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Running Pretense Missions on your Fox3 Server?

Pretense missions on Fox3 servers work very well. To ensure you are getting the most out of Pretense, check out our tips below.

Here are some tips for making your Pretense missions run smoother and have less crashing

1. Make sure your mission is set to resume with clients. This will cause the mission to remained paused while no users are connected to it. We have found that when DCS runs by itself with just AI players running it tends to crash much more often.

You can find this setting under the advanced options in the DCS Server WebGui near the bottom. See pic -->

2. Try to minimize the use of 3rd party modules and aircraft. Pretense has a lot of working parts and DCS is managing many items in these missions, there are a bunch of scripts and lots of AI. By adding 3rd party mods as cool as some of them are, they tend to reduce the stability of the server overall and hence will have more crashes.

Example the F22 is a great module, but when AI fly it the servers crash more often. Additionally, some mods tend to not work together. There is an entire new blog I am working on about these modules. Remember, it's ok to run 3rd party mods. Loading 10 mods and expecting no problems is a long-shot to say the least. The rule of thumb should be less mods = more stability.

3. Slotblock, slotblock.lua is added to all Fox3 servers so this is a non-issue, however if there is a problem let us know and we can update it.

Pretense missions are action packed and very fun, they can keep a squadron/group/airwing occupied for days/weeks and give your missions maker time to create the next big mission.

Special thank you to dzsek the author of Pretense and Foothold for all the hardwork he's put into these super fun persisten missions. Check out this link and buy him a coffee =)

Pickup the Pretense here:

Pretense user manual here:

**User Manual Summary**

**Support the Developer**: If you enjoy the game, consider supporting the developer by buying them a [beer](

## 1. **The Battlefield**

**1.1 Zones**

- Define areas of interest which can be controlled by coalitions.

- Serve as a base for friendly forces and might produce resources.

- Zones can be lost, captured, or used in several modes based on location and purpose.

**1.2 Resources**

- "Supply" is the main resource for building, deploying defenses, and launching missions.

- Zones have a supply limit; anything beyond that is lost.

**1.3 Production**

- Automatic and not player-controlled.

- Structures are built based on a "tech tree".

**1.4 Zone Labels**

- Shows the name of the zone and its resources.

- Enemy zones only display their name unless revealed by recon.

**1.5 AI Mission Types**

- Several mission types, including Supply, Patrol, CAS, BAI, and more.

**1.6 Player Spawns**

- Players can spawn in specific zones controlled by the blue coalition, highlighted in green.

**1.7 Capturing a Zone**

- Zones turn neutral when structures are destroyed.

- Neutral zones can be captured in various ways, including AI supply missions and player actions.

## 2. **Logistics**

**2.1 Supplies**

- Players transport supplies between zones using aircraft.

- Supplies can be loaded/unloaded while on the ground within friendly zones.

- Lost supplies if the aircraft is abandoned or destroyed.

**2.2 Infantry**

- Players can deploy various infantry squads for different missions.

- Squads have specific stats including weight, supply cost, and mission duration.

**2.3 CSAR (Combat Search and Rescue)**

- Pilots can be rescued by players.

- Relevant commands can be found under the logistics radio menu.

**2.4 Compatible Aircraft**

- Lists default and mod-supported aircraft with their supply and personnel capacities.

**2.5 Hercules Mod**

- If added, this mod enables airdrops of supplies and infantry.

- Crates must be handled carefully to ensure the contents are delivered correctly.

The manual continues on to detail more about gameplay mechanics and additional features. For a complete understanding, refer to the full document.

This appears to be a detailed manual or guide for a game or simulation, discussing the mechanisms and options players have when taking on and completing missions. Here's a breakdown of the contents:

## 3. Missions

- **General Overview**: Missions provide experience (XP) rewards when completed. Their availability is based on the dynamic battlefield.

- **3.1 Mission Board**: Describes how to view available missions.

- **3.2 Accepting, Joining, and Leaving a Mission**: Outlines the steps to accept a mission, how others can join, and how one can leave.

- **3.3 Starting and Completing a Mission**: Explains how to start missions and complete objectives.

- **3.4 Failed Missions**: Discusses the circumstances under which missions can be failed and their implications.

- **3.5 Mission Types**: Lists different mission categories with descriptions and the platforms that can execute them.

## 4. Finding Information While Playing

- **4.1 Kneeboard**: Discusses how to navigate the kneeboard to locate zones and waypoints.

- **4.2 Radio Channels**: Provides information on how to communicate with support units.

- **4.3 Player Information**: Details on how to access personal game statistics.

- **4.4 GCI Menu**: Describes a feature that allows players to set a warning radius around them to detect nearby units.

## 5. Player XP, Ranks, and Command Tokens

- **General Overview**: Players gain XP from various actions. With enough XP, players rank up and earn CMD tokens, which they can then spend.

- **Available CMD items**: Lists special items and abilities that can be purchased using CMD tokens.

From this breakdown, it appears that players can engage in a variety of missions, can access crucial information to aid their gameplay, and can utilize CMD tokens to gain strategic advantages. The document seems to be well-organized and thorough, covering the mission aspect of the game in depth.


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