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Old 10-11-2019, 09:26 AM   #31
p7p8
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Depth in editor is always in feets.
Changing course/depth/speed by script should work.
AI could change it when engaging so it's important to make AI sub autonomous lowes as possible. You can do it by:

- selecting ROE = peace for Akula side (better is to make Akula neutral
- selecting "transit" tactic

Btw im not sure but active pinging could be readed as assumed hostile action. In RA AI submarines usually makes counter pings and attack - so make sure ROE = peace
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Old 10-11-2019, 10:07 AM   #32
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Quote:
Originally Posted by p7p8 View Post
Depth in editor is always in feets.
Changing course/depth/speed by script should work.
AI could change it when engaging so it's important to make AI sub autonomous lowes as possible. You can do it by:

- selecting ROE = peace for Akula side (better is to make Akula neutral
- selecting "transit" tactic

Btw im not sure but active pinging could be readed as assumed hostile action. In RA AI submarines usually makes counter pings and attack - so make sure ROE = peace
I am not sure AI would counter ping in 1.48 any more. I know it would in v1.47. I never heard any counter ping in any of the missions I played so far. Anyways, back to the mission. ROE is set to peace and Akula never attacked. But Akula's tactic was set to random box. Would that affect anything?
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Old 10-11-2019, 11:35 AM   #33
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I think before making any scenario you should to read SCS-DW_Mission EditorManual

Also good help is to check simple missions of other designers. Its because you sometimes ask for trivial things.
My scenarios are mostly for MP and are too complex for learning.

Check this awesome site:
SubGuru

Backing to question:
from my experience all tactics with search pattern are "aggresive". Also "barrier" tactic could give more autonomy to AI platforms.

"Transit search" tactic is less aggresive - AI works more carefully and doesn't engaging 5 seconds after enemy detection

For me "transit" is best tactic to keep AI movement quite stable. Warships are passive but still can respond to attack and defend themself.
it allows to make AI ship route in narrow straits or between small islands. (More aggresive tactics often ends running ship aground)


P.S. In RA 1.48 AI submarines are able to ping - i heard it sometimes.
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Old 10-12-2019, 01:59 AM   #34
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I got 4 missions ready. How do I share my google drive with you?
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Old 10-12-2019, 04:50 PM   #35
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Really?

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Old 10-12-2019, 07:41 PM   #36
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@p7p8, come on. Stop teasing me. Tell me how to share google drive with you? I desperately need expert opinion on my missions. I am sure they need further perfection.
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Old 10-13-2019, 03:42 AM   #37
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Use any of dozens hosting file services - its simple.
You can also copy paste your mission here as text because missions (without password) are simple text files

But... finding this video took me 5 seconds

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Old 10-13-2019, 03:10 PM   #38
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https://drive.google.com/drive/folde...uO?usp=sharing

Alrite. Let me know how you like these missions. Just some quick notes:

1. CT05: there is a bug with Chinese YJ-12 ASM. The missiles get launched then they will fall back into the water. Also some other weird AI behaviors:
a. F/A-18 will not engage enemy missiles
b. Airplanes' countermeasures are too powerful. I had 5-6 planes dogfighting each other for good 20 minutes, no one get shot down cuz all missiles got destroyed by CMs

2. CT01-CT03, missions may be too long cuz objectives are far from each other. But let me know what you think. I can move them closer if that's the case.
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Old 10-13-2019, 03:45 PM   #39
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Missions downloaded - thank you

Im not familiar with Chinese warships so i will check it later

For engaging missiles F/A-18 should have AAW weapon. In earlier version i used pair of F-16 for intercepting missiles and they worked fine. But later i removed fighters because AI fighters makes scenarios less stable - its big problem in MP sessions. I recommend you, do not use too many aircrafts in scenarios.

Before checking missions in editor i will try to play them

Thx again for uploading missions for test.

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Old 10-13-2019, 08:45 PM   #40
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@p7p8, yeah all Chinese ship launched anti-ship missiles are bugged out. They immediately fall into water after launch. You can test it with my CT05 mission which portraits a big air and sea battle between China and U.S. I have the following suggestion for the next version of RA mod:

1. Tone down the effectiveness of aircraft's counter measures. It's so powerful that literally it takes 10-15 missiles to shoot one down.

2. Increase the effectiveness of CIWS (Phalanx, goal keeper and AK series on Russian ships) against anti-ship missiles. Right now, its only practice use is to shoot terrorist's rubber boats.

3. Need buff up SM-2 missiles. Not sure whether it is AI or something else. Ships tend to hold fire until enemies are very close then fire. I know they did something a while ago to limit the range SM-2s can be used. The missile is the slowest of all ship-born SAMs in the game and not very accurate. So SM-2 carrying ships are truly at a disadvantage.

4. Someone needs check Chinese stuff. Ship skins are very inaccurate. I remember we used to have a very good Type 054A model in RA. Also, I remember there used to be J-10 as well. H-6 bombers' ASM range too short.

5. CVNG and SAG formation travels are buggy. Sometimes after an attack, the escort ships would wonder off in different directions or just stupidly circles around while leaving the main ship (e.g. carrier) go on its own. This may be the game problem, not sure if RA can fix it.

Just my 2 cents. You can easily see what I am talking about using my CT05 or "invade motherland" in the standard RA mod.
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