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Old 09-24-21, 09:15 PM   #1
Stewy1
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Default New Mission - Southern Somalia - LNG Escort

G'day everyone, I've made a new mission.

It's midday, November 13, 1989. The top movies are Look Who's Talking, Uncle Buck and Black Rain. The top songs are Bad English's When I See You Smile, Milli Vanilli's Blame it on the Rain and the B-52's Love Shack.

Four days ago, the Berlin Wall fell.

Attached to CJTFME (Bahrain), USS Gary (FFG 51) is patrolling in rough seas off the east African coast as part TG 151.1, along with RFA Orangeleaf (A 110) and led by USS Valley Forge (CG 50). Yesterday, the Mk 13 launcher control panel burned out during a training drill.

Conduct an underway replenishment, to collect a new launcher control panel, and escort an LNG carrier through the waters off southern Somalia.

This mission goes for a little less than 39 hours and was made with RA 1.50.

Constructive feedback welcome!

https://www.subsim.com/radioroom/dow...o=file&id=5960



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Old 09-25-21, 05:20 AM   #2
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Wow - really good made undersea replenishment!

I didn't finish full mission (im 30 minutes after leaving Tico and Tanker group) but all looks very interesting.

Very good sound effects. You did great work with additional *.wav files.
If you agree i will borrow some sounds to my scenarios.


First part is uploading on YT but i will publish it later.
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Old 09-25-21, 09:01 AM   #3
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Old 09-25-21, 03:17 PM   #4
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Thanks p7p8 for uploading those videos. I've learned a lot from your tactics and how you use the helos.

I thought making and playing the Unrep would be boring - but I read that it's actually one of the most dangerous manoeuvres in the navy. Doing it at 1x speed was an extra challenge for me. I liked your break away - I lost count of the number of collisions I had trying that!

Yes, please use any of the sounds and trigger set-ups you want. The readme has links to all of the sound websites and speech generators I used.

Thanks p7p8,
Stew
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Old 09-26-21, 05:21 AM   #5
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My both helos disappeared in this part. It happened when helo changed status from 30 to 15. Its probably DW or RA bug (occured after many take of and landing for every helo)


Btw for longer time nothing happened. It's 4th hour of game and after some "action" at start, all rest is only transit - without any contacts under or above water in area of hundred nautical miles

If in next part (about hour of game) nothing happen, i will end this scenario without completing all objectives. I have better things to do than watching empty map


Btw: @Stewy, in first part you can change feets to yards (range from tanker) because many people use metric unit systems. On map you can measure range only with yards and nautical miles. I had to open unit converter for changing 230 ft to yards.
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Old 09-27-21, 12:06 AM   #6
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Thanks p7p8, Yes, I know it's not crawling with enemies (it's Somalia just before its collapse), but they're there.

I tried to create that 'escort' atmosphere were there are quiet periods - and not so quiet periods.

Seeing how you play, it'd be easy to add more in - either in this mission - or trying to 'punch' a convoy through a very hostile GIUK Gap/WW3 scenario.

Now that the templates are made, it would be a lot quicker to make. I'm still learning how to make missions better.

See how you go after the 'enemy camp' mission (early in the morning of the 14th?) and return back on station - if it's too simple, stop playing and I'll see what I can do.

Thanks for the info about the distances.
Stew
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Old 09-28-21, 01:13 AM   #7
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Old 09-28-21, 04:32 AM   #8
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Thanks p7p8, that was good to watch.

What did you think of the stoush with the Osa? Too easy? Just right?

My missiles never hit his Styx missiles - so firing first was always a priority. One missile would kill either me, or the LNG carrier.

I see you've got orders to strike the camp. But if you have no helos due to that bug, I don't know if you'll be able to see it from the shore. Naval gunfire will hit it, but you'll need to spot the rounds.

I've already got another idea for a mission based on seeing how you play. No info on release date yet - but working on it now.
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Old 09-28-21, 07:12 AM   #9
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Quote:
Originally Posted by Stewy1 View Post
What did you think of the stoush with the Osa? Too easy? Just right?
I think its ok. With helo i could recognise this danger earlier. I thought it could be hostile ship after watching his speed and course changing. Most of civilians keep course and speed. This contact increased speed up to 23 kts.

Quote:
Originally Posted by Stewy1 View Post
My missiles never hit his Styx missiles - so firing first was always a priority. One missile would kill either me, or the LNG carrier.
Missile attack is always damgerous. As you saw, one missile wasnk showed correctly and my CIWS started to scream :P

Quote:
Originally Posted by Stewy1 View Post
I see you've got orders to strike the camp. But if you have no helos due to that bug, I don't know if you'll be able to see it from the shore. Naval gunfire will hit it, but you'll need to spot the rounds.
Hmm im afraid it will be too complicated for me without good helo spotter. Also transit will take about 6 hours so leaving LNG tanker for so long time (i predict 15 hours) isn't good idea.


Btw this scenario is very interesting but i would like to play it more compressed :P
Unfortunatelly bugs preventing me to act as i want to. Without helos i feels like without both arms. Maybe next time i will use only 1 helo? But i dont like to wait once more for so long time for "action".
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Old 09-28-21, 10:54 PM   #10
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Quote:
Hmm im afraid it will be too complicated for me without good helo spotter. Also transit will take about 6 hours so leaving LNG tanker for so long time (i predict 15 hours) isn't good idea.


Btw this scenario is very interesting but i would like to play it more compressed :P
Yes, it's a race to get back on station after destroying the camp

I understand what you're saying. I've thought of a better scenario - smaller ocean space, more advanced enemies and greater subsurface threat. Working on it now.

Stew
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