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Old 05-10-24, 10:46 AM   #1
pumaa
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Default Operation Bear Trap - Destroyer/Helo

Operation Bear Trap Destroyer/Helo v1.00 for DW - Reinforce Alert >=v1.51 by Puma
Difficulty: ****

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An all-new mechanism for advanced configuration of the operational dynamics and difficulty of the entire mission when it is launched as you wish.

Controllable platforms:

Ships:
NATO NAVY: Alpino - class frigate Bergamini/FREMM of the Italian Navy
Northern Fleet: Admiral Chabanenko - class destroyer Udaloy II

Anti-submarine helicopters:
NATO NAVY: NH-90, operating from the frigate Provence (Aquitaine/FREMM class of the French Navy)
Northern Fleet: Ka-27PL, operating from the frigate Admiral Kasatonov (Admiral Gorshkov class)

Of course, you can choose any available type of controllable ship or anti-submarine helicopter at will.

The mission is again set in the Bear Gap area, but that's where the similarities with previous missions in the Bear Trap series end.

Located southwest of Bear Island, the operational area is square with a edge 100 mi (161 km) - 10 000 mi2 (25898km2) - fixed to maintain good playability through distances when using ships and helicopters as controllable platforms. It's a square area because of the randomly generated initial position, routes and heading of the vast majority of objects, otherwise it's impossible to script.

All object positions and paths are generated randomly and objects occur randomly not only in the operational area but also in time.

Objects, with the exception of aircraft (which return/fly into the operational area from airfields on land), do not leave this square area, they patrol according to Random Box tactics, so you don't have to worry about submarines or other objects leaving the square.

Operational area square with a edge 100 mi (161 km) - 10 000 mi2 (25898km2)


A few previews after generating a few missions and proof of the variety of random positions and routes of friendly, enemy and neutral object.





Your primary objective (whether you are a warship captain or a helicopter commander) is to destroy all enemy submarines in the operational area (there may be 3 to 4, as well as a similar number of friendly submarines present). Again, not only the classes of enemy and friendly submarines present in each running mission are generated randomly from the list below, as well as military and civilian ships and aircrafts. If you generate enemy ships for a mission, a secondary mission objective is added - destroy all enemy ships and a bonus for completing it.

In case you are the commander of the helicopter and you are operating from your ship, if it is destroyed you will be given a choice according to the side you are playing for and you can continue the mission with a bit of luck, in case you are flying for the NATO side - fly to the airbase on Bear Island with part of the rescued crew from your ship, rearm, refuel and you can continue the mission from this your backup airbase. If you are playing as the Northern Fleet, as it happens, a large landing ship Ivan Rogov (Project 1174) is passing near the area from Tartus to Murmansk, you will get its approximate coordinates, have to look it up and ideally land on its deck, thus rescuing some of the crew of your sunken ship, rearming, refueling and after takeoff, if you drope BT sonobuoy near the Ivan Rogov, you convince Captain Ivan Rogov to support you in completing the mission, he turn the ship into the operational area and unexpectedly get a second chance to complete the mission.

The military airport on Bear Island is protected by a Patriot air defense battery. There is also an OTH AN/FPS-118 radar deployed there (with a 50% probability will be in a mission) and a modern Japanese Type 88 anti-ship coastal system with a maximum range of 180 km (97 nmi), protecting the Roland short-range air defense system batteries. If you play for the Northern Fleet, nothing prevents you except destroyed, from trying to take out these high value ground targets by flying a helicopter at ultra-low altitude using ATGM or even fire from the ship. It is a mission that is at your discretion.



For NATO NAVY these are the submarines:
SSN 21 - Seawolf
SSN 776 - Virginia
SSN 107 - Trafalgar
SSN 777 - Astute
SSN 607 - Suffren
SSBN 616 - Le Triomphant
SSK 588 - Type 212
SSBN 28 - Vanguard
SSN 721 - Los Angeles FLT II
SSBN 737 - Ohio
SSK 589 - Gotland
SS 802 - Walrus
SSK 524 - SAURO IV
SSN 601 - Rubis

Military vessels:
DDG 75 - Arleigh Burke FLT II
FFG 47 - Oliver Hazard Perry
DDG 37 - Type 45
FFG 169 - Type 21
FFGH 101 - Alvaro de Bazan
FFGH 831 - Karel Doorman
FREMM 591 - Bergamini FREMM
DDG 553 - Andrea Doria
FFH 571 - Maestrale
FFGHM 215 - Type 123
FFGHM 219 - Sachsen
FREMM 652 - Aquitaine FREMM
FFGHN 730 - Floreal
DDG 620 - Horizon
FSG 31 - Visby
FFGH 710 - La Fayette

Military aircraft:
Sea Harrier FA2
F/A-18 Hornet
Tornado GR. Mk1
F-117A Nighthawk
Breguet 1150 Atlantic
P-8A Poseidon
E-3 Sentery

For the Northern Fleet, it's submarines:
SSN 564 - Yasen-I
SSGN 186 - Oscar II
SSAN 329 - Oscar II MOD SSAN
SSN 336 - Siearra II
SS 177 - Kilo
SSN 414 - Victor III
SSBN 20 - Typhoon 941U
SSBN 535 - Borei
SSN 157 - Akula II
SSBN 114 - Delta IV
SSK 586 - Lada
SS 265 - Kilo Improved
SSN 335 - Akula III

Military vessels:
FFGH 419 - Admiral Gorshkov (Pr. 22350)
FFGH 337 - Gremyashchiy (Pr. 22385)
FFGH 530 - Steregushchiy (Pr. 20380)
FFGH 531 - Steregushchiy (Pr. 2O380 Mod 1)
FFGHM 494 - Admiral Grigorovich (Pr. 11356R)
CGN 99 - Pyotr Velikiy (Pr. 1142.2 Orlan)
CG 55 - Slava (Pr. 1164 Atlant)
DDG 400 - Udaloy (Pr. 1155)
DDG 650 - Udaloy II (Pr. 1155M)
FSGM 551 - Nanuchka III (Pr. 1234.1)
FSGM 991 - Tarantul III (Pr. 12421)
DDG 434 - Sovremenny (Pr. 956)
FFH 693 - Gepard (Pr. 11661K)

Military aircraft:
Su-24M
Tu-22M3
Su-57
UCAV MiG-SKAT
Il-38
Tu-142
A-50U


The possibility that you (or if you are a helicopter commander - your home ship) will be attacked by fast kamikaze naval drones (there can be 0 (none) to 4), as well as you can be attacked by 0 (none) to 4 kamikaze aerial drones.

The kamikaze naval drones (realistically they are fast boats with modified tactics) are, besides trying to hit you in contact, also heavily armed for close combat, 12x RPG-7V, 8x FIM-92 Stinger, 1x 12.7mm machine gun, 2x 7.62mm cannon. They are capable of a top speed of up to 70 kts. If they manage to approach your ship undetected, all hell will break loose.



 


Kamikaze USV (Kiss of death) and UAV (Pchela) on the way




----

You can interactively configure the random mission generator on all controllable platforms within 2 minutes of launching the mission, by:

- Firing (countermeasure) IR FLARE - randomly generated and randomly timed enemy military ships of minimum 2 and maximum 3 (and with them also 0 (none) to 4 kamikaze naval drones) from the given list (for NATO it is maximum - 16, for the Northern Fleet it is a maximum of 13 ships) depending on the side you play for (it will happen either immediately, in a few minutes or up to a few hours - tactical uncertainty), plus there is a 10% chance that it will not happen and the enemy ships will not be included in the mission despite your choice.

- Firing (countermeasure) CHAFF - randomly generated and randomly timed enemy aircrafts in the operational area (1 to 2 tactical aircraft and 1 anti-submarine patrol aircraft) are added, as well as 0 (none) to 4 kamikaze drones. Up to one to two of each type can take off from the Bear Island and Murmansk airbases, In addition, the enemy naval group is 50% likely to have strategic platform ELINT/SIGINT in the form of AWACS flying 110 to 150nmi from the centre of the operational area. Again, there is a 10% chance that this will not happen and enemy aircraft will not be included in the mission despite your choice, but they may or may not take off from the enemy airfield.

- By dropping the BT sonobuoy - randomly generated civilian naval traffic in the form of 2 to 8 civilian ships from almost all available ship types is immediately added to the operational area.

- Firing the IR FLARE between 2 and 3 minutes after mission launch, you force a guaranteed instantaneous generation of all objects from the previous three switches.

The operational area will also automatically randomly generate with 50% probability 1 to 7 acoustic marine fauna objects, 0 and 6 false acoustic target objects.

----

If you are not satisfied with the configuration of one antisubmarine Ka-27PL and one Ka-31R (AWACS) on the controllable platform - the Udaloy II class destroyer Admiral Chabanenko, you can change it in the mission editor to a pair of Ka-27PLs etc. Zoom in hard on the centre of the operational area (otherwise you won't find it through the mission architecture) and you will see the "DDG 650U" icon there, then remember to set - right click > "Flight Shedule" the required Alerts after changing the helicopter types on board.

Easy user change of the main tactical parameters of the random mission generation:

If you want to change the number of either friendly or enemy submarines generated randomly in a mission, this can be done by simply editing the mission in the mission editor in the dynamic group "GSUB_NATO>SUBN1" by adjusting the minimum - number (of submarines) value 3 and the maximum 4, to your preferred value (the maximum is 14 submarines - I don't recommend using such large numbers, it doesn't make tactical logic). Use the same procedure if you want to adjust the number of Russian submarines in the dynamic group "GSUB_RUSSIA>SUBR1" (max is 13 submarines), the mission algorithm created via trigger logic will already take this and adjust the primary objectives itself - the number of submarines destroyed to successfully complete the mission, even if they are randomly generated and it doesn't know in advance which ones will be randomly selected for the mission. You should just edit the aggregate triggers "DESTROY_NATO_FRIEND_SUB_50" and "DESTROY_RUSSIA_FRIEND_SUB_50" and adjust the default aggregation value of 2 to the one you want (if you raise the number of friendly and enemy subs to min 5 to 6, for example, you should set it to half, i.e. 3, etc. ) - it just informs you during the mission that more than 50% of your own subs have been destroyed, so you can ignore and not adjust these two triggers, they are not important and don't affect anything.

You can use the same logic if you wish to change the number of randomly generated friendly and enemy ships to your preferred numbers in the dynamic groups "GSHIP_NATO>SN1" (maximum 16 ships) and "GSHIP_RUSSIA>SR1" (maximum 13 ships). These numbers do not include "kamikaze naval attack drones", these are a separate entity in the mission. If you wish to change the number of randomly generated civilian ships, similar procedure, where you just need to change the min and max parameters in the dynamic group "CIV_TRAFFIC>TRA" (maximum is 17 civilian ships).

You can use the same logic if you want to change the number of either friendly or enemy aircraft generated randomly, just modify the min and max in the dynamic groups "GAIR_NATO>AN1" - tactical aircraft (max is 4), "GAIR_NATO>AN2" - anti-submarine aircraft (max is 2), "GAIR_RUSSIA>AR1" - tactical aircraft (max is 4), "GAIR_RUSSIA>AR2" anti-submarine aircraft (max is 2).

You can use the same logic if you want to change the number of air or naval kamikaze drones when generating missions, adjust the min and max numbers in the dynamic groups "PCHELA_UAV" - (max is 4), "PBF_USV" - (max is 4).

For those who find the size of the operational area small, I have scaled this mission to a much larger (5.3x) operational area - it is a standalone mission called "Bear Trap Destroyer/Helo - [200nmi]" with a square edge 370.4km (200 mi) with an area of 137196 km2 (52971 mi2), which puts much more demands on the chosen tactics and requires much longer time to successfully complete the mission, the objective remains the same - to locate and sunk 3 to 4 enemy submarines in the operational area. But in random generation I have slightly increased some objects - tactical aviation: 1 to 3 aircrafts, military ships: 3 to 5 ships, civilian naval traffic: 4 to 12 ships, otherwise everything else remains.


Operational area square with a edge 200 mi (370.4 km) 137196 km2 (52971 mi2)


- In the README text file you will also find czech and russian descriptions.

Enjoy the missions, I've tried to make it a sort of quasi-random mission generator for controllable military ships and anti-submarine helicopters, with each run generating a new mission, the only thing that remains is the primary objective of destroying 3 or 4 enemy submarines (you can change) of unknown class and if you add enemy warships of unknown numbers and unknown classes to the mission (you can change) destroying them as well. Your friendly submarines in the operational area can help you, but that's down to chance and luck.

A few more screenshots from the mission:
 












Last edited by pumaa; 05-15-24 at 12:29 AM.
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Old 05-12-24, 05:50 AM   #2
Stewy1
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Looks intense, Pumaa! Thanks for your hard work on this. I'll check it out!

Stew
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