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#1 |
Machinist's Mate
![]() Join Date: Sep 2014
Location: Onakushcloud
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Proudly Presenting:
![]() PART ONE https://www.dropbox.com/s/n261ulfiiv...20ver1.mu?dl=0 ======================= RA 1.40 mod required! This mission involves the seeking out and searching of suspicious vessels in single player, or co-op with friends. The mission briefing should provide all the information needed to complete it. I really pushed myself in the editor to create this and learned a lot. It is my most complex mission to date, but not the most challenging or action packed scenario you can find. ![]() The mission was inspired by a story I heard many years ago, from a sailor in the Coast Guard. Enjoy! ======================= Extra content: A really slick intercept calculator which can be super handy for this mission found here http://www.luizmonteiro.com/RA.aspx and some bonus footage as is tradition Last edited by rentacow; 09-25-16 at 01:44 AM. |
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#2 |
Machinist's Mate
![]() Join Date: Jun 2009
Location: Poland, Bedzin
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Thanks
![]() ![]() FInally I found the smugglers, however -------------------- One comment / remark
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#3 |
Machinist's Mate
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Location: Onakushcloud
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Ah yes. I see your suggestion. Great idea.
Hopefully nothing broke in the mission. I had the smuggler boats spazz out on me during testing once or twice for no reason. Finally I hope that it wasn't too hard to resist firing on the smugglers with a missile or two for not stopping. :P Thank you for playing!
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![]() Dangerous Waters scenarios on pastebin. |
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#4 |
Machinist's Mate
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Location: Poland, Bedzin
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Everything was ok with scripts. But I fires at the smugglers one warning bullet from the gun.
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#5 |
Machinist's Mate
![]() Join Date: Sep 2014
Location: Onakushcloud
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Had some strange activity while playing through this mission. After about 1 hour in I could not get radar contacts to properly update. Every new contact was like a sonobouys static line of bearing. The bug caused me to be unable to keep an up to date track on some contacts with the helo while I chased down others with the ship. Eventually I think it sorted its self out and I completed the mission anyway.
I wonder if the issues were being caused by the *player* MH-60 which is used in the mission for co-op play. I kind of doubt this was the cause (more likely the mess of triggers and scripts in the mission) so this is just a heads up. Swapping the helo type can be done very easily in the editor and I encourage you to do so if you intend on leaving the helo to AI/Ship control ![]() EDIT: As p7p8 says below there is only the -player- type of MH-60 for the FFG, so that should work just fine. Guardian 1 is your eye in the sky! ![]()
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![]() Dangerous Waters scenarios on pastebin. Last edited by rentacow; 09-25-16 at 01:01 PM. |
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#6 |
Seasoned Skipper
![]() Join Date: Nov 2006
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FFG have only *player* (not *AI*) MH-60R
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#7 |
Sailor man
![]() Join Date: Apr 2002
Location: Burgas, Bulgaria
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You have to unchek the Controllable box in the Helo page #2 and then it can't be selectable as controllable unit. During the mission you can controll the Helli via ASTAC screen.
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#8 |
Machinist's Mate
![]() Join Date: Sep 2014
Location: Onakushcloud
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The helo is meant to be controllable in case you want to play the mission as co-op. With out a player controlling it, the ASTAC controls are the same. RA 1.40 even adds extra flight modes for the helo you can program.
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![]() Dangerous Waters scenarios on pastebin. Last edited by rentacow; 09-27-16 at 02:42 AM. |
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