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RE: New Scenario for testing - IOF #4 The Red Gate - 6/18/2018 8:48:32 PM   
AndrewJ

 

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Had a little time over the weekend, so here's the next installment.

DAY 2

Day 2 begins with the French recce Mirage zooming up the Red Sea to overfly the small islands where I need to set up observation posts. It turns out that a few of them have enemy OPs in place already, so the French attack helicopters set out to destroy the nearer ones, passing Mirages provide strafing support, and the Lancaster uses naval gunfire to destroy the one in the north. With the islands clear, Puma helicopters land some infantry sections on the nearest three observation objectives. The furthest islands are occupied shortly before dusk by a few of my valuable paratroops.

The Soviet naval base turns out to be poorly defended, with only a scattering of infantry and technicals visible on the island. I should be able to take it without too much difficulty, presumably by para-drop, provided I can spare some forces to deal with it. I expect the attack on the Bab will take most of my resources. Speaking of the Bab, the E-8 makes another pass, and it looks like the regiment has parked in a very dense concentration just east of the peninsula. It will take a lot of work to get rid of it, and the dense concentrations of what are presumably AAA emplacements along the shore won’t make things any easier.

Overhead the morning fighter sweep goes very well, and the six Mirages head north to tackle Sana’a. Four more Mig-29s come up to fight, but they’re spaced out enough that they can be tackled individually. While some Mirages are fleeing from enemy missiles, others can close in and make successful engagements. A dangerous surprise comes when enemy aircraft start appearing behind me, and I realise they are coming from the airbase on the Red Sea shore, which I had assumed was empty. This means they have an unobstructed path to the E-8 (which is only ~ 125 miles away over Eritrea), and if they go to burner I am on the wrong side to intercept them! My last Mirage scrambles from Djibouti, the E-8 turns off its radar and flees south, and the other Mirages turn to close in. Fortunately, the enemy (which turn out to be Mig-21s) join the general engagement, rather than chasing the E-8. They’re badly outclassed by the Mirages, and four of them die in short order. The Mirages then head home, where most of them will re-arm for air-to-ground missions.

Over in Socotra a few more Harrier strikes from the Pelilieu deal with the last of the enemy in the Port Mori area. There are still a few technicals dotted around the east cost, but I’m not overly concerned with them at the moment. The minesweepers continue closing in from the west, and the (now jobless) NGFS column closes in from the east, as minesweeping helicopters arrive from Thumrait. These start doing a very good job finding and sweeping mines in front of Port Mori. They will refuel on the Pelilieu, rather than flying back to base, so they should have some effective time on station. It looks like the minesweeping ships may have nothing to do.

My initial landings on Socotra come from the Marine AAVs, which reach the Port Mori and the airfield without opposition, and actually manage to capture some enemy flying boats and a fighter on the ground. (Apparently you can’t use heavy machine guns to engage a tarmac space, so you can’t actually destroy the aircraft in this situation. I simply deleted them when the runway was eventually repaired and they took off.) At first, with the opposition entirely gone, I don’t see any need to unload the main body of the marines. However, later in the day a column of communist rebel troops starts arriving to shoot up the airfield. My helicopters make swift work of them, but when they spot a second column a couple of hours later it becomes obvious that the fighting on the island won’t be over quickly. The marines deploy and set up defensive perimeters, while I go scouting (again) for an enemy headquarters or base area. Nothing turns up, and the marines continue to fend off enemy columns day and night.

The amphibs anchor off Port Mori, where they are joined by the remaining supply ships that continue to arrive over the course of the day. Most of the escorts are detached, and head west towards the Bab in two groups at very high speed, to support operations there. Once the Ark Royal has finished resupplying she picks up speed and heads that way too. My MPA are working on the corridor all these ships will be passing through, so hopefully there won’t be any submarine surprises en-route. Port Mori is left guarded by the Trenchant, providing distant ASW patrol, MPA in the general area, and the Lupo doing a close-in ASW patrol banging away on her active sonar. Shortly after she starts patrolling the Lupo meets a proximity-fused mine, which caves in some plating and knocks out some electrical connections, but fortunately the blast does not cause any flooding. The minesweepers hurry over, but find nothing else, and the chastened Lupo resumes patrolling until she is joined by a Knox later in the day.

The bulk of my air effort switches to the Perim Island and Bab al Mandeb area, where my forces start engaging ground troops. Priority goes to the pair of nearby SSM sites picked up by reconnaissance overflights, then air defences, and artillery. After that, it’s a matter of pounding away at ground troops again and again, and there are a lot of targets. The Thumrait Harriers move over to Djibouti, which should significantly improve their availability (provided the C-141 from Diego can keep up with the demand), but the Jaguars stay at Thumrait. Their ordnance is less capable, and I don’t think I have room for them as well.

Also in the Bab area, my minesweeping helicopters begin clearing more mines in the straits in the afternoon, gradually working their way towards Perim Island as its defences were reduced. There are still plenty of mines there, but none in the cleared channel yet. (I had feared more sub-laid mines in that area.)


NIGHT 2

One thing I want to do is get a clear path to bring in the Mirage’s cargo flights directly from Sheikh Isah to Djibouti, so I make an effort to knock down the SAM and surveillance radars of the two main Yemeni airbases at Sana’a and Ataq. With those down they probably won’t be able to spot or react to any overflights. I think I’ve already dealt with their fighters, since I’ve killed an even dozen of the Mig-29s out of Sana’a, and I doubt there’s more, and the Mig-21s and 23s don’t seem to be active any more.

The attack starts with TLAMs after dusk, which manage to knock down many of the radars and take chunks out of a few of the Yemeni SAM sites. The attack is hampered by numerous weapon failures. Evidently these TLAMs were carefully stored on a pile of mouldy rags under damp newspapers in an open seaside shack. Some follow-up attacks by night-vision Harriers do more damage to the SAM sites, and the attack at Sana’a presses on to bomb some Su-24s which were spotted in open tarmac spaces. That’s when the hidden SA-6 lights up, and, despite an immediate shower of HARMs, one of the fleeing Harriers is cut down before my missiles arrive. Despite that setback, I think the enemy is radar blind now, and I essentially have clear skies for operations over Yemen.

Up north in the Red Sea, the Lancaster turns and heads for the old Soviet base at high speed. Launching one if it’s night-vision equipped helicopters to act as a spotter, it proceeds to steam around the island, blasting enemy emplacements with gunfire. By the time its magazines are empty there are only a pair of isolated technicals left on the island, and the Lancaster hurries away at flank speed to hide in the darkness again. Once the Lancaster sends reports of the successful mission, two C-130s lift off from Djibouti, and arrive in the middle of the night to drop the bulk of my valuable paratroopers on the island. Milans are used to deal with the technicals, and the base facilities are occupied in short order.

Down at Perim Island, continuous air attacks eliminate the last of the defenders, and helicopters from Djibouti land enough infantry to seize the island. Two CH-53s have ferried in from Thumrait, and they begin hauling my 155mm and 105mm artillery batteries over to the island, where they will form a secure fire-base and help with the reduction of defences on the peninsula. Air attacks with night-capable units transition to the peninsula and regiment. The air attacks were using munitions at such a rate that I was down to using napalm, and even had some Harriers waiting on reserve with no munitions available until the C-141s arrived to make things right again.


PLANS FOR DAY 3

I think Socotra is secure, and I don’t expect any further developments there.

I need to work hard at clearing the peninsula and damaging the waiting regiment. There are so many targets there that I don’t know if I will be able to destroy them all. Therefore, I will try and clear the tip of the peninsula, and then land there immediately after dark on Night 3, when my night-vision advantage is greatest. My landing force will be armour heavy, screened with all my ATGMs inserted by helicopter, and backed up by artillery on Perim Island. Hopefully that will let me deal with the damaged regiment if/when it advances to engage while it is blind at night.

I’m also supposed to be striking Eritrea, so I will switch the efforts of my long-range strikers (F-15E, Tornado) to hit some of their bases. They’re staying radar silent with their SAMs for now, which may make it awkward to deal with them, and who knows what’s lurking deeper in Khartoum, etc.
We shall see!

(in reply to Gunner98)
Post #: 91
RE: New Scenario for testing - IOF #4 The Red Gate - 6/19/2018 1:09:49 AM   
Gunner98

 

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Thanks Andrew

I may need to do something to make that armoured concentration a little less concentrated...

You're careful play is doing a good job anticipating my little tricks, nicely done.

B

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(in reply to AndrewJ)
Post #: 92
RE: New Scenario for testing - IOF #4 The Red Gate - 6/19/2018 2:45:47 AM   
AndrewJ

 

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I actually switched sides and spread out the regiment somewhat before I started engaging it. It was literally all stopped on the same waypoint, with everything overlapping, which would have allowed one bomb to do massive damage. (Just for fun, I re-ran it, dropping one 2,000lb bomb on the stack. It killed 7 x 122mm howitzers, 6 x 152mm howitzers, 12 BTR-50s and 13 BTR-60s. ) I spread the armour out in a several kilometer wide formation, covered by the technicals on AAA duty, so all the units were out of bomb-blast range of each other.

It might be a nuisance to set up waypoints for every single one. Perhaps you could set up an area patrol mission, give them time to disperse into it, and then turn it off? That might work.

(in reply to Gunner98)
Post #: 93
RE: New Scenario for testing - IOF #4 The Red Gate - 6/19/2018 9:13:43 PM   
AndrewJ

 

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A little more time to play, so another half day of progress.


DAY 3

When daylight comes the Marines continue to squash heavy rebel probes in Socotra, but the situation there is otherwise quiet, and the construction crews continue to work on the airbase.

Over in the Bab, heavy air activity happens all along the peninsula, where Harriers, Mirages, and Jaguars continue to smash away at the enemy, assisted by the buildup of artillery on Perim Island. I had thought the regiment would be too big to tackle, but sheer weight of bombing starts paying off, and they keep getting loads and loads of dumb ordnance dumped on them in such quantities that the defenceless units are gradually being strafed and battered into oblivion. With such good progress being made, the two ‘big’ French amphibs are ordered to get underway early, travelling through a minesweeper corridor, and heading towards Perim Island.

Shortly after this my Eritrea strike force (F-15Es, Tornados, and F-16s with HARMs) is just west of Sana’a, approaching the Red Sea coast, when a pair of bogeys with Slot Back radars are reported coming up out of Sana’a behind them. Uh-oh. Then more. And more. Soon there must be a dozen of them, all angry Mig-29s, along with some Fencers headed south, and even a pair of low altitude contacts coming out of Ataq! So much for my ‘clear skies over Yemen’.

Tankers and support aircraft turn to flee. Fighters are scrambled from the Ark Royal and Djibouti, the Mirage CAP goes to burner, and the American component of the Eritrea strike force wheels about to face the enemy. Fortunately, American forces with AMRAAM are essentially ‘self-escorting’, and although the Migs’ missiles out-range mine, mine are active and theirs are not. My twelve-missile salvo only gets two of the nimble Migs, and knocks pieces off two more, but it ruins most of their shots when they break away to beam the incoming missiles. The Americans turn to flee, and manage to outrun the few stern-chase shots launched at them. Now that I’m down to Sidewinders, an engagement with the Migs would be on less than equal footing – a bad thing. Fortunately, the Migs, having used their primary AAMs, break off to land and re-arm. That still leaves the Su-24s headed south, evidently towards my ships, and a pair of Fitters from Ataq headed for the same target. Fortunately, the Mirages manage to burner into range before the enemy can launch their missiles, and the four attack planes are shot down.

(I got lucky here. If the Americans hadn’t been passing through a few miles away then it would have been a dozen Migs vs two airborne Mirages (low on fuel) and three more on the ground in Djibouti, all with outranged semi-active missiles, plus some Sea Harriers on deck on the distant Ark Royal. The Russians would have had clear shots at tankers, helicopters, and transport Hercs, in addition to their actual targets. It would not have ended well.)

When the enemy Migs have landed the Eritrea attack force is ordered to change targets, and head back for Sana’a, hoping that there are no active fighters left on the base, and no more hidden SAMs. When they arrive there is no sign of any aircraft on the field at all, so the Migs must be hiding in the hangars, but which ones? The strike aircraft begin systematically bombing hangars with LGBs, even the hangars marked Civilian, and get a few secondaries, but there’s still uncertainty about what exactly is down there. Out of bombs, they head home. Eritrea will have to wait for the evening.

The focus of all this activity was evidently the first of my naval task groups, arriving (desperately short of fuel) to provide NGFS and SAM cover. They seem to have been spotted from the shore, prompting the launch of the air attack. When the ships do make it to the peninsula there’s actually not much left for them to do. They bombard the scattered shreds of a few infantry units, and some 57mm AAA guns, and settle down to wait. With the area clear, and the regiment dispersed, the landing proceeds ahead of schedule. By early-afternoon the peninsula is in NATO hands, and the French amphibs are on their way back to port. The second task group arrives a few hours later, and between the two groups I now have good SAM cover over my landing forces.

Although the Eritrea strike was spoiled by the Russian interference, there is some more discrete activity going on inland. Helicopters inserted some saboteur teams near the southern-most Eritrean airbase, while Hercs came sneaking in low and para-dropped a few teams (the last of my para-capable units) near the two airbases in the north. Creeping in, the southern teams blew up the control tower, fuel tanks, and ammo dump, and put a hole in the terminal, before sneaking out to be removed by helicopter again. The northern teams concentrated on the SAM sites first, destroying the SAM radars, before moving on to blow up the soft targets (towers and above-ground fuel) in their area. They will stay in the region for the moment, in case enemy aircraft forward base into these airfields, in which case they will go all Pebble Island on them. If nothing shows up then the CH-53s will fly in and extract them later.

Once the Eritrean SAMs are down, the French Mirages fly up from Djibouti (with tanker support) and finish the destruction of the AAA elements, and the Harriers are tasked to start destroying airport facilities and coastal infrastructure. The pod-equipped Tornado makes a dash inland to look at the last of the Eritrean airfields, but there doesn’t appear to be anything there (not even air defences). I’d like to take a peek into Khartoum, but that’s probably reaching a bit too far without support, so the exhausted crew flies home.


PLANS FOR NIGHT 3

I don’t expect major activity in the Bab or at Socotra. The Lancaster is heading south in the Red Sea, patrolling for subs, and I may move some MPA into the area (being careful to keep them away from shore-based AAA). My task groups will consolidate and begin to refuel in the Djibouti / Bab area. (The first of the oilers should make it there shortly before dawn.) The biggest activity will be strikes on Eritrean facilities, and possibly a little bit of cleanup of the Ataq and Sana’a air defences, where some damaged units still remain.

(in reply to AndrewJ)
Post #: 94
RE: New Scenario for testing - IOF #4 The Red Gate - 6/20/2018 10:16:33 PM   
AndrewJ

 

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And now it’s done…


NIGHT 3

Strikes starting around dusk destroy most of the buildings at the two northern Eritrean airfields, as well as levelling the nearby port. Some mop-up attacks are also made to eliminate the damaged remains of the Yemeni SAMs. After that, with most target concentrations gone, the strikers are allowed to stand down. Munitions for the American Harriers are essentially exhausted in Djibouti, as are the pilots who have been making attacks night and day because of their night vision capabilities. Rest is welcome!

Militia fighting continues on Socotra, but extensive searches with FLIR-equipped helicopters don’t turn up any signs of headquarters or support elements or bivouac stations.

In the Bab area task group consolidation goes as planned. Minesweeping helicopters progress further north, finding a couple of mines off to one side, and the American SSN proceeds very cautiously through the straits into the Red Sea. MPA start patrolling the Red Sea, and the Lancaster continues to sweep south looking for subs. False contacts and fish pop up here and there, but midway through the night the SSN (creeping very cautiously at 2 knots) gets a direct path contact to something slow and quiet at reasonably close range. As the solution improves it becomes clear that the crossing contact is close enough that a shot from us would get a speculative shot in return, at a range we can’t dodge. The SSN quietly turns to an opposite course to try and work around into the enemy’s baffles, but, in the meantime, it radios a nearby Atlantique. That turns out to be a much safer solution, and the Atlantique quickly pinpoints the enemy between two active buoys, and sinks it.

Towards dawn there’s a bit more excitement, when one of the EP-3s up north gets a whiff of fighter radars near the north end of the Red Sea. A pair of Sea Harriers from the Ark Royal head north in the dark (with a tanker and then a pair of Mirages in support), eventually homing in on a Mig-21 which is doing something over the Saudi shore. As they approach they also start getting indications of a helicopter radar in the same area. Is this some sort of insertion activity with fighter cover, or perhaps a naval helicopter searching for targets along the Saudi shore?

The Mig-21 gets intercepted and shot down as it returns to its base at Port Sudan, but each time the Harriers turn east to try and deal with the helicopter another Mig-21 pops up behind them in the west. Several more Migs get shot down this way (the Harriers having a huge missile range advantage), until there are no more ready fighters, and the Harriers can finally deal with the helicopter. There’s a little nervousness that the helicopter might be operating from a frigate or the like, which might have SAMs, so the approach is made discretely, radar off, relying on ESM. It’s surprisingly hard to localize the helicopter off the flickering ESM contact, and several (presumably) close flybys in the dark still don’t ID it. Eventually the Harriers stand off and engage it as a radar target, and that is the end of that.

Back on deck, the Harrier pilots don’t get the happy reception they were hoping for. They’re directed to go immediately into closed door conference with the captain and other officers, and the discussion is tense. It seems the Saudis are reporting the loss of one of their coast-guard helicopters, in an area where NATO and WP aircraft were both present. Can the pilots shed any light on the situation?

And on that somewhat sobering note, the next day dawns and the scenario comes to an end.


SCENARIO THOUGHTS

This is an interesting scenario, with plenty of things to do. I wasn’t sure how much I’d like all the cargo shuffling, but it wasn’t as painful as I had feared. I think I could have done better by studying my timeline requirements more carefully at the beginning, but all in all it worked out reasonably well.

The mission to escort the dignitaries to the peace talks was unusual and interesting, especially when all the contingencies for failure and the different fallback plans were spelled out. Covering those possibilities turned a simple escort mission into something more detailed and thought provoking. (Even though nothing bad happened.)

I really liked the regiment (++) coming down the coast. When I spotted it with the E-8 the long thin line of contacts snaking down the coast put me in mind of the Iraqi troop movements in Desert Storm, which were also detected by E-8s. Very thematic!

The endless stream of rebel militia from western Socotra may be a little questionable. By dusk on day three I had killed 1444 7.62mm infantry sections, which works out to 361 militia groups, of which somewhere over 300 would have been militia on Socotra. Looking at satellite pictures it seems like there’s almost nothing in the way of cover on that end of the island, and nowhere for this heavy concentration of manpower to hide. I could see this sort of situation being a problem with militia hidden in densely populated urban areas, or well-established troop concentrations under heavy tree cover, but maybe not so much here, on an exposed mostly empty desert island? (But then again, isn’t that what air power planners always say?) At this point I simply went into the editor and turned the event off. Perhaps having a number of formations (maybe with an ancient SA-7 or two) appearing from different directions at different times, rather than a ceaseless spawn walking down the same route into the grinder, would seem less artificial?

I didn’t achieve Eritrean destabilisation. I had killed all their aircraft, ships, and most of their land facilities on the mainland, and had reached only 75 of the 100 points needed for destabilisation. There were only 9 more buildings to go on the mainland, which would take me to 84 points, but not enough to reach 100. (Bearing in mind that revetments, parking spaces, etc. never fully die, so they cannot be destroyed for scoring.) It looks like the only way the 100 point total could be achieved is by destroying Dahlak Island infrastructure, but the player is expected to capture that intact, so the requirements are somewhat contradictory. Perhaps lowering the point total needed for destabilisation, or awarding some destabilisation points for taking the Dahlak Island facilities would be appropriate? (Unless this is an either/or decision?)

I never did manage to rescue any of my lost pilots. They usually came down far from home, right near anti-aircraft defenses, of course. In many cases none of my available helicopters would reach, or the pilots were captured or drowned before I got there, so I never got to see if the pickup script worked.

I found my two-seater, pod-equipped, strike aircraft to be particularly useful as long duration FACs. The Tornado with its extreme loiter time was particularly useful in this regard, spending hours loitering over the regiment, and designating one target after another for Harriers with LGBs and Laser Mavericks.

Friendly fire! How embarrassing. Preconceptions shaped my actions, and it never occurred to me that there would be Saudi helicopters that I wouldn’t be aware of. A very realistic outcome however, when I decided to shoot an unidentified target.



Assorted Items

The rectangular AAV deployment trigger zone actually hangs off the edge of the island a little. I was steaming along the NE coast, still far from the landing area, and suddenly my AAVs were on the island! I had gone through that little exposed corner, which inadvertently triggered the unload.

The resupply mission from Diego Garcia to Djibouti is set to one time only. All the other resupply ferry missions are repeatable. (This is one of the reasons I was running out of supply in Djibouti, before I turned it back on. It actually made for an interesting operational problem, and had me using munitions I often ignore.)

The various captured bases on Socotra, etc., always remained the orange ‘unfriendly’ colour. The individual units were blue, but the group itself was still orange. As such, I couldn’t use it. I don’t know if that was intentional, or if I should have made a new group of my own, or the whole thing is supposed to turn blue? Perhaps I missed something? I could see the 'assign facilities' events ongoing regularly throughout the scenario, but nothing more seemed to change.

The special engineer actions on Socotra keep becoming available again and again, even after they’ve been done once.

The ammo resupply mission message plays twice for each arriving plane, maybe a minute or so apart.

The LCUs at Socotra are on an ASW mission, presumably to simulate randomly shuttling around between ships. However, they are allowed to investigate outside their patrol area, which means they will try to leave and engage distant targets (usually fish and whatnot) anywhere on the map.

There's only one torp loadout for the Nimrods down in Laikipia, although there are two planes. (This may be intentional?)

Very few reloads for HOT missiles in Djibouti?

Was the Aden Attack mission intended to use militia generated in Aden as a counterattack? It looks like the event trigger (capturing Murad) didn't fire for me, although I did have units sitting in the port. Did it work for anyone else? The one technical assigned to the mission drove all the way to the Persian Gulf and was looking across the water at Sheik Isa airbase by the end of the scenario.

Spelling in Side Briefing: The Straights of Hurmuz are closed and mined while several dozen oil tankers are taking refuge in the Gulf States. USS Saratoga is commencing a concerted effort to regain air superiority over the Straights so we can start the process of opening them up again.

Spelling in Side Briefing: "Probably and Su-24 MR"

Had this error message "1:49:30 AM - 1:49:30 AM - Lua script execution error: [string "Base Capture - Dahlak"]:4: attempt to index local 'base' (a nil value)"

(in reply to AndrewJ)
Post #: 95
RE: New Scenario for testing - IOF #4 The Red Gate - 6/20/2018 11:34:05 PM   
Gunner98

 

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From: The Great White North!
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Fantastic report Andrew, thank you.

I'll need to do some fixes for sure, probably this weekend if the Honey-do list (after being gone for more than a month) isn't too long.

The ammo shortage at Laikipia is deliberate - the two Nimrods were there to support training with the Ark Royal, not fight a war. As is the shortage of HOT missiles in Djibouti.


Most of the other stuff needs to be fixed. I also have some plans for the Ethiopia mission based on how much damage you have done to them. As you indicate it is supposded to be a somewhat complex mission problem.


Thanks again for the report.

B


_____________________________

Check out our upcoming novel, Northern Fury: H-Hour!

http://northernfury.bhgdesigns.com/index.php

And our blog:

http://northernfury.bhgdesigns.com/blog

(in reply to AndrewJ)
Post #: 96
RE: New Scenario for testing - IOF #4 The Red Gate - 6/23/2018 1:53:12 PM   
Gunner98

 

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Anything else on this one guys?

Going to work on another update this weekend.

Tx


_____________________________

Check out our upcoming novel, Northern Fury: H-Hour!

http://northernfury.bhgdesigns.com/index.php

And our blog:

http://northernfury.bhgdesigns.com/blog

(in reply to Gunner98)
Post #: 97
RE: New Scenario for testing - IOF #4 The Red Gate - 6/23/2018 3:05:05 PM   
Andrea G


Posts: 180
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From: Genoa, Italy
Status: offline
I am still working on it, 1 Day to go; just cleared Perim and started to clear BeM Peninsula.
I have managed to ferry two AH-1 to Ark Royal and two to Jeanne d'Arc to spot the laser weapons.
Because I am still playing the version with the bug on the C-141 mission supplying AV-8s in Djibouti, I supposed that they would go back and forth so I used the LUA console to resupply the stocks after I have depleted both the laser and dumb loadouts, the resupply mission must be repeated like the one from Sheik Isa to Thumrait for the Mirages.
Airbase in Socotra does not work, I have landed the USCG C-130 on it but it was never able to take-off again; maybe because there are no runways access points, just runway and parking spots.

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Play up! play up! and play the game!
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(in reply to Gunner98)
Post #: 98
RE: New Scenario for testing - IOF #4 The Red Gate - 6/23/2018 6:52:30 PM   
Gunner98

 

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Joined: 4/29/2005
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OK

Thanks for the info. I'll incorporate any other observations if you have any before I finish up. Thanks

B

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Check out our upcoming novel, Northern Fury: H-Hour!

http://northernfury.bhgdesigns.com/index.php

And our blog:

http://northernfury.bhgdesigns.com/blog

(in reply to Andrea G)
Post #: 99
RE: New Scenario for testing - IOF #4 The Red Gate - 7/1/2018 6:00:33 PM   
Andrea G


Posts: 180
Joined: 10/9/2017
From: Genoa, Italy
Status: offline
Hi Gunner,

nearing the end, unfortunately I got fewer and fewer time to play and post.

Cleared the BeM peninsula with the AV-8 stationed at Djibouti (they will need a constant resupply with the c-141) and landed the French AFV with Sabre and La Grandiere.

Tripped another LUA error

14:10:00 - 14:10:00 - Lua script execution error: [string "Aden Militia"]:17: attempt to index local 'unit' (a nil value)

13:45:55 - 13:45:55 - Lua script execution error: [string "Base Capture - Murad"]:20: attempt to index field 'group'(a nil value)

13:45:55 - 13:45:55 - Event: 'Base Capture - Murad' has been fired.

Now I will try to strike Eritrea with the last AV-8 loaded with bombs (I will not use the LUA console to resupply the magazines in Djibouti; in total I have done it two times)

Still 13 hours to go



_____________________________

Play up! play up! and play the game!
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(in reply to Gunner98)
Post #: 100
RE: New Scenario for testing - IOF #4 The Red Gate - 7/1/2018 11:17:11 PM   
Gunner98

 

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Thanks Andrea

Wil track down those Lua errors. cheers

B

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Post #: 101
RE: New Scenario for testing - IOF #4 The Red Gate - 7/7/2018 7:27:59 PM   
gilmaor

 

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Hi,

Well I don't really know if its my fault but that's what happened:

After ferrying the harriers from kuwait to thumrait I lunched an attack at scorotoa while most of the planes were armed with guided munition that require buddy illumination. the Harrires did not fire one munition although each group had more then one a/c. and only attacked using guns.

Is it a problem with me not knowing how to use buddy illumination or something else?

Thanks!

Gil,

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Post #: 102
RE: New Scenario for testing - IOF #4 The Red Gate - 7/7/2018 8:38:09 PM   
Gunner98

 

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Hay gilmaor

The AV-8's cannot actually buddy illuminate for themselves. The US F-15E, the Brit Tornado G.1A and a couple of others can do the job, as well as AH-1 Cobras or a ground based laser.

I find the Tornado is the best because of its long legs, but you then need to spend the Special Action points to get them. The F-15E is good as well but you only have a couple of them and they are important strike assets.

B

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Post #: 103
RE: New Scenario for testing - IOF #4 The Gate of Tears - 7/8/2018 12:09:55 PM   
Gunner98

 

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OK

Here is version 2.0. Renamed to 'The Gate of Tears' which is the translation of Bab el Mandeb

I think I've caught everything reported so far except the pilot recovery routine. If any Lua wizards can take a look at the script for that I'd appreciate it.

Oh and don't be shooting up those fishing boats, it could get expensive.



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Post #: 104
RE: New Scenario for testing - IOF #4 The Red Gate - 7/9/2018 4:42:40 PM   
gilmaor

 

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Hi Gunner,

Thanks for your answer, I learned a lot and managed to solve the buddy illumination mystery!

Thanks!

(in reply to Gunner98)
Post #: 105
RE: New Scenario for testing - IOF #4 The Gate of Tears - 7/11/2018 5:22:20 PM   
TyphoonFr

 

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Hello,


quote:

ORIGINAL: Gunner98

I think I've caught everything reported so far except the pilot recovery routine. If any Lua wizards can take a look at the script for that I'd appreciate it.



Event-Start SAR Target Pickup needs to be active and repeatable to work.

In 'Action-Load All Functions':
Be careful of the space in the names of the Action and triggers.There are none during the creation and you put some during the removal

You use ScenEdit_SetEvent ("Event-Cancel Pilot"..keyGUID,{mode="remove"}) to delete the Event that you create with each pilot created, but it does not work and you have more than one Event left without Action and triggers after each rescue or loss of pilot.Problem reported.
http://www.matrixgames.com/forums/tm.asp?m=4505915

 In ScenEdit_DeleteReferencePoint ({side="Civilianl", name = keyGUID .."- 3"}), the error in the name of the side "Civilian1" instead of "Civilian" prevents the deletion of the RP when the pilot is lost.

In the attached file you will find Action-Load All Functions after modifications:

I deleted the spaces and corrected the names.

I converted ScenEdit_SetEvent (" Event-Cancel Pilot ".. keyGUID, {mode =" remove "}) into a simple comment by adding "--" in front.

I change the name of the fired pilot (Crew "A/C Name") in the action "Action - Load All Functions". Each crew shot is identified by their name and you do not have 10 "Downed Crew" on the map :

- Add a unit
local downedPilot = ScenEdit_AddUnit ({type = "Installation", name = "Team" ..triggerUnit.name, side = triggerUnit.side, DBID = 2441, Latitude = 37.0902, Longitude = 95.7129})


I added a message warning the ejection of a pilot with his name:
- Pilot Ejected message
ScenEdit_SpecialMessage (downedPilot.side, downedPilot.name .. ": EJECTION! EJECTION! EJECTION!")


I customized the pilot's loss and rescue messages with their name.

I tried in your scenario by adding a/c in flight and we had some engine failures
This seems to work except of course that Event Link is not removed.




Attachment (1)

< Message edited by TyphoonFr -- 7/11/2018 5:23:26 PM >


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(in reply to Gunner98)
Post #: 106
RE: New Scenario for testing - IOF #4 The Gate of Tears - 7/12/2018 12:20:19 PM   
Gunner98

 

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Hay TyphoonFr

Thanks for the help. I'll give it a run this weekend.

Really appreciate the help.

Bart

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(in reply to TyphoonFr)
Post #: 107
RE: New Scenario for testing - IOF #4 The Gate of Tears - 7/14/2018 5:37:48 PM   
Andrea G


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Hi Gunner,

I want to share my final thoughts on the scenario formerly known as Red Gate.
The decision to not activate the Tornados in retrospective has been a faulty one; with the objective of clearing Socotra and Bab el Mandeb area would have worked but to knock out Eritrea from the war the big boys are needed.
Moreover, in retrospect I should have leaved Socotra and Bab el Mandeb to the cares of USS Peleliu and the AV-8s, while F-15 plus F-16 and Tornados should have cleared the way to Eritrea by destroying Sana'a.
Of all the amphibious ships I got only the points for Barber County even if the ships went at full speed by the most direct route to the AO Area, maybe the on-station times must be reduced a little.
As I already said the C-141 ferry to Djibouti must be continuous to supply the AV-8s once they redeploy to Djibouti

All in all one of the best scenarios I have played.
Thank you for your effort!

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(in reply to Gunner98)
Post #: 108
RE: New Scenario for testing - IOF #4 The Gate of Tears - 7/17/2018 9:15:40 PM   
Gunner98

 

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Thanks Andrea G

I appreciate the help and the kind words.

This one will be going to the community thread this weekend, any other points would be appreciated.

B

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Post #: 109
RE: New Scenario for testing - IOF #4 The Gate of Tears - 7/22/2018 11:25:54 AM   
Gunner98

 

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TyphoonFr

Finally able to use your script. Fantastic! Not only does it work like a charm, the added names are great.


When I get around to it, I'm planning on adding this to all the Fury scenarios where its appropriate.


Only noticed one issue. I tryed a rescue with a RHIB and it didn't work. My read of the script is that it should, and I reacall that angster's original script allowed for that. Did you see anything that might preclude rescue by boats?

Really appreciate the help.

B



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Post #: 110
RE: New Scenario for testing - IOF #4 The Gate of Tears - 7/22/2018 11:37:24 AM   
Gunner98

 

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OK

This one is going to the community thread. Thanks for all help playtesting it.


V2.1:
-SAR script working like a charm, big thanks to TyphoonFr
-Reduced the time requirements in the Amphib area slightly
-a bit of odds & ends cleanup

enjoy

Attachment (1)

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Post #: 111
RE: New Scenario for testing - IOF #4 The Gate of Tears - 7/22/2018 11:24:04 PM   
TyphoonFr

 

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Gunner98

quote:

Only noticed one issue. I tryed a rescue with a RHIB and it didn't work. My read of the script is that it should, and I reacall that angster's original script allowed for that. Did you see anything that might preclude rescue by boats?


When an aircraft is destroyed, a Rescue Trigger is created and added to the Event:"Event-Start SAR Target Pickup".

In Action: "Action - Load All Functions", go to the function: "Create Downed Pilot From Trigger Unit" and you find this:

-Create Trigger With Reference Points
local addedTrigger=ScenEdit_SetTrigger({mode="add",type='UnitRemainsInArea',name=downedPilot.guid, targetfilter={TargetType='1',TargetSide=triggerUnit.side},area={referencePointOne.name,referencePointTwo.name,referencePointThree.name,referencePointFour.name},TD=15})


Then it is added in the Event: "Event-Start SAR Target Pickup":

- Set Trigger To SAR Mission
ScenEdit_SetEventTrigger("Event-Start SAR Target Pickup",{mode="add",name=downedPilot.guid})


This trigger is of type "Unit Remains In Area", which is triggered when an Airplane (TargetType = '1') stays in the zone during 15s (TD = 15). For a ship, it is necessary to use "TargetType = '2' "

In Action: "Action - Load All Functions", go to the function: "Start SAR Target Pickup" and you find this:

"function StartSARTargetPickup (triggerUnit)
    if triggerUnit and triggerUnit.speed <160 then ...
"

So only the plane flying at least 160kts can save the pilots, so helicopters.

--------------------

In order to allow the ships to rescue the pilot,in the function "Create Downed Pilot From Trigger Unit" I add a trigger triggering with the ship:

- Create Trigger With Reference Points for Ship
local addedTrigger=ScenEdit_SetTrigger({mode="add",type='UnitRemainsInArea',name="ship"..downedPilot.guid,targetfilter={TargetType='2',TargetSide=triggerUnit.side},area={referencePointOne.name,referencePointTwo.name,referencePointThree.name,referencePointFour.name},TD=15})


I add to Event "Event-Start SAR Target Pickup":
ScenEdit_SetEventTrigger ("Event-Start SAR Target Pickup",{mode = "add",name="ship"..downedPilot.guid})

When the pilot is rescued,in the "Start SAR Target Pickup" function,the trigger is removed from the event "Event - Start SAR Target Pickup":
ScenEdit_SetEventTrigger("Event - Start SAR Target Pickup",{mode="remove",name="ship"..keyGUID})

Then I delete it:
ScenEdit_SetTrigger({mode="remove",type="UnitRemainsInArea",name="ship"..keyGUID})

If the pilot is lost,in the "Start SAR Failed Target Pickup" function,,the trigger is removed from the event "Event-Start SAR Target Pickup":
ScenEdit_SetEventTrigger("Event-Start SAR Target Pickup",{mode = "remove",name="ship"..keyGUID})

Then I delete it:
ScenEdit_SetTrigger({mode="remove"type="UnitRemainsInArea",name="ship"..keyGUID})

Now the pilots can be rescued by Helicoptere or by ship

Attachment (1)

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(in reply to Gunner98)
Post #: 112
RE: New Scenario for testing - IOF #4 The Gate of Tears - 7/23/2018 1:16:49 AM   
Gunner98

 

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Hay TyphoonFr

Thanks for the quick responce. I'll be able to ammend it in a week or so when I'm back.

Apreciate the help.

B





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(in reply to TyphoonFr)
Post #: 113
RE: New Scenario for testing - IOF #4 The Gate of Tears - 7/28/2018 5:23:33 PM   
Gunner98

 

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Thank you TyphoonFr

Pickup by boat works like a charm. Am going to use this script often I think.

Appreciate the help.

B

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Post #: 114
RE: New Scenario for testing - IOF #4 The Gate of Tears - 7/28/2018 5:25:35 PM   
Gunner98

 

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Ver 2.2

With the amended rescue script.



Attachment (1)

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Post #: 115
RE: New Scenario for testing - IOF #4 The Gate of Tears - 8/4/2018 9:06:32 PM   
TyphoonFr

 

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With version 998.10, event removal with LUA is now possible and works well.
quote:

* Lua: Added 'remove' option to SE_SetEvent ()


I had them "disabled" because they created errors (Error: Unknown operation!), You can "reactivate" them, so that the Event created is deleted at the end of the event SAR.

In action; "Action - Load All Functions", find and replace in functions; "Start SAR Target Pickup" and "Start SAR Failed Target Pickup":

-- Remove Actual Event -- It does not work
-- ScenEdit_SetEvent("Event - Cancel Pilot"..keyGUID, {mode="remove"})



By the lines:
-- Remove Actual Event
ScenEdit_SetEvent("Event - Cancel Pilot"..keyGUID, {mode="remove"})




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Post #: 116
RE: New Scenario for testing - IOF #4 The Gate of Tears - 8/5/2018 12:34:26 AM   
Gunner98

 

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Thank you

Will do.

B

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Post #: 117
RE: New Scenario for testing - IOF #4 The Gate of Tears - 8/13/2018 7:06:03 PM   
serjames

 

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Still playing.. only 2 weeks in... :-) Jeez.

Have found an annoying error that might be an engine issue.

I've send a large combined force of strike aircraft, including AV-8s, Tornado's (to illuminate) and the Awesome Jaguars to attack Sanaa Airbase (bomb and disable both the runway and the Taxiway)

I've created a strike mission, as you do, and the automated strike waypoints are fine EXCEPT they seem to instruct an inbound altitude of 12,000 feet ASL. As the airbase is positioned at a high altitude relative to sea level, this altitude doesn't meet the minimum altitude for the LGB's (12,000 ft AGL)

I managed to rig it, and manually adjusted all the altitudes - but I wonder if I did something wrong initially, or whether it's an engine bug. i.e. shouldn't the aircraft have known they needed to use AGL not ASL ?

Anyway still really enjoying it... Will finish eventually :-)


< Message edited by serjames -- 8/13/2018 7:14:23 PM >

(in reply to Gunner98)
Post #: 118
RE: New Scenario for testing - IOF #4 The Gate of Tears - 8/13/2018 9:27:21 PM   
Gunner98

 

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Hay serjames

That looks like it should go to the tech forum with a save game. I'm pretty sure the algorithm is supposed to account for AGL or ASL depending on where the target is.


Glad you're enjoying it.

B

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Post #: 119
RE: New Scenario for testing - IOF #4 The Gate of Tears - 8/20/2018 8:25:56 PM   
serjames

 

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Still going (!)

Spotted this Lua Error - https://imgur.com/a/iJq9lHv

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Post #: 120
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