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#1 | |
Weps
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![]() Quote:
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. ![]() |
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#2 |
Seasoned Skipper
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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) Last edited by p7p8; 07-04-20 at 02:59 AM. |
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#3 |
Weps
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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. |
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#4 |
Seasoned Skipper
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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? |
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#5 | |
Seasoned Skipper
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First part of mission creating:
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:
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#6 |
Seasoned Skipper
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![]() 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. |
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#7 |
Weps
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Cool ! No time to analyze or comment yet but I will. Thanks.
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#8 |
Seasoned Skipper
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I hadn't too much time cause every Fridays and Saturdays we play DW multiplayer battles. Next video should be tomorrow (75%)
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#9 |
Weps
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#10 | |
Weps
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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! |
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#11 | |||
Seasoned Skipper
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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:
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:
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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. |
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#12 |
Weps
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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. |
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#13 |
Seasoned Skipper
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Part 3 - how to spend almost 1 hour on fixing small bug and how much patience you need for mission designing
![]() 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 ![]() 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? |
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#14 | |
Seasoned Skipper
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![]() Quote:
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: ![]() I think 2 Chinooks will drop paratroopers near coastal artillery. |
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#15 |
Seasoned Skipper
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Airborne assault 9for killing 2 coastal guns) is done:
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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