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@@ -27,9 +27,12 @@
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--
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-- The fundamental difference between Soviet and NATO GCI is **who makes the tactical decision**.
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--
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-- In NATO doctrine, the GCI controller provides situational awareness — bearing, range, altitude, aspect — and the pilot decides how to prosecute the intercept. The pilot is an autonomous tactician. GCI is an advisor.
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-- In NATO doctrine, the GCI controller provides situational awareness — bearing, range, altitude, aspect — and the pilot decides how to prosecute the intercept. The pilot is an autonomous tactician.
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-- GCI is an advisor.
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--
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-- In Soviet doctrine, the GCI controller **directs**. The pilot executes. The controller selects the intercept geometry, assigns the heading, manages the radar, calls weapons free, and coordinates multi-ship tactics. The pilot's job is to fly the numbers and shoot when told. This is not a flaw — it is the system working as designed. Soviet fighter pilots were trained to be precise executors of GCI instructions, not independent tacticians. The ground radar network (PVO) was the brain; the aircraft was the weapon.
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-- In Soviet doctrine, the GCI controller **directs**. The pilot executes. The controller selects the intercept geometry, assigns the heading, manages the radar, calls weapons free, and coordinates
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-- multi-ship tactics. The pilot's job is to fly the numbers and shoot when told. This is not a flaw — it is the system working as designed. Soviet fighter pilots were trained to be precise executors
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-- of GCI instructions, not independent tacticians. The ground radar network (PVO) was the brain; the aircraft was the weapon.
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--
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-- RedGCI models this philosophy faithfully.
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--
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@@ -43,11 +46,13 @@
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--
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-- ### The controller manages your radar.
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--
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-- You do not decide when to turn your radar on. The GCI will tell you when to switch on (`локатор` / `Radar on`). Before that call, you fly cold and silent. This preserves your emissions discipline and prevents the target from getting an early RWR spike.
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-- You do not decide when to turn your radar on. The GCI will tell you when to switch on (`локатор` / `Radar on`). Before that call, you fly cold and silent. This preserves your emissions
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-- discipline and prevents the target from getting an early RWR spike.
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--
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-- ### Weapons free is a controlled event.
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--
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-- You do not engage until the controller clears you (`цель разрешена` / `WEAPONS FREE`). The controller determines when geometry, range, and aspect are favorable. Shooting early breaks the coordinated intercept and may compromise your wingman's attack.
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-- You do not engage until the controller clears you (`цель разрешена` / `WEAPONS FREE`). The controller determines when geometry, range, and aspect are favorable. Shooting early breaks the
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-- coordinated intercept and may compromise your wingman's attack.
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--
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-- ### Radio calls are short and military.
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--
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@@ -71,17 +76,21 @@
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-- ```
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--
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-- ### VECTOR
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-- The controller has a track. You are being vectored onto an intercept geometry. Your radar is off. The controller is solving a collision course and updating your heading every tick. Altitude calls reflect the intercept geometry — you may be sent below the target (classic Soviet shoot-up doctrine for radar-limited types) or level/above (MiG-29/Su-27 lookdown geometry). Expect heading updates every 10–15 seconds.
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-- The controller has a track. You are being vectored onto an intercept geometry. **Your radar is off**. The controller is solving a collision course and updating your heading every tick.
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-- Altitude calls reflect the intercept geometry — you may be sent below the target (classic Soviet shoot-up doctrine for radar-limited types) or level/above (MiG-29/Su-27 lookdown geometry).
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-- Expect heading updates every 10–15 seconds.
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--
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-- **What you should do:** Fly the heading. Don't deviate. Don't turn your radar on yet. Speed is expected at 900kph TAS (depending on airframe)
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-- **What you should do:** Fly the heading. Don't deviate. **Don't turn your radar on yet**. Speed is expected at 900kph TAS (depending on airframe)
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--
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-- ### COMMIT
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-- Range has closed to approximately 30km. The controller calls the picture: count and type. Your radar comes on. You are now committed to the intercept — turning away is no longer the default option. The controller is building your radar geometry toward a lock.
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-- Range has closed to approximately 30km. The controller calls the picture: count and type. Your radar comes on. You are now committed to the intercept — turning away is no longer the
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-- default option. The controller is building your radar geometry toward a lock.
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--
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-- **What you should do:** Activate your radar. Acquire the target. Do not fire yet.
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--
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-- ### RADAR_CONTACT
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-- You have radar lock (or the AI has achieved it). The controller confirms lock and calls range. If geometry and range are favorable, weapons free follows immediately. If not — for example if aspect angle is unfavorable for a stern conversion — the controller holds fire and waits for better geometry.
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-- You have radar lock (or the AI has achieved it). The controller confirms lock and calls range. If geometry and range are favorable, weapons free follows immediately. If not — for example
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-- if aspect angle is unfavorable for a stern conversion — the controller holds fire and waits for better geometry.
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--
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-- **What you should do:** Maintain lock. Track the target. Wait for the weapons free call.
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--
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@@ -91,7 +100,8 @@
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-- **What you should do:** Engage.
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--
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-- ### MERGE
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-- Inside 2km. The GCI transitions to merge control: bearing to target, overshoot calls, separation instructions, reattack vectors. At this range the controller cannot see fine-grained geometry — merge calls are based on relative bearing and closure.
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-- Inside 2km. The GCI transitions to merge control: bearing to target, overshoot calls, separation instructions, reattack vectors. At this range the controller cannot see fine-grained
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-- geometry — merge calls are based on relative bearing and closure.
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--
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-- **What you should do:** Fight. Listen for overshoot, separation, and reattack calls.
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--
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@@ -104,7 +114,8 @@
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--
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-- ## Multi-Ship (2v2) Tactics (REDGCI2v2)
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--
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-- When two fighters are dispatched against a threat, the GCI selects a tactic automatically based on the tactical situation. The tactic is applied at COMMIT — until then, both fighters are vectored together toward the intercept midpoint.
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-- When two fighters are dispatched against a threat, the GCI selects a tactic automatically based on the tactical situation. The tactic is applied at COMMIT — until then, both
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-- fighters are vectored together toward the intercept midpoint.
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--
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-- | Tactic | Description |
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-- |--------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------|
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@@ -115,7 +126,8 @@
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-- | **GIRAFFE** | *(Historical — Iraq/Iran War, Mirage F1 vs F-14A)* F1 attacks at normal altitude, binding the AWG-9 radar. F2 flies nap-of-earth |
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-- | | (300–600m AGL) using ground clutter to degrade radar detection, then pulls up and fires from close range. |
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--
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-- During a tactic split, you may receive a heading that seems unusual — a large lateral offset or an unexpected altitude change. **Trust the vector.** The controller is positioning you for the tactic geometry. The merge point will bring you back onto the target.
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-- During a tactic split, you may receive a heading that seems unusual — a large lateral offset or an unexpected altitude change. **Trust the vector.** The controller is positioning you for
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-- the tactic geometry. The merge point will bring you back onto the target.
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--
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-- ---
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--
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@@ -129,7 +141,7 @@
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-- → Transit to CAP zone
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-- → Orbit in assigned zone (radar cold, weapons safe)
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-- ↓ INTEL detects threat cluster
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-- → "Attention, radar contact. Pair, fighter, 45 kilometers." (all CAP fighters)
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-- → "Attention, radar contact. Two, fighter, 45 kilometers." (all CAP fighters)
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-- ↓ Dispatcher assigns pair
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-- → "101 102, intercept. Pair, fighter." (dispatched pair)
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-- → VECTOR → COMMIT → RADAR_CONTACT → VISUAL → MERGE → SPLASH
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@@ -140,7 +152,8 @@
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-- → New AI pair spawns into same CAP zone
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-- ```
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--
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-- Human players are dispatched first when available. If a human and AI are both in the CAP pool, the human is always assigned to the next intercept. AI fills gaps. The dispatcher does not send a single fighter if a pair is available — pairing is always preferred.
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-- Human players are dispatched first when available. If a human and AI are both in the CAP pool, the human is always assigned to the next intercept. AI fills gaps. The dispatcher does not
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-- send a single fighter if a pair is available — pairing is always preferred.
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--
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-- ---
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--
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@@ -156,7 +169,8 @@
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-- | Multi-ship tactics | Centrally planned, applied at COMMIT | Mutually briefed, pilot-executed |
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-- | Pilot autonomy | Low (by design) | High |
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--
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-- **The Soviet system is not inferior** — it is optimized for a different kind of pilot and a different operational context. Mass interception of large NATO strike packages over defended Soviet airspace demanded centralized, efficient, high-throughput GCI control. RedGCI brings that experience to DCS.
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-- **The Soviet system is not inferior** — it is optimized for a different kind of pilot and a different operational context. Mass interception of large NATO strike packages over defended
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-- Soviet airspace demanded centralized, efficient, high-throughput GCI control. RedGCI brings that experience to DCS.
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--
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-- @field #REDGCI
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REDGCI = {}
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@@ -1754,7 +1768,7 @@ function REDGCI:onafterStatus(From, Event, To)
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-- Weapons free edge: fire once on first transition
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if tx.weapons_free and not self._prev_wf then
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if not self._prev_radar then
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if not self._prev_radar == true then
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self:_Transmit("RADAR_ON|delay=1.5", nil, nil)
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end
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self:_Transmit("WEAPONS_FREE|delay=1.5", nil, nil,75)
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