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RE: Desert Fox Diary - Pt 1

 
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RE: Desert Fox Diary - Pt 1 - 2/11/2019 2:21:19 AM   
Primarchx


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That's awesome! However I think the actual value I'm interested in is the isAirborn status boolean. The operative point of the function was to determine if an a/c is airborne, which that value seems to condense quite well. Any way to shake that loose from a wrapper?

(in reply to KnightHawk75)
Post #: 31
RE: Desert Fox Diary - Pt 1 - 2/11/2019 3:24:09 AM   
Whicker

 

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I see something else in the wrapper that may work:
airbornetime

In a quick test it was 0 for an AC that was airborne and then landed - it was not 0 while it was in the air. Would need more testing but it might work.
I was able to access it like:

local u = ScenEdit_GetUnit({name='F-14D Tomcat', guid='78407e18-3841-4f63-bcc2-df202cc3dc3c'})
print(u.airbornetime)

(in reply to Primarchx)
Post #: 32
RE: Desert Fox Diary - Pt 1 - 2/11/2019 8:55:40 PM   
Primarchx


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That's a good idea!

(in reply to Whicker)
Post #: 33
RE: Desert Fox Diary - Pt 1 - 2/12/2019 5:13:30 PM   
Primarchx


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A bit of work over the past couple of days. I've got all the major functions written and mostly tested. Here's a list of planned events and their consequences...

Scenario Loaded Up (always run)
This event runs at the Scenario Load each time. It loads unit/mission tables, functions and constants. It then runs table pruning functions to ensure current unit tables are accurate to units currently in play.

ScenStart (run once)
This event runs at the Scenario Load but runs once (at the beginning). It removes the unit auto-detect from certain Iraq IADS units such as Area SAMS and mobile EW Radars. Some of those Area SAMs, SHORADS and mobile EW Radars will also be moved to alternate locations at this time with the assumption that the Iraqis are aware of an impending attack and that US/UK intel is not real-time.

Unit Destroyed - Iraq IADS (Unit Destroyed)
This event runs each time a unit on the Iraq IADS side has a unit destroyed. It evaluates the kind of unit destroyed and processes results accordingly according to their type. If an IADS node is destroyed then functions determine any IADS degradations - ie moving of zone Area SAMs to the Iraq IADS_ side. If an IADS control center is destroyed there is a potential for Area SAM proficiency loss. Only IADS nodes are pruned in this Event, all other Iraq IADS tables are pruned each Pulse. It also assesses score change to the US/UK side if the destroyed unit is a TARGET.

Unit Destroyed - Iraq IADS_ (Unit Destroyed)
Since only Area SAMs will be on this side this event only assesses a score change to the US/UK side if the destroyed SAM is a TARGET.

US/UK Aircraft Destroyed (Unit Destroyed)
This event assesses a score change to the US/UK side.

Pulse (Repeated Time Event every 30 seconds)
This event goes off every 30 seconds and does a variety of things. First it prunes applicable unit tables (Iraqi SAMs, Iraqi EW Radars, US/UK aircraft) so they reflect the current game state. It then evaluates Radar state by Zone and attempts to keep up to two radars per Zone active. It also evaluates the ROE of all current Area SAMS and if a US/UK aircraft is in a threatened area they have a chance to go to a FREE FIRE ROE for a certain amount of time. Those who’s FREE FIRE timer has not been activated or expired are set to HOLD FIRE. Finally it determines a similar effect for AAA zone missions which contain SHORADS and activates these missions (with FREE FIRE and active radar) if conditions are met, otherwise silences them.

0200 17Dec 1998 (Specific Time Event)
This event provides the US/UK player with a Text Box that warns them that by order of Commander, USCENTCOM all aircraft other than those tasked with CSAR or recon missions are to be clear of hostile Iraqi airspace by 0300 17Dec 1998 (dawn). Info on eligible units for CSAR and recon will be provided in US/UK side briefing.

0300 17Dec 1998 (Specific Time Event)
This event provides the US/UK player with a Text Box indicating that hostile Iraqi airspace is now prohibited to aircraft not on CSAR or Recon missions until 1500 17Dec 1998 (dusk). Info on eligible units for CSAR and recon will be provided in US/UK side briefing. This event will also start the Check Airspace event.

Check Airspace (Repeated Time Event, every 5 minutes)
This event checks for the presence of US/UK aircraft in the hostile Iraq airspace zone. If found and not ascribed as a permitted CSAR or recon aircraft (F-14s with TARPS pod loadouts will be allowed), then it provides the US/UK player with a text box explaining they are in violation of USCENTCOM operational orders. This also incurs a heavy penalty on US/UK score per ac violation per 5 minutes.

1000 - 1200 17Dec 1998 (Random Time Event)
Mobile Iraq SAMs, Radars and SHORADS have a chance of being relocated to somewhere nearby.

1400 17Dec 1998 (Specific Time Event)
The US/UK player is player is provided with a text box that indicates that all strike aircraft will be permitted into Iraqi hostile airspace starting at 1500 17Dec 1998 (dusk).

1500 17Dec 1998 (Specific Time Event)
The US/UK player is provided a text box indicating that all strike aircraft are now cleared for entry into Iraq hostile airspace. The Check Airspace event is suspended.

0200 18Dec 1998 (Specific Time Event)
As the same event at this time on 17Dec.

0300 18Dec 1998 (Specific Time Event)
As the same event at this time on 17Dec.

1000 - 1200 18Dec 1998 (Random Time Event)
As the same event in this interval on 17Dec.

1400 18Dec 1998 (Specific Time Event)
As the same event at this time on 17Dec.

1500 18Dec 1998 (Specific Time Event)
As the same event at this time on 17Dec.

0200 19Dec 1998 (Specific Time Event)
As the same event at this time on 17Dec.

0300 19Dec 1998 (Specific Time Event)
As the same event at this time on 17Dec.

1000 - 1200 19Dec 1998 (Random Time Event)
As the same event in this interval on 17Dec.

1400 19Dec 1998 (Specific Time Event)
As the same event at this time on 17Dec.

1500 19Dec 1998 (Specific Time Event)
As the same event at this time on 17Dec.

0200 20Dec 1998 (Specific Time Event)
This event provides the US/UK player with a Text Box that tells them that all offensive actions will be suspended as of 0300 GMT.

0300 18Dec 1998 (Specific Time Event)
Scenario Ends

I'll probably spend a couple more days mucking with my micro test scenario to work out any obvious kinks. After that it's back to the Desert Fox scenario, which already has a ton of units placed. I have to complete laying out the OOB on the board, make applicable Lua tables containing those units for event processing, create some missions, enter the time/date events and write a scenario description + side briefing. I'm thinking a v1.0 release in the next week or two at this point.

For v1.0 I don't think I'll lay out a CSAR option, which may show up in a later update. For now I have US/UK aircraft identified as 'Strike', 'CSAR' and 'Recon', with the latter two not incurring a penalty for entering Iraqi airspace in daytime in prep for enabling that option.

As a side note, along with U-2S' being notated as 'Recon' aircraft, F-14s with a TARPS load out are also not penalized for daytime incursions. Recon will be a real issue in this scenario as all but firmly fixed sites will cease to have automatic detection once the game begins. It will be assumed that the intel the US is operating from is at least a day old, too, so some targets will be shuffled in that picture and need to be reacquired. I was interested in using satellites, too, but am not confident their intel would be available before the limited duration of this scenario ended. Also I'm not all that up to date on how to best implement sats, either. The US/UK have the aforementioned recon assets as well as supporting E-3 and RC-135s. Additional organic assets include ES-3A and EA-6B carrier aircraft and the strike ac themselves, some of which have FLIR or HTS pods.

The main impetus for this scenario has been to get a feel for Lua and see how deeply you can manipulate game conditions with it. In a nutshell, WOW! There are very few limitations to a designer's possibilities. The only thing I would want at this point is a (simple) way to store tables as key values or export data to an ini file for later use. With that you could really set up perpetuating games that could last indefinitely, and if you use a more abstract approach, you already can.

(in reply to Primarchx)
Post #: 34
RE: Desert Fox Diary - Pt 1 - 2/13/2019 10:11:54 PM   
Primarchx


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Wrote a draft Scenario Description today.

Scenario Description
Date/Time: 16 December, 1998 / 21:00:00 Zulu
Location: Iraq
Playable Sides: US/UK
Duration: 3 days


Following mounting instances of Saddam’s interference and obfuscation with UNSCOM inspectors’ access to potential WMD research, manufacturing and storage sites, the United States and United Kingdom mounted a short, pointed air offensive against suspected WMD, C3 and Air Defense targets in Iraq. Beginning on the evening of December 16th, 1998 the operation continued through the early hours of December 20th and involved large numbers of USN Tomahawk and USAF CALCM cruise missiles along with US & UK air force and naval strike aircraft. General Anthony Zinni, CinC USCENTCOM, stated afterwards that 85% of identified targets had been struck during Desert Fox and that 74% had been destroyed to his satisfaction.

This action stands out as being the first large operation where precision guided munitions formed the majority of weapons employed by the attackers. It also saw the largest number of cruise missile strikes up until that time, and second only to Operation Iraqi Freedom, 5 years later. The B-1B Lancer bomber received it’s combat christening during Desert Fox as well, flying a single mission with iron bombs out of Thumrait in Oman against an Iraqi army target. Remarkably, there were no air losses to the US or UK although hundreds of combat sorties were flown. Very few SAM encounters were documented and the Iraqi IADS was remarkably quiet, counter to expectation.

Scenario Notes:
This scenario has somewhat complex behavior for the Iraqi air defense system. It will endeavor to keep it’s radars radiating in random rotation throughout the country, move air defense units and sensors during the day when attacking warplanes have departed and have SAMs that only radiate when firing at an Allied aircraft. On the other hand the IADS command and communication structure is open to damage and degradation, with firing units losing access to early warning radar information and losing proficiency as important IADS nodes and control centers are eliminated.
Area SAMs also are less likely to fire, even if they have contact with an Allied aircraft. As the player you will be prompted to choose Historical, Normal or Aggressive levels of play as a Special Action at the start of play. Historical will very rarely fire SAMs. Normal is shy but loitering for long around a SAM battery is risky. Aggressive will have the Iraqis frequently firing.


(in reply to Primarchx)
Post #: 35
RE: Desert Fox Diary - Pt 1 - 2/13/2019 11:01:11 PM   
Primarchx


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And the US/UK Side Briefing draft.

US/UK Side Briefing

Situation:
UN weapon inspectors have withdrawn from Iraq after citing insurmountable interference and obstruction to their mission by Iraqi authorities. For failure in complying with the UN Security Council’s resolutions both the United States and Great Britain are committing military forces to a corrective strike against Iraq meant to degrade Saddam Hussein’s ability to field weapons of mass destruction.

Mission:
USCENTCOM has presented a large array of targets to be destroyed in the upcoming operation. Primary among these are high-confidence WMD research, manufacturing and storage facilities. Other targets include barracks & staging areas for elements of the Republican Guard and Special Republican Guard which help Saddam maintain control in Iraq. Finally there are a wide array of IADS Control Centers, communications nodes and SAM batteries that need to be suppressed to ensure the safety of our strike aircraft.

Commander’s Intent:
Due to the beginning of Ramadan this operation will be of short duration. Saddam still has potent ADA resources so degrading his high altitude SAMs and overall IADS will be crucial to keeping losses to a minimum. An impressive amount of AAA is in evidence, making low level flight quite dangerous. Keep aircraft to medium and high altitudes unless otherwise necessary. ROE - Weapons Tight.

Execution:
We understand that the Iraqis are expecting our attack given the rapid departure of the UNSCOM inspectors. As such an overwhelming opening blow against their defenses should be our opening move. We can expect that they have already displaced a sizable number of air defense positions so strike hard before they can complete any other moves. You will need to utilize recon missions to acquire some target units that have moved from their initial location. Above all, this operation will only strike at Iraqi targets with manned aircraft at night and must be clear of the the engagement area before 0300Z each morning. While it is not expected that Iraqi AF aircraft would react to our forces, defensive counter air measures must be taken.

Timeline:
Commence operations immediately. Stand by for further directives from USCENTCOM regarding operational tempo as BDA and NCA feedback becomes available.

Admin:
Units at your command include…
ENTERPRISE Carrier Strike Group, Arabian Gulf
VINSON Carrier Strike Group, Red Sea
BELLEAU WOOD Amphibious Ready Group, Persian Gulf
SSN 767 HAMPTON
USAF & RAF combat assets at Ahmed Al Jaber Air Base, Kuwait
USAF strategic reconnaissance assets at King Fahad Air Base, Saudi Arabia
USAF bomber assets at Thumrait Air Base, Oman
USAF bomber and tanker assets at Diego Garcia, BIOT

Of these, the 355th FS (A-10) & 522nd FS (F-16C) and all elements of the BELLEAU WOOD ARG are available for CSAR operations. These units will not be penalized for entry into hostile Iraqi airspace during daylight hours in the event of an ongoing CSAR mission. Additionally U-2S reconnaissance aircraft and F-14 Tomcat aircraft with TARPS pods are similarly allowed for theater recon of Iraqi targets. AWACS and strategic ELINT platforms are on hand for support but not directly in your chain of command.

Logistics:
Units may draw on all available assets and munitions to accomplish their mission. Resupply will not be available until the conclusion of the operation.

Command & Signal:
US Army Central Command. Serves as Land Component Commander.
US Naval Forces Central Command. Serves as Naval Component Commander.
US Air Force Central Command. Serves as Air Component Commander.
U.S. Marine Forces Central. Provide forces to the Land Component Commander.
U.S. Special Operations Command Central. Provide Special Operations Forces to the Combined Joint Special Operations Task Force Commander.
Command Post -- Shaikh Isa AB, Bahrain


< Message edited by Primarchx -- 2/13/2019 11:03:12 PM >

(in reply to Primarchx)
Post #: 36
RE: Desert Fox Diary - Pt 1 - 2/13/2019 11:31:09 PM   
KnightHawk75

 

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quote:

Any way to shake that loose from a wrapper?

Not sure what you mean? I mean I wrapped it in a sort of namespace for my purposes at the time but it's still just a table. ;)
All sort of moot with altitude and airborntime existing for your purposes though but didn't want to ignore the question.

Nice progress btw, normally this might not be my cup of tea, but all the logic going into the iraqi AD side makes it sound far more interesting and challenging than I might otherwise assume if I'd not followed the thread. It's good the scenario notes advertise the enemy is 'smart\flexible' and that equally it will attempt to simulate fallout from it's C&C being attacked successfully, and that I can play it non-historically.

(in reply to Primarchx)
Post #: 37
RE: Desert Fox Diary - Pt 1 - 2/13/2019 11:54:51 PM   
Primarchx


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I think we have the 'aircraft-in-flight' test == number-of-minutes-in-flight field from the unit wrapper, so trying to extract the isAirborn value isn't necessary at this point.

Thanks for the feedback, KnightHawk75. I started this scenario as a springboard to getting up to speed with Lua and wanted to do something historical that could benefit from some enhancement. Desert Fox is somewhat anticlimactic from a historical point of view - the allies just bombed stuff and got shot at a little bit. Hard to make a challenging game from that. So one thing to do is up the chance of being fired upon in the standard game and provide options to make it more likely or less (which would be more historical). Also make some targets less static, use the limited historical OOB and restrict the time the allies can send aircraft in to attack.

Writing a dev diary has been a way to document some things, provide some guidance to other scenario designers (and maybe coax some pointers from them, too!) and keep me on task.

The goal has been to make a scenario that someone interested in this event would like. Hopefully that works out!

(in reply to KnightHawk75)
Post #: 38
RE: Desert Fox Diary - Pt 1 - 2/14/2019 1:59:46 AM   
Whicker

 

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quote:

Writing a dev diary has been a way to document some things, provide some guidance to other scenario designers


I like this idea a lot. thanks for doing it - we're just selfish people really, you with the diary, me with the vids -what we really want is more people to make scens for US to play haha!

(in reply to Primarchx)
Post #: 39
RE: Desert Fox Diary - Pt 1 - 2/14/2019 2:21:34 AM   
KnightHawk75

 

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quote:

ORIGINAL: Whicker

quote:

Writing a dev diary has been a way to document some things, provide some guidance to other scenario designers


I like this idea a lot. thanks for doing it - we're just selfish people really, you with the diary, me with the vids -what we really want is more people to make scens for US to play haha!


I like it as well. Definitely both help in that regard.

(in reply to Whicker)
Post #: 40
RE: Desert Fox Diary - Pt 1 - 2/14/2019 4:08:39 PM   
Primarchx


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quote:

ORIGINAL: Whicker

...we're just selfish people really, you with the diary, me with the vids -what we really want is more people to make scens for US to play haha!


Guilty as charged. While I like the challenge of writing a scenario, it's not as fun when you know everything that's ticking under the hood.

(in reply to Whicker)
Post #: 41
RE: Desert Fox Diary - Pt 1 - 2/15/2019 8:49:27 PM   
Primarchx


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Completed a good part of the prelim testing with the mini-scenario and the logic looks like it's holding. One tricky thing was the AAA side (separate from the IADS and IADS_ sides...), which contains all the SHORADS, MANPADS and AAA guns. The SHORADS and ZSU-23-4s have fire limitations whereas the other units are FREE FIRE all the time. Did this by putting the all the controlled units into missions which get permission to fire and have their radars go active if US/UK aircraft get too close and low. The trouble with this is that I want these to shoot at PGMs, too. So I had to make another trigger and set these missions eligible to fire at that time (they'll be set back to the proper settings on the next pulse next time no PGMs are in the area). I think I'll do the same thing with SA-3s.

This weekend will be spent placing IADS and AAA (there will be lots), naming them and creating corresponding unit tables. That could take a while, especially since I need to stay accurate for programming purposes.


(in reply to Primarchx)
Post #: 42
RE: Desert Fox Diary - Pt 1 - 2/17/2019 5:40:56 PM   
Primarchx


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Got all the Radars and Area SAMs + Decoy Batteries emplaced. Have to go through and assign coverage zones, then put all that info (name of SAM battery + RPs for specific coverage zones) into tables. Then create displacement areas that mobile radars and SAMs have a chance each day to scatter in. After that comes AAA (lots of units!) but most of those are stand-alone (ie no supporting functions). When that's done I double check all the data tables. Finally I put together all the secondary timed events. I knew it would be a bunch of work but it's taking longer than I wanted to. Knew that going in, oh well... :)

(in reply to Primarchx)
Post #: 43
RE: Desert Fox Diary - Pt 1 - 2/24/2019 5:37:57 PM   
Primarchx


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Placing lots of RPs and recording them. It's a headache to make sure everything is properly placed and accurately transcribed into the right data structure. Little by little I'm moving on but it's taking time. Then testing.

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Post #: 44
RE: Desert Fox Diary - Pt 1 - 3/7/2019 7:15:39 PM   
DrRansom

 

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This diary is fantastic. The LUAs you've written to recreate the Iraqi SAM network sound like they form an excellent basis for better AD modelling in any future scenario.

(in reply to Primarchx)
Post #: 45
RE: Desert Fox Diary - Pt 1 - 3/8/2019 7:47:30 PM   
Primarchx


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Thank you! It's still simmering on the burner. Have some roadblocks I've run into, more logic than actual coding. With Desert Storm coming out I think I'll put this out after that to be historical.

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Post #: 46
RE: Desert Fox Diary - Pt 1 - 3/11/2019 9:56:45 PM   
morphin

 

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Do you plan to have dynamic WRA? eg. variable weapon range for SAM? (not only depends on the target type, but also the target height, maybe direction/speed of the target and random variation for each of his "clases"...)

I think that would enchance the realm

Andy


(in reply to Primarchx)
Post #: 47
RE: Desert Fox Diary - Pt 1 - 3/14/2019 10:32:10 PM   
Primarchx


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No variable WRA, though WRAs are not 'default'. Do have altitude restrictions on FREE FIRE for SHORAD SAMs, too.

(in reply to morphin)
Post #: 48
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