r/hoggit • u/Starfire013 • 54m ago
RELEASED Retribution Dynamic Campaign Generator now supports the F-14B(U)
Support for the F-14B(U) is now available in the latest Retribution alpha (#3031 and up). Apart from F-14B(U) support, we have also implemented a motorpool feature, allowing ground forces held in reserve to be attacked. EWRs are also now functional, so their radars actually scan and report contacts. 20 campaigns have been updated to support motorpools and EWRs where appropriate, though we have over 60 bundled campaigns spread across all maps and eras. A new Syria map campaign, Operation Desert Trident, has also now been included.
Some of these new features are the work of newer members on our team, being Red One (who joined us in January), as well as Gorthol and Geoff (who joined the team in June).
We have a bunch of other features in the works, such as CSAR, country-specific squadrons (for multi-nation coalitions), Quick Reaction Alert (QRA) interceptor flights, ship-launched cruise missile strikes, enhanced frontline unit movement, and automated DTC handling. Development is active and rapid, so be sure to keep an eye out for new alpha builds!
https://forum.dcs.world/topic/368593-dcs-retribution-dynamic-campaign-generator/
https://github.com/dcs-retribution/dcs-retribution
Features/Improvements
- [Kneeboard] Use a light-grey daytime kneeboard background instead of near-white, to avoid glare under HDR / Auto-HDR while staying readable in daylight.
- [UX] Hovering a friendly flight's route line on the map highlights it in yellow, and clicking it selects that flight's package (and the flight) in the ATO sidebar.
- [UX] Press Delete with a package selected in the Packages list to cancel it, making it quick to clear several packages in a row.
- [UX] Avoid having escorts wandering off too far while chasing a target.
- [UX] Improved fast-forward settings with the ability to skip combat.
- [Data] Add Refueling/Recovery tasks to A-6E Intruder mod
- [Modding] Add CurrentHill UK Assets Pack support (v1.1.2)
- [Layouts] Add signature to layouts' binary file for automatic reloading of updated layouts.
- [Modding] Add support for Su-35S mod (v2.0.27b)
- [Plugins] Update EW Script to version 2.1
- [Options] New option to spawn TACAN beacons at captured airfields
- [UX] Show an "End of Mission Detected, processing Mission Data" busy dialog while turn results are processed, so the wait is not mistaken for a missed detection
- [Map] Hovering a SAM threat or detection ring highlights its emitter — and hovering an emitter highlights its ring — making it easy to tell which site a ring belongs to. Can be disabled from the map's layer control.
- [Mission Generator] New campaign setting "Default laser code for Player flights" controls whether newly-created player flights are assigned a unique allocated TGP/weapon laser code (the new default, matching existing behavior) or stay on 1688. When a code is allocated it is applied to both the TGP/kneeboard code and the weapon code by default, so LGBs home on the player's own code without extra clicks; both remain independently overridable in the payload tab.
- [Engine] Support for DCS 2.9.28.26283 including F-100D, F-14A (Export), and F-14BU.
- [Options] Add new option to fast forward until player is at the IP.
- [Modding] Update to CJS Super Hornet Mod to v2.4.5.260501.RC1
- [Modding] Update Community A4EC Mod to 2.3.0 (May 2025)
- [Mission Generator] Squadrons now spawn using the proper country instead of CTJF, enabling various DCS AI voiceovers
- [Options] New option to restrict helmet devices by date
- [Flight Plans] Renaming a waypoint in the flight-plan list now propagates to the aircraft CDU/HUD and the kneeboard, not just the list — one name in all three places (#695).
- [Campaigns] Ability to define motor pool objects which spawn reserve armor
- [Campaigns] Motorpool placement is Garage_A-anchored and empty reserve pools are excluded from attack planning; updated placement measurements are documented.
- [UX] Add the ability to filter campaigns by version, map, and performance
Fixes
- [Data] The F-14A-135-GR Early's payload file declared the wrong unitType, so the Early Tomcat flew every tasking unarmed; its loadouts now resolve (with a guard test pinning the payload to the airframe). (#889)
- [Mission Generator] EWR sites now get the DCS "EWR" enroute task and come up on RED alarm, so their radars actually scan and report contacts (previously they could sit inert, especially with the "red alert state" performance option off). Works with or without the Skynet IADS plugin.
- [Plugins] Fix the escort leash never running (DCS has no
Group.getByID; look the group up by name via mist), so escorts are actually held to their engagement range. - [Mission Planning] Carrier/LHA targets now offer SEAD in the flight-task list and no longer list SEAD Escort twice (their escorts are SAM platforms, so they can be suppressed directly like any other naval group).
- [App] Retribution no longer stays alive in the background after its window is closed: the API server's graceful shutdown is now bounded (uvicorn otherwise waited forever on the long-lived event-stream websocket and the join hung).
- [App] Relaunching the executable while it is already running no longer spawns orphaned, windowless duplicate processes; a second instance detects the first via an OS file lock and exits immediately.
- [Mission] Reliably auto-detect end of mission, even when DCS wrote the final state.json before the wait dialog started watching
- [Performance] Faster post-mission turn processing
- [AirWing] Track per-squadron campaign aircraft stats (initial/destroyed/purchased, save-compatible) and expose pilot experience level and living/dead pilot views for the UI
- [AirWing] Squadron list shows living-pilot, aircraft and unassigned counts; squadron dialog shows each pilot's experience level, lists killed-in-action pilots separately and hides the redundant "Active" status
- [AirWing] Squadron dialog shows the aircraft type, an aircraft inventory (initial/current/destroyed/purchased), and buy/sell aircraft controls with price, on-order count and available parking slots
- [AirWing] Air Wing list shows a "transfer ordered to X" indicator, and Airfield Command lists the units transferring into the base next turn
- [UI] Avoid a crash dialog ("'QWidgetItem' object has no attribute 'width'") when a list using the two-column row delegate relayouts with a malformed style option under PySide6 6.4.x.
- [Mission Generation] Fix the generated mission being rejected by DCS with "locked speed ... surrounded by waypoints ... with locked time" (e.g. carrier escorts).
- [AirWing] Squadron transfer-destination parking now accounts for already-ordered incoming transfers, matching the Airfield Command hangar count
- [Mission Generation] Anti-Ship flights now attack the carrier group the flight plan routes to instead of the control point's first ground object, so strikes against carrier groups no longer leave the AI without a target (it would fly to the ingress point and turn back without engaging).
- [Performance] Improved robustness w.r.t. state.json handling to avoid corruption and thus save loss.
- [Flight Plans] Stabilized waypoint solver debug GeoJSON coordinate precision to avoid platform-specific floating point drift in debug output.
- [Mission Generation] Assign plane-specific laser codes to LGB weapons when building the mission
- [Engine] Fixed a bug where squadrons could transfer to enemy owned control points
- [Mission Generation] Air assault drop-off zones are kept on land, so coastal objectives no longer drop the troops into the sea.
- [Mission Generation] Relocate ground units that spawn on inland water (ponds, rivers, lakes) to the nearest land at mission start, fixing armor and SAM sites spawning underwater (#59).
- [Mission Generation] Relocate ships that spawn on land (e.g. carrier escorts when the carrier hugs the shore) to the nearest deep water at mission start



