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Into the Storm - AAR
Some screens from playing. (At beginning I forgot to make screens - sorry)
My loadout: http://i.imgur.com/50btPv5.jpg http://i.imgur.com/I22EG7n.jpg After start I've increased altitude for better radar range detection. I also made some ploting around interested area (I assumed target speed around 15 kts - but it was 20!) Finally I found first 50 Hz contact form deep sonobuoys. Target was outside ploted circle! http://i.imgur.com/IWqnKr9.jpg http://i.imgur.com/ffENTB3.jpg Predicting target speed: http://i.imgur.com/k6q1spB.jpg I hadn't permission to attack. My task was to track target. After some time i've recived permission for attack and for droping DICASS. http://i.imgur.com/pgVti1k.jpg My 2 mines splash water too far from target. Yankee was only damaged! (I didn't know how badly). So I made another approach: http://i.imgur.com/N90XHgg.jpg http://i.imgur.com/ZjYDYiw.jpg Yankee was deadly hit! http://i.imgur.com/1BeHYh2.jpg http://i.imgur.com/sQQ4AGt.jpg Mission sumary: http://i.imgur.com/6O5K4ky.jpg Some words after game. This is very nice scenario. Not too hard but very immersive. Props: - good map - immersive messages, weather and "cold war" climate - tracking target before attack permission (really good idea) - many "contacts" on way to OPAREA - good idea for scenario Cons: - civilian traffic is to heavy for stormy weather - lack of other (civilian) 50 Hz contacts near target - player is "untouchable" all the time (some russian small warships would be nice) - lack of allied SSN (british HMS Spartan submarine) who "lost contact" with soviet sub. - soviet sub starts too far from "last known position". - lack of information what was course of soviet submarine (W, SW etc.) Of course this is my opinion. All cons are minor, because mission is very fun for playing. I recommend this mission to all DW players, not only Orion drivers. Good work NippleSpanner :Kaleun_Salute: (sorry for my bad english) |
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Here's the reason: The AI sub sends link-contacts all the time, which I do not want for this scenario, I want the player to be the sole hunter- I had the Spartan ingame initially, but it caused only problems and I couldn't figure out a workaround that's worth it. :doh: Quote:
The player has no information what the enemy sub (there are 4 random ones, picked at mission start btw.) has done in the hour after HMS Spartan lost contact. It can spawn relatively close, or rather far away - simulating slow/fast speed, and to help with replayability. Quote:
Additionally, the briefing does mention the sub is heading for the Denmark Strait, which is due West, roughly. :up: I'm sorry it was ultimately way too easy for a seasoned player like you, the AAR clearly shows you know the drill and I actually want to design missions for players like you, the type that plays "thoroughly"... if that makes any sense. |
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http://i.imgur.com/Oo7FD8X.jpg and this one: http://i.imgur.com/097FMcy.jpg In your mission you have 31 civilian ships in the middle of heavy storm. Quote:
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I think better solution is give player quite correct last position of soviet sub but increase time for since contact lost. (Weather is so bad, Orion couldn't start earlier) Quote:
Like I said before, this scenario is very good and nice for playing. |
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The fishermen, however... Quote:
Spartan will be back soon. Overzealous players attacking this, instead of the enemy sub, was my original reason to add it besides immersion in the first place. Quote:
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:up: |
Alright, I edited the mission according to your feedback.
I can't edit my original release-post, so I'll post the mission here for you in case you want to give it another go, and simply abuse you as a test-subject. I'd sure appreciate it. :arrgh!: Changelog: - Enemy sub(s) now have 3hrs headstart instead of 30min - Fishing vessels removed / approaching Reykjavik to evade the storm - HMS Spartan (SSN 111) is back in - Yankee-class spawn position fixed - Other subs spawn positions adjusted - Civilian and fauna traffic redone from scratch - Mines are prohibited, orders adjusted accordingly - If player drops torpedoes or mine, mission will abort - adjustments to, hopefully, raise the difficulty of the mission - Penguin 2 -> Penguin 8 - whydidn'tidosointhefirstplace? :yeah: Raw Mission: |
New version completed.
This time my target was Delta III. Getting high speed and altitude after start. http://i.imgur.com/rclMi88.jpg?1 Decreasing atlitude near OPAREA (visible ploted circles and planed places for sonobuoys) http://i.imgur.com/eQrbKWe.jpg Sonobuoy plan http://i.imgur.com/KB8Rt0j.jpg Sonobuoy work :) http://i.imgur.com/GgJE5If.jpg?1 Visible civilians from low altitude http://i.imgur.com/1v1ks1z.jpg?3 First 50 Hz detected (sonobuoy #7) http://i.imgur.com/gyktJzi.jpg Identification http://i.imgur.com/kFPoZYJ.jpg Attack (after permission) http://i.imgur.com/C3XMVh0.jpg?1 http://i.imgur.com/A33pMz2.jpg Going home http://i.imgur.com/9bm3HzW.jpg ...going home :) http://i.imgur.com/eGiIj6K.jpg?1 Risky landing :) http://i.imgur.com/7Cf1HTS.jpg?1 Summary http://i.imgur.com/AH5E374.jpg Nice work Nipplespanner :salute: BTW do you know, all MPA's can start directly from airfield? (on the ground) |
Uh, nice, I gotta try that buoy circles tactic!
What are MPA? (oh, Maritime Patrol Aircraft I assume?) And no, I did not know that, but I'm gonna check it out for future missions. |
MPA
For starting from ground, change this: ...or, you can manualy change position for P3 Orion: 1) Place airplane on South end of airstrip, heading North 2) Give altitude 200-210 (on 3d view half of airplane should be under airstrip concrete) Starting procedure: 1) Set gear down! - most important thing 2) press "3" (high speed) (I didn't see your edition before. Long time for postin was caused chcecking changes for Penguin 8 in mission editor) |
Ah, so the takeoff-feature is more or less a glitch/workaround, not intended?
At least it sounds like it (having to lower the gear while...being on the ground lol). In that case I'd rather stick to the current way of just getting airborne, I find it immersive enough. So, since you really seem to master that P3, do you have further recommendations for future P3 missions? I'd like to create more of them, but I'm not too sure what to do - and how to balance it so it is challenging but not frustrating (searching for 10 hours, nothing's happening...) Any input is very welcome, and thanks again for playing - glad you enjoyed it! :salute: |
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What do you mean, non-training missions?
As in war-scenarios? Most DW scenarios are live combat scenarios? :hmmm: |
I wanna fight! But many latest community missions are for training: detection/TMA/maintaining speed/depth and other ridiculus things. Those kind of missions i can make in 5 minutes. Only writing descriptions takes lots of time.
DW is simulation on tactical level! I don't care about my boat crew needs, and what knob should be on "5 degree value" :) I have knowledge "how to kill" enemy and I am very good at this. I wanna FIGHT against good and experienced enemy - not against scripted AI This is main reason why I make only MP missions. My favourites platform: 1) all surface units 2) almost all SSN/SSK submarine units Hated platforms (for playing, not for oponent role): - Seawolf, Virginia, Akula III, Lada, chinese KILO Personal ranking for MPA 1) Il-38 May 2) S-3 Viking 3) Atlantic MK III 4) P-3 Orion (little too powerfull) Helo - I don't like to play. (most players like helo because they play ONLY missions, where Helo is safe all the time - without enemy SAM's or surface unit's with long/medium range missiles) Unbalanced/useless platforms: 1) Tu-142 (unrealistic weapons, overpower) 2) Ghost (...) I love Los Angeles Flt I/II/III - this is my favourite "all the time" platform. ==== Before you design new mission, please to remember this words, my friend: I wanna fight :arrgh!: |
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Personally, I can see why people are tired of "find X, kill X" missions. They did that since 2003. If a training scenario is well made, it can be quite immersive, at least in my opinion. More importantly, you say all this as if the majority of stuff (be it recently or at all), are training scenarios like you described. Though I only know a handful - in total, and if at all. If you check Subguru.com, or Subsims archive, most missions are indeed "go and kill" - so I'm uncertain about your problem? On top, these missions are more difficult/time consuming to create than the usual combat scenario - because you need to work a lot with triggers, scripts, custom SFX and usually more radio messages, really. Quote:
Are we playing the same game? Quote:
However, why is it a problem, assuming that is true? Dangerous Waters is a sandbox, everyone can play as he pleases, no? Quote:
As for that joke being 'Ghost, why even list it? It's obviously not meant serious and, I guess, was more a proof-of-concept, whoever plays with that thing? And even if... you'd never know. Quote:
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First: my comment had facetious character, so don't be too serious.
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Let's see, missions from last 5 years - Stewy's Map pack1/2 - no comments - NLL FONOPS - not for RA - OHP work up training - and not for RA - Seawolf work-ups training - and not for RA - Cripple the Nevada - OKHOTSK ASW - probably not compatibile - INVINCIBLE SABOTAGE - probably not compatibile - St. Petersburg Blockade - probably not compatibile - all rest are too old So, here we have only ONE non-training mission and TWO training missions. All missions on Subguru are not compatibile and too old. All missions upgraded by RA team (in Scenario folder) are very old -all of them i have completed years ago. Missions from Discord community are in most cases training or "sub-domination" - just bunch of submarines with random locations without any story or interesting task. Quote:
About helos: Quote:
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in your mission tracked sub don't make any evasive maneuvers! It is not too wise, because after some time sub is attacked. Human player can detect droped sonobuoys and change depth/speed before you drop first torpedo. Human player can surface own boat and shoot you down! MAD search is much more risky against human player. If you still prefer play against AI i recommend add some scripts for simulation more smart behaviour. Maybe trigger "approach" with sono detection zone with script "change speed and depth to (...")? I don't really know how to simulate human behavior when "tactic" for AI sub is "transit". Your mission is very good technicaly and with nice task and story. I also likes Cold War (not only late) era scenarios. Keep up your work :) Quote:
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I wanna fight :arrgh!: Thx for nice disscussion :) :Kaleun_Salute: |
Ah, that explains a thing or two.
Regarding evasive maneuvers for simple, that's possible, but rather difficult/time consuming to do, but I'll see if I can implement that. As for old scenarios being incompatible with current RA, you're mistaken. There are is just one case where a mission can be incompatible. FFG missions (because RA did changes in that regard). Besides that, missions may(!) play differently due to adjusted sensor values - but they are perfectly playable, technically. For example, all of Bill Nichols missions work fine on my end, except one FFG mission that needed fixing. Besides that, I play(ed) lots of missions I picked up at his page, some being 10 years old, or more. What gives you the idea they are automatically incompatible? |
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