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Old 10-02-05, 07:27 PM   #46
Bill Nichols
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You might want to check out Miika's "Future Fleet" missions (24 of them!). Miika tells me that he was using the L&A Realism Mod when he made those scenarios.
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Old 10-02-05, 07:31 PM   #47
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Thanks Bill and Miika, I wasn't aware of that.
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Old 10-09-05, 06:13 PM   #48
Molon Labe
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Rough Riders v2.0 is now available on Subguru.com. This mission has been redesigned for play with the LW/Ami mod. The P-3 is still a force to be reckoned with, but will actually have to work for its kills now!

Thanks for posting, Bill!

And thanks for the Mod, LW and Amizaur. Now people can play this mission the way it was meant to be played!
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Old 10-13-05, 11:54 PM   #49
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Well, I owe you guys an apology because the supplimental documentation has not been delivered.

I have been very busy getting myself ready for USMC Boot Camp and my head has been elsewhere.

I will work on them as I have time, I'm sorry.

Cheers,
David
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Old 10-23-05, 01:27 AM   #50
Bellman
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I have revised the six MP scenarios, featured on SubGuru, for the LwAmi mod. and they have just been
forwarded to Bill in the hope that he will list them.

With my SP scenarios, under construction, I propose adapting them to
incorporate 1.2 and LwAmi developments.

More anon.
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Old 10-23-05, 07:43 AM   #51
Bill Nichols
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On my site, now.

Question - What do you find is most often needed, when modifying missions for LwAMI?
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Old 10-23-05, 07:56 AM   #52
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Some of the mission designers can answer this one, but I'd specifically take note of the reduced sonar detection ranges and make sure that you don't start your platforms so far apart that there is little chance that the player will find his or her target, or give them a bit of assistance in finding the target. For example, air-platforms will have great difficulty in finding slow modern submerged targets without a linking TACTASS-equipped ship or a datum.

Also, some things are now possible, like submarine mining and SLAM-ER land attacks from P-3.

As Molon said, the changes aren't earth-shatting, but they allow the mission designer much more freedom in determing the in-game detection ranges by tweaking the environmental conditions. So, I'd say that the environmental conditions have a much greater effect on the acoustic parameters, so more consideration is required in the initial setup of the mission.

Let me know if you need any more help, Bill!
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Old 10-23-05, 09:00 AM   #53
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One more thing.

Since all of the platforms, especially the submerged platforms, now all have working and effective passive sonars, there is much more flexibility in terms of getting various platforms to behave as they should in terms of engaging targets.

I believe that designers can now think much more in terms of specific AI platform interaction, rather than having many of the platforms simply be moving targets, as in the stock DB no submarines, other than playables, had effective passive sonars.

Honestly, other than the detection ranges, I believe this is the most fundamental change for mission designers.
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Old 10-24-05, 01:39 AM   #54
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Bill I am not sure whether your question was addressed to me. LW has indicated some considerations.

MP sub v sub vanilla scenarios present a smaller challenge in modification than those scenarios with complex
inter-relationships of sensor and weapon performance between elements of Battle Groups.
That represents a little more effort.

For my part with my modifications to MP sub v sub I have adjusted the SS, the dynamic locations and
environmental conditions where appropriate.

Fortunately my vanilla MP scenario pack was designed with the criteria of relatively close starting locations
hence revealing titles such as:-
A Close Encounter.
A Closed Circuit.
A Merry go round.
A Seamount circus.

And the need to revisit triggers, scripts, dynamic groups was not a requirement in tweaking for LwAmi.

My next task is to bring to fruition the design of some more ambitious and complex MP scenarios
so modification will entail a complete rethink.

For example, if I have a blue Battle Group and red one negotiating islands with formation screens.
The sensor and weapon performances are critical to the platform selection, positioning, and waypointing.
This knocks-on in implementing a 'story-line' to changes in goals, scripts and triggers.

I am fortunate in not having rolled-out this product from the hanger
as I can rethink and modify - once the 1.2 patch and any resulting, or contemporary, LwAmi adjustments are completed.

I am hoping that the more experienced designers, who have been through the process of modding for LwAmi
will contribute some feedback.
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Old 11-05-05, 01:22 PM   #55
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How exatly can I "update" the missions I created for adecuate to LwAmi 2.03?

Is just a matter of testing the missions again and see if they work properly, isn't it?

Thanks
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Old 11-05-05, 01:26 PM   #56
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This is partially my fault for not releasing the guide for mission designers that I had promised to do.

Now that LWAMI 2.03 has proven itself to be a stable and we are more or less on hiatus while 1.02x is in BETA, I think I will take the time to do that.

The biggest differences for mission designers are the reduced detection ranges, and the expectation of realistic and aggressive AI platform performance due to the fact that now they have working sonars.

Other than that, in terms of specific, make sure you don't have an VLADs in shallow water... I can't think of any other specific things at the moment.

Basically, just read throught the readme and familiarize yourself with the changes made, and if anything in your missions strikes you as being out of place now, then I'd say go back and correct it.

Let me know if you have an questions, I'm ALL about supporting the mission designers.
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Old 11-05-05, 01:35 PM   #57
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All right, thank you very much.

Er... Luft.... do you live here in the forum? :rotfl:

Bad joke, thak you for your fast answers. Is a pleasure when having an answer so fast.
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Old 11-05-05, 01:42 PM   #58
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Quote:
Er... Luft.... do you live here in the forum?
Maybe...

:rotfl:
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Old 11-05-05, 02:13 PM   #59
Molon Labe
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The detection ranges are the biggest factor.

You also might want to take into consideration the changes of weapon specifications and performance. For example, RAM SAMs work, so if you want to hit something that uses them, you might need more firepower. AEGIS performance is better, so you'll have more success preventing missile attacks by throwing in DDG/CG escorts. The SS-N-27 is more dangerous now, too....
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Old 11-06-05, 08:11 PM   #60
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Question to the mission designers:

Have you guys found a reliable way to make SSGN's fire from long range on contacts not derived from the firing platform's sensors?
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