Goodnight Irene (2016) v1.9 -- testing now!

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magi
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Joined: Sat Feb 01, 2014 1:06 am

RE: Goodnight Irene (2016) v1.9 -- testing now!

Post by magi »

ORIGINAL: Primarchx

Good point, Feltan. Given the AI behavior of Command I detached the PC being swarmed from the group and sent it south at high speed.

ETA - my take on not letting fast Iranian speedboats get close is linked to probable standing orders to USN warships following the USS Cole incident. The US doesn't want to start a conflict but the political ramifications of ignoring prudent force protection in a circumstance where such attacks have happened in devastating fashion should be taken into account.

I believe this to be so.......
Tomcat84
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Joined: Wed Jul 10, 2013 5:13 pm

RE: Goodnight Irene (2016) v1.9 -- testing now!

Post by Tomcat84 »

Have there been any updates to the scenario since it was posted one month ago? Or is it still the most current version? Just wanna make sure I havent missed an update (or if one is imminent) before I potentially sink my teeth into this one :)
My Scenarios and Tutorials for Command

(Scenarios focus on air-warfare :) )
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Feltan
Posts: 1173
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Location: Kansas

RE: Goodnight Irene (2016) v1.9 -- testing now!

Post by Feltan »

ORIGINAL: Tomcat84

Have there been any updates to the scenario since it was posted one month ago? Or is it still the most current version? Just wanna make sure I havent missed an update (or if one is imminent) before I potentially sink my teeth into this one :)


Tomcat,

The current version (v1.9) is posted. I will advance the version (to 2.0) when I post it on the mission pack thread.

Currently, the only change I am going to make is to replace the British Nimrods at Djibouti with a pair of French Atlantique2 aircraft. As it was pointed out, the Nimrods have been scrapped (to my complete shock).

If you find any errors, or have any suggestions, please let me know.

Regards,
Feltan
tommo8993
Posts: 116
Joined: Wed Jul 10, 2013 8:37 pm

RE: Goodnight Irene (2016) v1.9 -- testing now!

Post by tommo8993 »

Great Scenario buddy, not played it all yet.

I think it would be cool to see Israels missile strike and maybe a random British type 45 in their :)
Luidzi
Posts: 94
Joined: Fri Aug 15, 2014 11:06 am

RE: Goodnight Irene (2016) v1.9 -- testing now!

Post by Luidzi »

It took me about two weeks, but I finally managed to get the convoy out of that hellhole called Hormuz Strait.

I lost 2 patrol boats to the surprise attack. Third was seriously damaged, but managed to stay afloat. I didn't lose anything else due to the combination of firepower, very aggressive ASW and luck (definitely needed).

I didn't use B-52 or B-2. At 24 hour mark (20h readying, 4h flight time) the convoy was on its way out of Hormuz, everything that threatened the convoy has been already destroyed and I put a priority to getting the convoy safe out of there before destroying everything in the vicinity.

I was very aggressive on anti-piracy missions. They were on my priority list right after protecting convoy and suppressing Iran's military. Besides, during lulls in combat I had nothing else to do.


What I liked:
1) Message reports and periodic updates from HQ for added authenticity to the situation.
2) Difficulty and complexity. Granted, it was hard. VERY hard. It forced me to squeeze (most of) everything from available assets.

What I disliked:
1) 1400+ AU's. I was unable to run the scenario faster than 5:1, even with periodic saves and restarts. After leaving Strait I just activated pop-up messages and let the scenario run in the background while doing something else.

What I learned:
Quite a lot, including proper usage of tankers, ASW operations, strafing patrol boats, that MAD can be quite useful, that the best short-range ASuW weapon is ESSM and many more finer points of tactics.

Overall a very, very good scenario. Probably one of the most difficult, complex and enjoyable there.
Count Sessine
Posts: 202
Joined: Thu Oct 30, 2003 4:13 pm

RE: Goodnight Irene (2016) v1.9 -- testing now!

Post by Count Sessine »

Very impressive - I really like the roleplaying ambiance that the events create.
Vulcan101
Posts: 26
Joined: Thu Feb 27, 2014 9:59 pm

RE: Goodnight Irene (2016) v1.9 -- testing now!

Post by Vulcan101 »

Just starting my third attempt with this. I too keep getting swarmed right at the start and lose a silly number of US ships, including a DDG (IMHO LCS shouldn't be allowed anywhere near armed hostiles, all they seem to do is soak up gunfire and missiles like a sponge!).

Nicely designed like all your scenarios with lots going on. If I can only gety through the initial barrages I think I might be able to get some of my ships to goalpost.

PS your cultural interlude is no longer on youtube.

magi
Posts: 1533
Joined: Sat Feb 01, 2014 1:06 am

RE: Goodnight Irene (2016) v1.9 -- testing now!

Post by magi »

ORIGINAL: Primarchx

Good point, Feltan. Given the AI behavior of Command I detached the PC being swarmed from the group and sent it south at high speed.

ETA - my take on not letting fast Iranian speedboats get close is linked to probable standing orders to USN warships following the USS Cole incident. The US doesn't want to start a conflict but the political ramifications of ignoring prudent force protection in a circumstance where such attacks have happened in devastating fashion should be taken into account.

i certainly believe this to be so...... i also believe an honest commander a leader would be willing to put his career at risk for the safety of his people and mission from perceived eminent threat.....
Vulcan101
Posts: 26
Joined: Thu Feb 27, 2014 9:59 pm

RE: Goodnight Irene (2016) v1.9 -- testing now!

Post by Vulcan101 »

Just trying this one again. I decided to avoid the Iranians on this one and routed my units south towards Abu Dhabi before making my way around into the Straits.

This time the Iranians took a shot at one of my aircraft and my naval units then launched an unordered Tomahawk strike! against the Iranians. I have no idea why my units are launching other than a desire to really wrack up a huge negative score without losing a unit.

save file available.
magi
Posts: 1533
Joined: Sat Feb 01, 2014 1:06 am

RE: Goodnight Irene (2016) v1.9 -- testing now!

Post by magi »

Feltan

I AM PLAYING THIS.... ive been waiting for the war to start for hours.... but i am enjoying it...i like big scenarios.....
i would like to point out that all the SH-60Bs and SH-60Fs... should be replaced with SM-60Rs by 2016... actually i believe they were replaced and upgraded by 2013 or 2014.... they are definitely a more capable machine.....
RobotCriminal
Posts: 43
Joined: Fri Jan 02, 2015 7:39 pm

RE: Goodnight Irene (2016) v1.9 -- testing now!

Post by RobotCriminal »

Ok been playing this off and on (basically a few hours here and there after work) for like a week now, very fun but very tough. Near the end of it I think, convoy passing around the tip of the straights.

Best decision I made by far I think was to detach the Olympia (SSN) early on and send it up the straights to help "make a hole" for the convoy once the shooting started. She was worth her weight in gold combined with the fixed wing ASW assets I had in terms of finding/sinking the Iranian sub force, to the point where she has one torpedo left (used some of them on the patrol craft that spawn in which was a mistake imo in retrospect, should have saved them for ASW).

Only thing I wish is that whoever was in command of this cluster would have detached a Tico as an escort as well. Seems there are two of them and would have made a WAY better decision/easier time of it once the shooting started rather then a handful of worthless LCS and a single DDG with a land attack loadout and a handful of point defense SAMS. I feel like someone would have lost their job over that one, maybe just me [:'(].

Its fun as it is (assuming you want it to be really hard and require a lot of EMCON to be successful), but have you considered removing one of the CGs from the CVBG and adding it to the escort group? Or maybe just reconfig the escorting DDG to a 72 SM-2 AAW loadout instead of land attack? As it is I have more tomahawks then I really need or know what to do with but would give my left arm for more sam coverage. Perhaps this is intended, need to play it to the end I guess [;)]

Side note: did you intend for the Djibouti F-18D to be such an old model? The version of the AIM-120 they carry would be pretty old by 2016 standards, and doesn't have nearly the range of the C-7 versions carried by the carrier hornets.
RobotCriminal
Posts: 43
Joined: Fri Jan 02, 2015 7:39 pm

RE: Goodnight Irene (2016) v1.9 -- testing now!

Post by RobotCriminal »

If you wanted you could also accurately place 8 F-15E at Djibouti rather than the Hornets, since thats whats actually there: theaviationist.com/2012/05/11/strike-eagle-djibouti/

The longer legs would help quite a bit [;)]
magi
Posts: 1533
Joined: Sat Feb 01, 2014 1:06 am

RE: Goodnight Irene (2016) v1.9 -- testing now!

Post by magi »

I believe it's more of a game scenario… Than it simulation… It's designed to be hard…
Galahad78
Posts: 359
Joined: Mon Sep 28, 2009 10:10 am

RE: Goodnight Irene (2016) v1.9 -- testing now!

Post by Galahad78 »

ORIGINAL: RobotCriminal

Ok been playing this off and on (basically a few hours here and there after work) for like a week now, very fun but very tough. Near the end of it I think, convoy passing around the tip of the straights.

Best decision I made by far I think was to detach the Olympia (SSN) early on and send it up the straights to help "make a hole" for the convoy once the shooting started. She was worth her weight in gold combined with the fixed wing ASW assets I had in terms of finding/sinking the Iranian sub force, to the point where she has one torpedo left (used some of them on the patrol craft that spawn in which was a mistake imo in retrospect, should have saved them for ASW).

Only thing I wish is that whoever was in command of this cluster would have detached a Tico as an escort as well. Seems there are two of them and would have made a WAY better decision/easier time of it once the shooting started rather then a handful of worthless LCS and a single DDG with a land attack loadout and a handful of point defense SAMS. I feel like someone would have lost their job over that one, maybe just me [:'(].

Its fun as it is (assuming you want it to be really hard and require a lot of EMCON to be successful), but have you considered removing one of the CGs from the CVBG and adding it to the escort group? Or maybe just reconfig the escorting DDG to a 72 SM-2 AAW loadout instead of land attack? As it is I have more tomahawks then I really need or know what to do with but would give my left arm for more sam coverage. Perhaps this is intended, need to play it to the end I guess [;)]

Side note: did you intend for the Djibouti F-18D to be such an old model? The version of the AIM-120 they carry would be pretty old by 2016 standards, and doesn't have nearly the range of the C-7 versions carried by the carrier hornets.

I agree with the DDG AAW loadout request, almost depleted my SAM magazines after the first surprise ASM salvo. Perhaps is intented, and you have to work carefuly to be outside enemy radar coverage at all times (which for the moment being I've been able to do - barely!), otherwise the Iranians have the firepower to easily overwhelm the single Burke.

Very nice scenario, I loved the way the successive messages kept building tension [:D]

We'll see if I'm able of finishing the scenario, though, keep receiveing OutOfMemory error messages [:@][:@]
Dimitris
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RE: Goodnight Irene (2016) v1.9 -- testing now!

Post by Dimitris »

ORIGINAL: Galahad78
We'll see if I'm able of finishing the scenario, though, keep receiveing OutOfMemory error messages [:@][:@]

Even with sound effects disabled?
magi
Posts: 1533
Joined: Sat Feb 01, 2014 1:06 am

RE: Goodnight Irene (2016) v1.9 -- testing now!

Post by magi »

It has been running fine for me…
Galahad78
Posts: 359
Joined: Mon Sep 28, 2009 10:10 am

RE: Goodnight Irene (2016) v1.9 -- testing now!

Post by Galahad78 »

ORIGINAL: Sunburn
ORIGINAL: Galahad78
We'll see if I'm able of finishing the scenario, though, keep receiveing OutOfMemory error messages [:@][:@]

Even with sound effects disabled?

Didn't try that, in fact I had sound effects on. I'll see tonight and if I keep getting same messages will provide save and screenshot, thanks!
Galahad78
Posts: 359
Joined: Mon Sep 28, 2009 10:10 am

RE: Goodnight Irene (2016) v1.9 -- testing now!

Post by Galahad78 »

ORIGINAL: Galahad78

ORIGINAL: Sunburn
ORIGINAL: Galahad78
We'll see if I'm able of finishing the scenario, though, keep receiveing OutOfMemory error messages [:@][:@]

Even with sound effects disabled?

Didn't try that, in fact I had sound effects on. I'll see tonight and if I keep getting same messages will provide save and screenshot, thanks!

Definitely it ran smoother without sound effects, but some time into the scenario the sim froze with no error message. I'll do a more thorough play tonight and post a save if I'm getting the same problem.
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