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Get ready for a whole new level of realism!
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Old 08-31-22, 04:08 AM   #1
rentacow
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Default NGFS Duty (1 Star)

Release Version Here:https://www.subsim.com/radioroom/sho...d.php?t=253474

Provide Naval Gun Fire Support for Marine recon teams on Vangunu Island in the Solomon's.

Your ship is on station at the start of the mission. ANGLICO Marines will feed you NGFS Fire Missions throughout the day at random intervals.

https://pastebin.com/pwrTz9Fx
Copy/Paste into a blank .mu file

RA 1.51

During the mission you'll need to:
  • Monitor the datalink and provide fires for NGFS Fire Missions.
  • Perform station keeping maneuvers to stay within the NGFS station bounds.
  • Manage helo-ops to provide forward observer capability as needed for the NGLO (Naval Gunfire Liaison Officer aka the "No-Glow").
  • Monitor ship sensors in general to maintain situational awareness...

IMPORTANT NOTES:
Features a grand total of eight (8) Fire Missions.
This is an experimental mission and does not have an "End" trigger. After 8 missions are spawned, no more will come because I got tired and decided not to add any more

If you enjoy this mission and want more, then I need your help now to develop this concept further! What would a more realistic scenario look like? How could I make the radio messages calling for fire missions more realistic?

I wanted to know if the jumble of scripts and triggers could pull this off, so give it a try and decide for yourself!

Release Version Here:https://www.subsim.com/radioroom/sho...d.php?t=253474


Call it an interactive screensaver. Start this mission up in the morning along with a big pot of cheap coffee, and make sure you burn the hell out of it.

Thanks to Stewy for the Solomon Islands map <3

Last edited by rentacow; 09-26-22 at 08:44 AM. Reason: added a harpoon sortie
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Old 09-01-22, 05:46 AM   #2
Stewy1
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Thanks for this Rentacow - glad that you're making missions!

If you're interested - here is the unclassified NATO Naval Gunfire Manual -

http://www.navedu.navy.mi.th/stg/dat.../ATP4E-Ch4.pdf

It includes procedures for calling in the different types of naval gunfire.

I use this https://wideo.co/text-to-speech/ for making sound files for calling in the mission (and then use Audacity to make it work in DW.

I tried to make a NGFS support training mission in Puerto Rico - as a prelude to a full 1983 Grenada mission - here: https://www.subsim.com/radioroom/dow...o=file&id=5625 It's one of my first goes at mission making, so it's rough - and it was panned by the critics. But I tried to make it authentic.

I'll give the mission a try - I've read a little bit about the 'gunline' missions in Vietnam- in which Aussie destroyers took part

Let me know if this helps. Work's very busy, but I'd be happy to help research or look for things. I can test missions, but I'd be slow!

It's a shame that only aircraft can resupply...the Perry's not really a NGFS specialist, but it'd still be a cool mission to shoot all the rounds, then UNREP, then get back on the gunline! We can only dream...

Cheers Rentacow,
Stew
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Last edited by Stewy1; 09-01-22 at 06:01 AM.
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Old 09-01-22, 12:16 PM   #3
rentacow
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Love the suggestion for UNREP when you run out of ammo. I think that's going to be a requirement for when I add more fire missions and harpoon sorties. Or for those who get too comfortable with the "Rapid Fire" button

That manual is a great resource as well.

Will definitely push out a few updates through the weekend.
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Old 09-01-22, 03:47 PM   #4
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Quote:
I think that's going to be a requirement for when I add more fire missions and harpoon sorties.
Sounds cool - but the 'resupply' script sadly works for aircraft - not subs or frigates.

Took me days of testing, trying to get it to work - only to find a very old thread on the forum that said it's a limitation of the game... I found out the hard way!

EDIT - here's the thread - from 2005!
https://www.subsim.com/radioroom/sho...hlight=Loadout

Cheers!
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Old 09-01-22, 06:28 PM   #5
rentacow
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Ah! Glad you told me that or I would have been up all night long trying to figure that one out just the same as you

In that case, I'll call this mission "finished". It works. It runs for about the right amount of time. And I figure you have enough ammo to get through all the targets, so long as you're thoughtful with each shot, as you should be!

Maybe I'll make a bit more advanced version: A chance for a random submarine or gunboat threat during the day? And probably a few strategically placed SAM sites or MANPADS to make helo ops a bit more interesting and also provide some targets of opportunity to hunt for between fire missions.
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