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Old 09-18-18, 11:01 AM   #1
Wolfcat
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Default Carrier Ops

Hi, I am trying to create a mission where a US carrier group in transit against a screen of Russian sub threats. How do I get the carrier to launch and recover aircraft? I know how to set up air stations, but it seems those aircraft on station don't know how to fly back to the carrier and would crash to death after running out of fuel. Also, the carrier wouldn't relaunch new aircraft to replenish those fighters on station. Lastly, the escorting Perry frigate would not launch ASW helos even after sub threat is identified.
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Old 09-18-18, 04:07 PM   #2
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Start by going into into your mission editor and check the ROE status.
Platforms won't attack anything if ROE Peacetime is set or all the units are on the same side.

Each platform has to have something to track and attack.
This can get involved and may require scripts. You may want to find a similar type of scenario in an existing mission or campaign and "take it apart" in your mission editor to see what the author did.
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Old 09-18-18, 05:18 PM   #3
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If you click the carrier, you can an inflight airstation from the carrier's properties. You can also add planes in flight that are tied to the carrier and have a specific launch time. I'm sure those planes with a specific launch time could be modified to be launched based on some trigger being fired.
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Old 09-19-18, 09:00 AM   #4
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Thanks, FPS. BTW, I have enjoyed your utube videos a lot, both DW and CW ones.
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Old 09-19-18, 10:36 AM   #5
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Old 09-19-18, 10:56 AM   #6
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Quote:
Originally Posted by ET2SN View Post
Each platform has to have something to track and attack.
This can get involved and may require scripts. You may want to find a similar type of scenario in an existing mission or campaign and "take it apart" in your mission editor to see what the author did.
- only in ET2SN world (he have secret version of DW - nobody have the same. In this version all works different)

In Dangeorus waters vanilla, RA or LwAmi you dont need to set track or attack fer every platform. AI can do it without any scripts

As FPSchazzly wrote - right click on Aircraft carrier allows you to set "flight schedule" 5, 15 or 30 mins




Look at this interesting options:




Most important is.... to set wind speed zero area where CVN operate. Its because every ship with helos or aircraft just before launch change own course in direction opposed to wind. Its very annoying because if CVN is leader of group all ships will follow leader.
Launching/landing takes time and your all group doesnt follow programmed wayponts in this time. Sometimes all CVN TF can run aground :P


Btw scenarios with large number of aircrafts are unstable - especially in MP games.

Best option for "fabular" missions is to place aircraft carrier without any aircrafts and just script (with triggers) when to create specific aircrafts

Trigger "destination" and create object should be enough for good scripting.


P.S. wind direction can change course of ALL WARSHIPS - with helo hangar. Best way for preventing weird course changing is to set empty hangar loadout for each ships.
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Old 09-19-18, 03:07 PM   #7
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Thanks, P7P8. But what about air stations? I don't see anywhere under air stations to refresh station. Or add inflight is better choice than add airstations?
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Old 09-19-18, 04:44 PM   #8
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Air station can move relative with constant range/bearing with CVN - its good for Helo ASW. Aircraft on "airstation" will will be changed for another one after
low fuel but i still prefer to use triggers and scripts - it gives better control over CVN and aircrafts.

In DW aircrafts works bad. RA improves this aspect of game (a little) but they still can crash into water after time or do something stupid.

Try to make simple scenario for test - you will see what im talking about

Personally I wouludn't make this "screen/escort" mission with CVN because it involves big support and big troubles in controling this huge TF. You should consider to make LSD/LST/LPD group as highly value ships (I recommend ships without helos or with option empty hangars)
Aircraft may come from land bases - its easier.
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Old 09-19-18, 08:23 PM   #9
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Wolfcat, it sounds like you're talking about a game called Jane's Fleet Command. Check into it if you haven't already.

FC and and DW are based on very similar game platforms. But, DW is set up more for a single unit command while FC is all about driving a surface fleet. The focus of the two games are different. You may find answers in FC's mission editor BUT they might not apply to DW.

And don't worry about p7p8, he barks a lot.
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Old 09-20-18, 01:55 AM   #10
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It's all good. I am just taking this opportunity to learn to become a better mission builder. I am kinda new to this editor thing.

The reason I need use aircraft in my mission is that the Russian UGM missiles are so powerful and surface ships and their weapons are so stupid and bad. 2 Oscar II's can take out an entire CVNG (5 VLS escorts). It makes the game extremely unbalanced. Only when I have 4 fighters on station would I be able to make my CVNG survivable.

We all know that using player subs to do ASW takes time. You need first approach, detect and then work out your solutions. And a 55kt torp takes more time to close with the target. By the time you are close to kill the Oscars, they have already killed the entire CVNG.
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Old 09-20-18, 09:36 AM   #11
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Quote:
Originally Posted by ET2SN View Post
And don't worry about p7p8, he barks a lot.
yeah, right - I've made over 50 scenarios and active DW MP community in 95% plays my missions. And You @ET2SN can only give bunch of inaccurate advices based definitely NOT on Dangerous Waters game (clear or with mods) but on your suspicious and hypothesis.

@Wolfcat
Quote:
The reason I need use aircraft in my mission is that the Russian UGM missiles are so powerful and surface ships and their weapons are so stupid and bad. 2 Oscar II's can take out an entire CVNG (5 VLS escorts). It makes the game extremely unbalanced. Only when I have 4 fighters on station would I be able to make my CVNG survivable.
Ok, but placing CVN doesn't make this mission more attractive to players or easier for designing.

You can make NATO TF without CVN's, for example Harpers Ferry LST, Newport LST (and more allied ships) passing through good for ambush area (strait, small istands) with ait support from land based airfields (with airstations).
It will be less complicated and far more interesting than meeting in the middle of nowhere

Large formations often colide/crash between themself during torpedo/ASM evasion and you cannot prevent this.

CVN during aircraft launch can go 30 minutes in totally random direction with all rest warships in group - trust me - you don't want to observe this


BTW - if you think ASMs/antimissile defence works bad - just remove SSGN's as opponent
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Old 09-20-18, 03:45 PM   #12
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I am building a new campaign featuring CVNG escorting scenarios. That's why I have CVN in there. I can replace SSGN with Akulas, but they carry UGMs too. It's not the platform problem. It's the UGM so OP as now. It's fast, powerful and has CMs too. I mean if VLS ships can launch proper amount of missiles then UGMs might not be as much a problem. I mean come on. When you see a group of 8 missiles coming at, you only launch 2-3 sm-2's half-heartedly? I remember the standard procedure for Aegis is to launch at least 2 missiles at each missile type target. But currently, that's not the case.

Actually, if you look at Kirov in current version, you will see a huge difference compared to Arleigh and Ticonder. I put 2 OscarII's against a single Kirov. It can pretty much blast all UGMs out of the sky even including the CMs dropped by the missile. It can fire off a barrage of SAMs like a true VLS ship.
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Old 09-20-18, 04:02 PM   #13
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You want to make campaign and you ask for elementary things?

In my opinion you should make single mission first. Scenario with CVN group is not simple to create. Placing ship in formation is not enough - you should make some triggers and scripts because big formations and ships with helos/aircrafts may causes many troubles.

I recomend using triggers for simulation fighters launching (via create group trigger)

I can halp you with scenario but campaign is too complicated for me
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Old 09-20-18, 07:06 PM   #14
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The type of Aegis behavior one might expect really just isn't programmed into the game. Unfortunately, it's truly just beyond the scope of the game. All the controllable platforms in Dangerous Waters are primarily ASW assets. You'll probably have better luck simulating this kind of thing with CMANO or Fleet Command or Harpoon, something with a much larger scope of naval warfare.
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Old 09-21-18, 08:32 AM   #15
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Quote:
Originally Posted by p7p8 View Post
You want to make campaign and you ask for elementary things?

In my opinion you should make single mission first. Scenario with CVN group is not simple to create. Placing ship in formation is not enough - you should make some triggers and scripts because big formations and ships with helos/aircrafts may causes many troubles.

I recomend using triggers for simulation fighters launching (via create group trigger)

I can halp you with scenario but campaign is too complicated for me
Sure. That'll be great to use some helps on scenarios. I mean campaign is nothing more than a collection of individual scenarios. The only extra thing is you have all these goal triggers that can be used in the next mission.
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