I took the original campaign by wildjager from 
https://www.digitalcombatsimulator.com/en/files/3342690/
where he gave permission for anybody to update it to use the new C-130 module.

I have tested these versions to work. I have not tested all the ways in which the mission might be broken.
If the mission instructions so much as implies you should do one thing before another, sequence breaking may break the mission.

Here's the changes I made:

== All missions ==
* Changed from Hercules to C-130J-30
* Changed the C-130 skin to what was used in the original missions ("rock")
* Gave radio presets for the airfield ATCs you will be landing on. In particular you'll be default tuned to Andersen AFB where you always start each mission.
* Added some Marianas kneeboard pages into each mission. (TODO: Look up who to credit)

=== Under the hood ===
* I've reordered the trigger list to be expected chronological. This makes the mission flow easier to read.
* Infantry transport triggers no longer need to look for 'any blufor ground', because the group actually exists and has a name in the mission editor.
* Cargo dropoff can now detect the distinct cargoes being within zones, so the this-before-that of multiple-crate delivery (required when it was 'bomb in zone' detection that couldn't tell the difference) was not needed.
* Cargo dropped off despawns quickly, moving its content into the warehouse of the airfield. If the triggers are waiting for another crate to be delivered before accepting this one, that's a race condition. So I decoupled these.
* Airdrop crates are now based on a combination of "unit inside zone" and a lua predicate for it being below the aircraft. It turns out 'cargo in zone' triggers don't work for airdropped cargo even when it lands. In mission 4, I do leave cargo in zone as a backup, meaning you are allowed to land and drop it off instead. This was probably the case in the original campaign too.
- At time of writing, there are bugs with multiple auto CARP targets, so you may want to do the releases manually. Or use the workaround. This should be moot next update.

== Mission 1 ==
* Instead of 2 generic crates, I use two small, light crates. They are preloaded when the mission begins. 
* Detecting the crates immediately as they are dropped was a bit hard. I created a Lua predicate to detect when the crate is at a lower altitude than the C-130, stacking it with the crate being in the zone.
* Added APPR waypoint along the approach path. This helps getting down to the runway from the right direction, at no extra cost.
- With the C-130J-30, flying at 20k as instructed (by text and audio) leaves the C-130 in *icing conditions*. With de/anti-ice active, the engines are quite a bit weaker, to the point where, at drop speeds (<140), it ends up *behind the power curve* and will eventually stall. A good pilot can deal with this, but it does make the first mission a fair bit harder. In the first mission. Mission doesn't actually check the flight/release altitude, though, so you can fly lower to make it easier.

== Mission 2 ==
* I added an APPR waypoint lined up for 6L.
* This mission is so non-herc specific that just about anything would do the job (except explaining the 3-person crew dialog), and that also means there's little change that needs to be done.
- The C-130J-30 has a navigation radar. The boat you are searching for shows up on it. Instead of following the pattern, you can go straight to the target. Yay technology?
- The functionality for setting up a search pattern in the C-130J-30 is missing, but with the conditions of this mission the preset is good enough what you get is more than good enough.

== Mission 3 ==
* The original loaded troops as an ammunition, and 'fired' that ammunition to deliver them. This switched to having a premade group of real infantry standing nearby, and the player will need to tell them to embark. Or load them as cargo, that may work. This is undocumented feature territory, though.
* The original used a "generic crate" that was 'fired' like a bomb. We now detect the presence of specific crates. The ones for Rota are preloaded. 
* The mission gave text instructions specific to the old herc and its weapon implementation of cargo, like giving instructions to load generic crates. Changed this to match.
* There is (AFAIK) no way to set up a multi-segment flight plan from the mission editor. I leave the flight plan creation to the pilot, and leave the bare-bones flight plans for the non-automating pilots that may want to fly by it.
* Guidance to get the pilot back to the pad where he can load the added crates. (Originally this was a reload operation that could be done anywhere on the field.)
* The mission enforces a return to Andersen after Rota, so I used crate sizes big enough to justify it.
* The crate names are not visible in cargo screens. Thus I used colored crate variants (even with weight problems) to help things along. 

== Mission 4 ==
* Three standard airdrops. The crates are preloaded in the suggested drop order.
* The crates can handle 1 chute, but it's gonna be rough.
* Surprise VIP section left in place unchanged. We don't have the means to do the eyecandy difference justice anyway. 

== Mission 5 ==
* Change to real infantry. 
* Guidance on where to find the infantry you'll be picking up. You'll also see them on the F10 map.

== Changes not done ==
* Cosmetic uncontrolled aircraft turned into static objects (for performance)
* More scenery objects
* Anything requiring a voice line change.
* Anything weather has been left as is.
* Mission flow. If the original required things to be done in sequence, I have not changed that.

