SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Modern-Era Subsims > Dangerous Waters > DW Mod Workshop > DW Mission Designers' Forum
Forget password? Reset here

Reply
 
Thread Tools Search this Thread Display Modes
Old 07-05-20, 04:03 PM   #1
Polak2
Weps
 
Join Date: May 2005
Posts: 371
Downloads: 60
Uploads: 0


Default

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!
Polak2 is offline   Reply With Quote
Old 07-05-20, 04:57 PM   #2
p7p8
Seasoned Skipper
 
Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
Default

Quote:
Originally Posted by Polak2 View Post
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 View Post
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 View Post
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 View Post
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.
__________________
p7p8 is offline   Reply With Quote
Old 07-05-20, 06:44 PM   #3
Polak2
Weps
 
Join Date: May 2005
Posts: 371
Downloads: 60
Uploads: 0


Default

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.
Polak2 is offline   Reply With Quote
Old 07-07-20, 01:42 PM   #4
p7p8
Seasoned Skipper
 
Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
Default

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?
__________________
p7p8 is offline   Reply With Quote
Old 07-08-20, 12:19 PM   #5
p7p8
Seasoned Skipper
 
Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
Default

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:



I think 2 Chinooks will drop paratroopers near coastal artillery.
__________________
p7p8 is offline   Reply With Quote
Old 07-08-20, 12:45 PM   #6
p7p8
Seasoned Skipper
 
Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
Default

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.
__________________
p7p8 is offline   Reply With Quote
Old 07-09-20, 11:58 AM   #7
p7p8
Seasoned Skipper
 
Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
Default

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.
__________________
p7p8 is offline   Reply With Quote
Old 08-24-20, 06:11 PM   #8
Stewy1
Girt by Sea
 
Stewy1's Avatar
 
Join Date: Mar 2015
Location: Red Route 1
Posts: 391
Downloads: 176
Uploads: 40


Default

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."
Stewy1 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:40 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.