdg 270
alt [FT] Altitude in feet (aircraft) alt 15000
speed [KT] Speed in knots speed 450
side [blue/red] Force the coalition side red

Spawn a predefined group — _spawn group:

_spawn group, name CAP-2
_spawn group, name RED-SAM-SITE, hdg 180

Groups must have been defined in the mission's configuration by the mission maker.

Spawn a helicopter with a task:

_spawn unit, name mi24, task orbit
_spawn unit, name uh1, task transport, dest FOB-NORTH

With no task, it stays on the ground, engine off. The tasks and the aliases are detailed in veafSpawn — helicopters.

Spawn a combat air patrol (CAP) — _spawn cap:

_spawn cap, name Su-27, alt 25000, capradius 20

Spawn an AWACS, or an escort for your airplane — -awacs, -escort:

-awacs escort f15-fox3
-escort f15-fox3

Place the -escort marker next to the airplane to escort; for your own airplane, F10 → VEAF → SPAWN → +Escort me is enough. Details in veafSpawn — AWACS and escort.

Smoke, flares, explosions:

_spawn smoke, color red
_spawn flare, power 1000000, shells 5
_spawn bomb, power 500, shells 3

Assets

Assets are the mission's shared support aircraft and vessels: tankers, AWACS and ships. You find them under F10 → VEAF → ASSETS.

📷 Screenshot coming soon: the ASSETS menu and one asset's submenu.

Tankers, AWACS and ships

F10 → VEAF → ASSETS → [Asset name] → Get info on [Asset name]

The menu does not group assets by category: every tanker, AWACS or ship has its own submenu directly, named after the asset. There is no Tankers or AWACS step to go through.

What the info shows depends on the asset: for a tanker, its position, TACAN channel (navigation beacon), radio frequency and refuelling type; for an AWACS, its callsign, frequency and position.

Two more commands may appear in an asset's submenu:

  • Respawn [Name] — brings it back if it has been destroyed. Available to everyone.
  • Dispose of [Name] — removes it from the mission. Restricted to authenticated players.

An asset the mission maker did not make consultable has no submenu at all: its Respawn [Name] sits directly in the ASSETS menu.

Carriers

Carrier air operations have their own CARRIER OPS menu (not under ASSETS), with a submenu per coalition and then per carrier.

Action Menu path
Turn the carrier into the wind (45 minutes) CARRIER OPS → [coalition] → [Name] → Start carrier air operations for 45 minutes
Turn the carrier into the wind (90 minutes) CARRIER OPS → [coalition] → [Name] → Start carrier air operations for 90 minutes
Stop operations and resume the route CARRIER OPS → [coalition] → [Name] → End air operations
Get info (BRC, TACAN, ICLS, radio) CARRIER OPS → [coalition] → [Name] → ATC - Request informations

📷 Screenshot coming soon: carrier recovery submenu.

Recovery procedure:

  1. Request air operations 10–15 minutes before your approach (Start carrier air operations for 45 minutes). The carrier turns into the wind to provide its target relative wind over the deck (about 20–25 knots depending on the carrier).
  2. Check the info (ATC - Request informations):
  3. BRC (Base Recovery Course): the deck heading for recovery;
  4. TACAN channel (e.g. 73X): for navigation to the carrier;
  5. ICLS channel (e.g. 13): for glideslope guidance (F/A-18C, F-14);
  6. ATC frequency.
  7. Approach and land following TACAN, then ICLS.
  8. After landing, choose End air operations to return the carrier to its route.

Air operations time out automatically after 45 minutes (90 minutes if you chose the longer option).


Combat Zones and Missions

Combat Zones

The F10 menu follows the mission's language (mission.language). The labels below are the ones an English mission shows; a French mission shows their French equivalents.

A combat zone is an area prepared by the mission maker that you activate on demand. On activation, enemy units spawn; once all are destroyed, the zone is complete and can be replayed.

Action Menu path
List available zones COMBAT ZONES
Activate a zone COMBAT ZONES → [Zone] → Activate zone
Check zone status COMBAT ZONES → [Zone] → Get info
Mark the zone with smoke COMBAT ZONES → [Zone] → Request RED smoke on target
Deactivate / clean up COMBAT ZONES → [Zone] → Deactivate zone

You only see your own side's zones. A combat zone can be played from red as well as from blue, and its submenu appears only on the side it belongs to: two pilots on opposing sides therefore see different lists under COMBAT ZONES, and a zone missing from yours is not a missing zone. A mission maker who wants the old behaviour — everybody sees everything — declares radio_menu_coalition: ALL on the zone.

Missions

Missions are more elaborate scenarios, with objectives and progress tracking.

Action Menu path
List missions MISSIONS → List available
Activate MISSIONS → [Mission] → Activate mission
Read status and objectives MISSIONS → [Mission] → Get info
Abort MISSIONS → [Mission] → Deactivate mission

CAS Training

The CAS generator (Close Air Support) creates a zone of ground targets with an adjustable threat level. Ideal for practising attacks on enemy positions.

Workflow:

  1. Generate — place a _cas marker on the map (with optional parameters, see below). The CAS MISSION submenu then appears under F10 → VEAF.
  2. Mark the zone — Target markers → Request smoke on target area or Request illumination flare over target area (3-minute cooldown between marks).
  3. Get info — Target information: position, unit composition, status.
  4. Engage — attack the marked targets.
  5. Advance — the zone moves to the next one automatically when all units are destroyed, or use Skip current objective.

📷 Screenshot coming soon: smoke marking a CAS target.

Set the difficulty via marker: _cas, size 3, defense 2, armor 3

Level (defense / armor) Typical composition For whom
0 Infantry, jeeps, no AA Beginners
1 Light vehicles, MANPADS Easy
2 Armoured personnel carriers (APC), light AA Intermediate
3 Infantry fighting vehicles (IFV), medium AA + SHORAD Advanced
4 Main battle tanks (MBT), ZSU + SA-9 Difficult
5 Heavy armour, SAMs Expert

Options for the _cas command: size [1-5] (force size), defense [0-5] (AA level), armor [0-5] (armour), side [blue/red] (coalition).


Security and Permissions

On multiplayer servers, the mission maker may restrict certain commands according to your permission level.

There are two ways to be allowed to run a command: being recognised by the server, or giving the password. VEAF servers keep a list of pilots; if you are on it, your tier applies by itself — you are never asked for a password for commands at or below your tier.

Tier Who passes without a password
Open Everyone, listed or not
Known pilot Any pilot on the server's list
Trusted member The pilots the server has singled out as such
Administrator The server's administrators
Mission Master Nobody: the password is required from everyone, whatever their tier

The open commands: asset info, smoke, signal flares, naming a point. Others — spawning a group, destroying a unit — need a higher tier.

If you are not on the list, add the password of the required tier to each protected command (password keyword, e.g. _spawn group, name ..., password [PASSWORD]): it is checked command by command. There is no session and no duration — nothing to open, nothing that expires. The password is set by the mission maker or server administrator, and there is one per tier — the administrator's also opens everything below it.

F10 menu: DCS cannot tell which occupant of a group clicked a menu entry. Protected F10 menu commands therefore work at the level of the group's lowest-graded occupant. If that holds you back (shared multi-crew aircraft), place a marker containing _auth elevate: the group rises to your own level for 2 minutes, never higher.

A worked case: the instructor and the student

You are a trusted member; your student has just created their account and is on no list at all. You both climb into the same L-39.

  • Your marker commands keep working normally. A marker carries its author's name, so the server knows you placed it, and your tier applies.
  • Protected F10 menu entries, however, stop responding: the group acts at the level of its lowest-graded occupant, and that is your student.
  • To get your rights back, place an _auth elevate marker. For 2 minutes the whole group — you and your student — acts at your level. After that the group falls back to the student's level. Place the marker again if you still need it.

Two things not to confuse: _auth elevate raises the group to your level and never higher, and a plain _auth [PASSWORD] elevates nothing at all — it only clears the password for the command being issued.


Tips for Your Aircraft

Fighters (F-16C, F/A-18C, F-15C, Su-27…)

  • Use the AWACS for threat vectors before engaging.
  • Spawn an enemy CAP with _spawn cap, name Su-27 for a realistic intercept scenario.
  • Activate a predefined intercept mission from the F10 menu.

Attack aircraft (A-10C, Su-25, F/A-18C…)

  • Start CAS training at difficulty 1 or 2.
  • Use Smoke to mark the target before attacking.
  • Increase difficulty gradually (level 3 and up: SEAD-worthy threats).

Helicopters (AH-64D, Ka-50, Mi-24…)

  • Keep difficulty between 0 and 2 (minimal AA).
  • Use _spawn armorgroup, size 5, spacing 8 for dispersed armour targets — size is how many vehicles, and spacing widens the gap between them as a multiple of each vehicle's own footprint (so a bigger number spreads the group out).
  • Use terrain masking to approach below AA radar coverage.

Transports (C-130, Mi-8, UH-1H…)

  • Spawn a FARP as a destination: -farp FARP Alpha.
  • Use CTLD integration (if enabled) for troop and cargo missions.

Frequently Asked Questions (FAQ)

How do I know if a mission uses VEAF? Press F10: if a "VEAF" submenu appears under "Other", it is a VEAF mission.

My marker commands don't work. Why? Check the syntax (raw commands start with _, aliases with -). In multiplayer, if you are not on the server's pilot list, add password [PASSWORD] to the command. For the F10 menu, remember the group acts at the level of its lowest-graded occupant: _auth elevate raises it to your own level for 2 minutes. Also check that the server allows marker commands.

What unit names can I use with _spawn unit? A vehicle's or a ship's DCS type (T-80UD, M-1 Abrams, ZSU-23-4 Shilka), its name in the mission editor (MBT M1A2 Abrams) or a VEAF alias (sa8, shilka); upper and lower case do not matter. An aircraft cannot be spawned this way: use a CAP patrol. An air-defence battery is a group, not a unit: use its shortcut, for example -sa6.

The units I spawned disappeared. Is that normal? Yes — some missions enforce a range limit (about 40–50 NM): AI is cleaned up if you fly too far away.

How do I move to the next CAS target? F10 → CAS MISSION → Skip current objective. To start over, place a new _cas marker.

Can I spawn friendly units? Yes: add side blue to your command.


Community and Support