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#1 | |
Weps
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![]() Quote:
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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#2 | |||
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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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:
Quote:
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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#3 |
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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#4 |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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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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#5 | |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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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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#6 |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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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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#7 |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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Idea of this thread was to make mission together - for showing how to make mission from concept to final stage (in correct order). But from few posts nobody participate in this project. My questions still waiting for answers - but nobody cares. So i postpone this mission making because its not my part to invent all. My part is to show how to make mission acordingly to writed by community features. But without suggested features i cannot work. Its pointless to me because i never would make mission like this. Its your "vision" so i need more details to continuation.
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#8 |
Girt by Sea
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Interesting info. Thanks for all of this. I need to study this.
![]() Stew
__________________
"This officer has used my ship as his den of iniquity and my wardroom to carry him from bar to bar." |
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