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[RELEASED] Remake scenario - Mumar Cadaver, 1989

 
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[RELEASED] Remake scenario - Mumar Cadaver, 1989 - 8/2/2014 3:43:09 PM   
CassioM


Posts: 82
Joined: 10/15/2013
From: Brazil
Status: offline
This is a remake of a mission from the classic game 688 Attack Sub launched by Electronic Arts in 1989.

Due to a terrorist attack, the USS Los Angeles is ordered to sink Libyan oil tankers in the Strait of Gibraltar.

This mission has everything to be a walk in the park. But be careful, surprises can happen.

EDIT:

v1.2 - by CassioM - 2014 (SAT-08/16/14)

- Changed the oil tankers models. Now they are bigger and more resistant. Its will be necessary between two or more Mk48s to sink them. On the original game we need more torpedoes to sink them too.

- Added more civilian ships and variable starting positions to them.

- Oculted the starting position reference points to 688. Now the screen will be more clean without those reference points.

- Minor cosmetic changes.



TUE-09/20/16

New scenario file added - Minor changes on scenario and patched to newest version of CMANO.


Attachment (1)

< Message edited by CassioM -- 9/21/2016 2:53:57 AM >
Post #: 1
RE: Remake scenario - Mumar Cadaver, 1989 - 8/2/2014 4:43:38 PM   
Dimitris


Posts: 11547
Joined: 7/31/2005
Status: online
Great idea.

How about remaking all the missions from that game?

_____________________________


(in reply to CassioM)
Post #: 2
RE: Remake scenario - Mumar Cadaver, 1989 - 8/2/2014 6:13:48 PM   
CassioM


Posts: 82
Joined: 10/15/2013
From: Brazil
Status: offline
Hello Sunburn

I've been thinking about it. Some missions are not possible since they are tracking missions. I still do not know how to create sub tracking sub missions in CMANO.

Gradually I intend to recreate the other missions. I was also thinking of recreating some scenarios from the game SSN-21 Seawolf(Electronic Arts-1994), the sequence of the 688 Attack Sub.

Regards,
Cassio

(in reply to Dimitris)
Post #: 3
RE: Remake scenario - Mumar Cadaver, 1989 - 8/2/2014 8:21:29 PM   
Primarchx


Posts: 2975
Joined: 1/20/2013
Status: offline
Fun scenario!

Not sure why the Libyans started shooting at neutrals but I got blamed for it (Msg: "We hit a civilian ship, captain.") not too long after the second tanker went down. Hits are being attributed to AK-726 and SS-N-2 weapons so I know it's not me. No victory message after destroying all 4 tankers. Scored a Minor Victory (500 pts).

SIDE: USA
===========================================================

LOSSES:
-------------------------------


EXPENDITURES:
------------------
7x Mk48 Mod 4



SIDE: Lybia
===========================================================

LOSSES:
-------------------------------
1x Commercial Tanker - Large Range 1 [75,000t DWT]
3x Commercial Tanker - Medium Range [40,000t DWT]


EXPENDITURES:
------------------
19x AK-726 76mm/60 Twin HE Burst [2 rnds]
2x SS-N-2c Improved Styx [P-15M]



SIDE: Neutral
===========================================================

LOSSES:
-------------------------------
1x Civilian Motor Yacht [38m]


EXPENDITURES:
------------------

< Message edited by Primarchx -- 8/2/2014 9:22:08 PM >

(in reply to CassioM)
Post #: 4
RE: Remake scenario - Mumar Cadaver, 1989 - 8/2/2014 10:12:45 PM   
CassioM


Posts: 82
Joined: 10/15/2013
From: Brazil
Status: offline
Sometimes the Libyans hits the civilian ships.

Thanks for remembering me. I will correct this on next version.

Regards

(in reply to Primarchx)
Post #: 5
RE: Remake scenario - Mumar Cadaver, 1989 - 8/3/2014 12:30:28 AM   
Jorm


Posts: 541
Joined: 6/25/2002
From: Melbourne
Status: offline
Very fun and fast little scenario :-)

I likes this type of scenario where one platforms capabilities are highlighted

(in reply to CassioM)
Post #: 6
RE: Remake scenario - Mumar Cadaver, 1989 - 8/4/2014 8:38:48 PM   
Meroka37

 

Posts: 753
Joined: 7/31/2009
Status: offline
Fast and nice little scenario, I loved 688 Attack Sub, I'm working now in moving to Command the SSN21 series.

SIDE: USA
===========================================================

LOSSES:
-------------------------------


EXPENDITURES:
------------------
11x Mk48 Mod 4



SIDE: Lybia
===========================================================

LOSSES:
-------------------------------
2x F 212 Al Hani [Pr.1159 Koni]
3x Commercial Tanker - Medium Range [40,000t DWT]
1x Commercial Tanker - Large Range 1 [75,000t DWT]


EXPENDITURES:
------------------



SIDE: Neutral
===========================================================

LOSSES:
-------------------------------


EXPENDITURES:
------------------





_____________________________

'Better honor without ships, than ships without honor"

(in reply to Jorm)
Post #: 7
RE: Remake scenario - Mumar Cadaver, 1989 - 8/12/2014 6:26:54 PM   
CassioM


Posts: 82
Joined: 10/15/2013
From: Brazil
Status: offline
New version v1.1 on the first post. Thanks

(in reply to Meroka37)
Post #: 8
RE: Remake scenario - Mumar Cadaver, 1989 - 8/12/2014 8:57:07 PM   
ultradave


Posts: 1190
Joined: 8/20/2013
Status: offline
I remember this one from 688.


_____________________________

----------------
Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"

(in reply to CassioM)
Post #: 9
RE: Remake scenario - Mumar Cadaver, 1989 - 8/13/2014 2:00:29 PM   
ultradave


Posts: 1190
Joined: 8/20/2013
Status: offline
Played this one last night. Fun and fast. I managed to torpedo two tankers in short order as they were almost in front of me at the start. Sank the third one in a crowd of ships just off Gibralter and the fourth near the southern part of the straight. I avoided the "surprises". So all in all, a nice victory.

"Ahem".... "what's that?" Oh, yes. I guess I should mention the neutral RO/RO that I also managed to torpedo when one of my torpedoes that was intended for a tanker suddenly had no target. The tanker had just sunk from the first torpedo hit. Since there is a lot of shipping and the torpedo was active it immediately picked up the next closest ship and ... well, collateral damage I guess. At least it wasn't the cruise liner nearby. :-)

If there is a way to "kill" a wire guided torpedo after launch I don't know what it is (maybe there isn't?). Also, it had gone active, so does that mean the wire is gone and the torpedo is on its own with no way to stop it? If so I need to be more careful (he says, watching a shipload of Fiat 500s slip beneath the waves) Sorry for the basic questions. I used to design and test submarines, not operate them :-)

_____________________________

----------------
Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"

(in reply to ultradave)
Post #: 10
RE: Remake scenario - Mumar Cadaver, 1989 - 8/14/2014 2:09:49 AM   
Gunner98

 

Posts: 4220
Joined: 4/29/2005
From: The Great White North!
Status: offline
That was quick - 29 min of game time probably about the same in real time.  Missed on the 4th tanker twice, once on a role of 93 and another on a role of 99!

Nice scenario

SIDE: USA
===========================================================
LOSSES:
-------------------------------

EXPENDITURES:
------------------
9x Mk48 Mod 4

SIDE: Lybia
===========================================================
LOSSES:
-------------------------------
3x Commercial Tanker - Medium Range [40,000t DWT]
1x Commercial Tanker - Large Range 1 [75,000t DWT]

EXPENDITURES:
------------------

SIDE: Neutral
===========================================================
LOSSES:
-------------------------------

EXPENDITURES:
------------------


(in reply to ultradave)
Post #: 11
RE: Remake scenario - Mumar Cadaver, 1989 - 8/17/2014 4:02:12 PM   
CassioM


Posts: 82
Joined: 10/15/2013
From: Brazil
Status: offline
quote:

ORIGINAL: ultradave

If there is a way to "kill" a wire guided torpedo after launch I don't know what it is (maybe there isn't?). Also, it had gone active, so does that mean the wire is gone and the torpedo is on its own with no way to stop it? If so I need to be more careful (he says, watching a shipload of Fiat 500s slip beneath the waves) Sorry for the basic questions. I used to design and test submarines, not operate them :-)


Hello ultradave. Sorry my delay.

For passive torpedoes. I usually use the BOL (Bearing-Only Launch) and only at the end of their courses I turn on the active sonar. It's a good way to mimic the passive torpedoes procedures.


*-*-*-*


Thanks for all the comments, boys!

It keeps me motivated to collaborate more with the community.

I posted a new version (v1.2) in the first post, thanks.

(in reply to Gunner98)
Post #: 12
RE: Remake scenario - Mumar Cadaver, 1989 - 9/12/2016 2:26:35 PM   
JPL19


Posts: 13
Joined: 11/10/2013
Status: offline
I know this is an old thread, but, wondering if anyone can give insight into better results, especially regarding torpedoes with this scenario?

I am starting to get back into CMANO after some time. I have run this 3-4 times, and it seems that my hit rate on tankers is less than 50%, while on Libyan subs it is 75% to 80%. I end up hitting the tankers with Harpoons and TASM and still only finishing off 2 or 3. I have tried from 8-10 miles, 5-8 miles, and under 4 miles to the tankers. I have also tried abeam, astern and ahead. Would it be typical to expect a fairly good hit percentage on subs and not on a lumbering tanker that takes no evasive maneuvers? It also seems that it is taking at least three hits in every case to sink a tanker, sometimes more, so I end up between misses and multiple hits expending all my stores but only getting minor victory at best.

I am also working through a technical game issue in the Tech Support forum, but, don't think this is part of that issue . . .

Thanks for any tips or insight.

Joe

(in reply to CassioM)
Post #: 13
RE: Remake scenario - Mumar Cadaver, 1989 - 9/21/2016 2:34:39 AM   
CassioM


Posts: 82
Joined: 10/15/2013
From: Brazil
Status: offline
Hello Joe. Thanks for commenting on my scenario. The main objective of this scenario is only sink the Oil Tankers(they demand two or three Mk48s to be destroyed). If your submarine is detected, the ideal is to sink the two Koni frigates so that your final score can reach the maximum (Triumph level). The Foxtrots subs can be kept at a distance and ignored since they do not attack you. I will take the opportunity to upload an upgraded version of this scenario to a more current version. The link is in the first post. Thanks.

(excuse my poor english)

(in reply to JPL19)
Post #: 14
RE: Remake scenario - Mumar Cadaver, 1989 - 9/21/2016 4:14:36 AM   
JPL19


Posts: 13
Joined: 11/10/2013
Status: offline
Hi CassioM,

I look forward to trying the revised scenario - I enjoy this as a nice fast challenge - thank you !

Joe

(in reply to CassioM)
Post #: 15
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