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-   -   Example of the Mission - Amphibious Approach and Landing (https://www.subsim.com/radioroom/showthread.php?t=245768)

Polak2 07-03-20 09:50 AM

Example of the Mission - Amphibious Approach and Landing
 
Quote:

So if you are interested - just make simple sketch in different thread. This will open discussion what is possible and what isn't.
You should suggest:
- player platform
- mission goal
- enemy
- random/not random events
- what will make this mission concept original
- what will make this mission dificult or easy
- etc.
So to go in a similar vein as Stewy1 can you make a modern amphibious landing mission? Not historical but fictitious and modern.

Theater: anywhere really

Player Platform: surface unit but on the opposing (defending) side

Random Events: approach of Landing Force from random direction

Mine fields and maybe coastal artilery.

Landing force US Marines: side 0
https://www.trngcmd.marines.mil/Port...Operations.pdf

Defending: ficticious side 1 see - use "look inside" chapter 13
https://www.amazon.com/At-Waters-Edg.../dp/1591143225

Difficulty: basic

Hope all this makes some sense. :Kaleun_Salute:

p7p8 07-03-20 11:20 AM

Ok, very good idea. I like this kind of missions and i have some experience with making "assault scenarios" for MP.

But i wanna to open discussion with suggestions not only from 1 person. Its because i would like to show how original plan could be modified.

1. Typical assault operations involves many types of forces (ships, submarines, aircrafts etc.). But DW could be unstable if i put there dozens of warships. So first thing:
- it will be very small operation (max 2-3 landing ships + LCAC's)
- with limited air support because AI air platforms are completly dumb and its very hard to control air operation
We can explain this as:
Small country without very strong forces asked allied nation for help with assault. enemy counts - operation will be succesful because player side is not prepared for sudenly assault - reinforcements are on the way.

So this is how main concept could create "background"

2. Player should have chances to defend or delay enemy assault (for game purpose). It will be hard to fight alone vs assault forces because assault side should be much stronger. Nobody make assault on stronger enemy and this kind of operation is always planned. So i suggest Player ship should be some kind of surprice for enemy. My questions
a) should player act alone?
b) if no, what king of support player should have (except coastal artillery)

Polak2 07-04-20 05:39 AM

This book is very nice and quite informative to read.
Of course "look inside" feature does not allow us to read the entire book. But it is available free online in some of the school and university libraries.
If anyone has access to an online version of this title in full, please pass along.

p7p8 07-04-20 05:55 AM

I havent time and access to read this book - lets make mission, so please answer my questions :)

You suggest difficulity "basic". Please explain what you mean:
- marginal player role?
- very weak enemy?
- heavy support of friendly units?

p7p8 07-04-20 08:06 AM

First part of mission creating:

https://youtu.be/Vjbfo98IXMY

Test at: 24:20

Not all works correct:
- second LCAC from each LSD's wasn't created.
Solution how to fix this problem in next video.

Of course for testing reason 2 groups are created from beginning. But in final version it will be only 1 random:
Quote:

Random Events: approach of Landing Force from random direction

p7p8 07-04-20 08:29 AM

https://youtu.be/pDXg3Me8PFw

Solution and tests for bug preventing from previous video.

For test i save scenario as different file and moved landing ships close to LCAC's creating zones.
In main scenario file i will add fix + i will spread a little created LCAC's.
Some bugs could be occured by high time compression.

Polak2 07-04-20 05:35 PM

Cool ! No time to analyze or comment yet but I will. Thanks.:Kaleun_Wink:

p7p8 07-04-20 05:46 PM

I hadn't too much time cause every Fridays and Saturdays we play DW multiplayer battles. Next video should be tomorrow (75%)

Polak2 07-04-20 09:11 PM

We will defend our beaches: :Kaleun_Binocular:
https://www.dropbox.com/s/lqu7197o35...aches.wav?dl=0

Polak2 07-05-20 04:03 PM

Quote:

Solution and tests for bug preventing from previous video.
So what happened to LCAC 0008 at the end?
Are the changes of the course for Harpers Ferry just before launch of the LCAC caused by something in doctrine files or this was part of the design in the mission?
In RL beach landing operation, what would be the distance from the beaches the LCACs would disembark form Harpers Ferry LSD?

General comment, it is quite fascinating to see how many things, even complex things, can be designed/scripted in DW Mission Editor. Keep going!

p7p8 07-05-20 04:57 PM

Quote:

Originally Posted by Polak2 (Post 2681632)
So what happened to LCAC 0008 at the end?

Its common DW bug - too fast speed for ships causes often constant run in circle trajectory. Its also caused by close range to other ships (possibly collision avoidance)
I will increase the range in which LCAC will be created

Quote:

Originally Posted by Polak2 (Post 2681632)
Are the changes of the course for Harpers Ferry just before launch of the LCAC caused by something in doctrine files or this was part of the design in the mission?

Its designed but behavior isn't correct. In real LCAC deployment is in very low speed of mother ship (Harpers Ferry in this case). Unfortunatelly in DW surface ships sometimes behace weird when speed is decreased from 15+ to below 5 kts.
Maybe i will make 1 more waypoint for decreasing speed. Maybe i will do this by scrips without waypoint - i didn't decided yet.
Course changes are for spreading LSD - to make more space for LCAC's. Its important because all ships by default has "collision avoidance ON".

Quote:

Originally Posted by Polak2 (Post 2681632)
In RL beach landing operation, what would be the distance from the beaches the LCACs would disembark form Harpers Ferry LSD?

Im don't really know. I think its about 10 nmi. For me its not important because amphibious assault in DW never will be like in real because of DW engine limitation.

Quote:

Originally Posted by Polak2 (Post 2681632)
General comment, it is quite fascinating to see how many things, even complex things, can be designed/scripted in DW Mission Editor. Keep going!

Thx. Today i wasn't able to record next video but i will do this in week. Maybe before weekend mission will be finished.
Usually before i start to working in editor i spend lots of time on thinking about mission and important details. This time its different so my working on it is little chaotic. But im sure it still will be helpful for mission makers newbes.

Polak2 07-05-20 06:44 PM

No rush.

In fact, the fun is really in close following what is being done as well as how it all is being translated "to life" by the game engine. I am sure that more we go into this more refinement and more new ideas as to the new mission content may develop. I wonder what other typical naval tactics and operations could be portrayed?

Safe bet it could be quite a few.

p7p8 07-07-20 01:42 PM

Part 3 - how to spend almost 1 hour on fixing small bug and how much patience you need for mission designing ;)

https://youtu.be/mO-sS46899g


I've made small improvement of previous solution:

1. Now LSD ships have removed last waypoint with slow speed
Instead speed is reduced to 0
2. Create LCAC trigger runs script "create LCAC 1-2/3-4 N/S"
It allows to reapeat object creation on single trigger.
3 trigger also has 1 more condition: max speed 5kts (for LSD)


All rest of video i tried to prevent last LCAC 4 S (south) to stop on second waypoint.
I thought it was caused by close range of other ships.
So i made many tests with small waypoint changes.
Finally i change position of LCAC 3 S with LCAC 4 S ...and bug occured on LCAC 3

Then i discovered: bug was caused by too shallow waters on last LCAC waypoints :oops:

So i moved all south LCAC's destination little to N ...and finally all works ok.

--------------------
Amphibious landing is crucial for this mission so it needs detailed tests. this is why i didn't add more mission objects, events, triggers etc.

Video is raw - because it shows how looks work on mission designing - not always all is perfect. Sometimes finding small bug takes many hours.

--------------------
Questions for community:

1. What ships you suggest for LSD close escort?
2. What escort should do wfter LCAC's launching, when LSD are stopped?

p7p8 07-08-20 12:19 PM

Quote:

Mine fields and maybe coastal artilery.
Ok i think mine fields aren't good idea because as mission designer you can draw waypoints exactly over mine (or not). So you will decide what ship will explode. In this case its pointless because player (as defender) don't have to do any action to direct or not enemy forces on mines.

Better is to use coastal artillery:
1. For destroying artillery AI side needs to do some actions (TLAM strike, airborne assault, destroying by warship gun etc.
2. Player can prevent this goal by defending coastal artillery
3. If Coastal gun won't be destroyed - landing forces (LCAC's) can be destroyed close to beaches.

I think best option will be using airborne assault. In RA some air units can deploy paratroopers:

https://i.imgur.com/ujedm33.png

I think 2 Chinooks will drop paratroopers near coastal artillery.

p7p8 07-08-20 12:45 PM

Airborne assault 9for killing 2 coastal guns) is done:

https://youtu.be/8OejrW9vnas

In my opinion player warship should be strong and able to destroy incoming helos. So i will select Bergamini as player platform. Main difficulity for player will be shooting down helos incoming in cover of main island (with quite high mountain). So to prevent airborne assault player should open good line of fire to incoming helos.

But i didn't decided where to place player surf. Interesting option is in bay - very close to island. It makes player playform covered behind island. In other hand its not realistic because assault forces usually do recon before landing.


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