CMO Quick Battles

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TitaniumTrout
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CMO Quick Battles

Post by TitaniumTrout »

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A Quick Battle Generator set specifically covering the Gulf War.

I'm going to dig into the Quick Battles and decided to make a thread to start filling. If you've made some (see P Gatcombs video - https://www.youtube.com/watch?v=Qc4pohpgRmU) go ahead and add them to the thread.

To install - Extract to your CMO Quick Battles Directory.

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Then browse to your Quick Battle screen and you should see Iraq War A2A.

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Future Plans :

Iran Vs. Iraq
Kosovo 1999

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Iraq91A2..gagement.zip
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TitaniumTrout
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RE: CMO Quick Battles

Post by TitaniumTrout »

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Update allows for the user to select an area for the engagement.

Revision
* Added comments to html in regards to the format.
* Added a table in the form.html allowing for location selection.
* Created the ReturnLatAndLon function based on the ReturnClassAndLoadout function.
Attachments
Iraq91A2..gagement.zip
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TitaniumTrout
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RE: CMO Quick Battles

Post by TitaniumTrout »

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Iran-Iraq Air War

New Features
-You play as the Iranian Air Force using F-4E's, F-14's and F-5's.
-Ability to activate ground radar for OPFOR and BLUFOR.
-Ability to select OPFOR and BLUFOR pilot skill ratings.

Attachments
IranIraq..gagement.zip
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TitaniumTrout
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RE: CMO Quick Battles

Post by TitaniumTrout »

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Red Flag 2019

Red Flag is the U.S. Air Force's premier air-to-air combat training exercise. Participants often include both United States and allied nations' combat air forces. The exercise provides aircrews the experience of multiple, intensive air combat sorties in the safety of a training environment.

Terrain can be a ton of fun on this one as the Nevada high desert makes for some really interesting topography.
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TitaniumTrout
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RE: CMO Quick Battles

Post by TitaniumTrout »

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Fulda Gap Facedown - 1989
LOCATION : West Germany

Your strike team consists of NATO Aircraft from the peak of the Cold War. Against you is a variety of SAM systems and even escorts. Somewhere in East Germany is your target. Use the terrain to your advantage or procure the newest in stealth technology, the F-117. Simulate a full out NATO strike on a well defended East German/Soviet command.



New Features

* Select a Strike Package, Escort Aircraft, and Support Aircraft such as OECM, SEAD or Recon
* 10 Target types from easy to find rail stations to hardened bunkers and T-80 Platoons
* 5 Different types of Soviet era SHORAD
* 3 Different types of Soviet era mid range SAM's
* 7 types of Soviet long range SAM's. SA-2 all the way to the SA-10B Grumble
* 6 types of Soviet Fighters
* Random starting arc, but selectable distance to target
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Fulda Gap Facedown.zip
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Gunner98
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RE: CMO Quick Battles

Post by Gunner98 »

Thanks for doing these TT, they're great for a short fun challenge.

B
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TitaniumTrout
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RE: CMO Quick Battles

Post by TitaniumTrout »

No problem dude! They are a fun little coding exercise. It really helps the focus to have a limited window to work in. If you've got something you'd like to see, let me know.
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KLAB
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RE: CMO Quick Battles

Post by KLAB »

Yes many thanks for these as I was a bit stumped on the getting variable start areas and just getting to grips with trying to add land bases,

If you don't mind I am using your code as a learning tool to understand how this works and for other LUA stuff.

Thanks

K
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TitaniumTrout
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RE: CMO Quick Battles

Post by TitaniumTrout »

Please do! Most of that is built upon the shoulders of others. I'm trying to do what I can to comment everything to make it easier to piece together.
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mikkey
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RE: CMO Quick Battles

Post by mikkey »

TitaniumTrout, thanks for nice quick battles.
boogabooga
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RE: CMO Quick Battles

Post by boogabooga »

Alright, to thank the developers for all of the updates, including allowing the CWDB in the QBG, as well as to get some experience in LUA, I have created a scenario for "Operation Rolling Thunder 1967" (Vietnam). Like probably any QBG, it's meant to provide a historical 'flavor' but not necessarily historical accuracy.

Fulda Gap Facedown was the starting point, so thanks to TitaniumTrout.

I've added some features to try to make air battles in QBG a bit more interesting:

-Added airfields for both sides. Not just cosmetic, but affects AI with loiter time, range, etc. Try to make it back to base.
-Tankers or AEW as optional standoff support aircraft.
-Player aircraft added to distinct and reasonably-sized flights instead of individually for better management.
-Limits placed on number of available player flights.
-Better formations at both the flight (pseudo finger-four) and strike package level (still rough).

Problems that I need help with:
-Relative reference to the image does not seem to work in the HTML file
-The CWDB being called up is quite old, 466 I think. The latest CWDB has much better unit selections for this era.



Attachments
RollingThunder1967.zip
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The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
Durendal28
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RE: CMO Quick Battles

Post by Durendal28 »

boogabooga,

I've also had problems with relative image references. I uploaded your file to Imgur and referenced the direct link. That seems to work.
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mikkey
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RE: CMO Quick Battles

Post by mikkey »

boogabooga, thanks for Vietnam QB!
But I noticed that if I leave the original settings, the following error message will be displayed and no support aircraft are generated in the scenario.

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mikkey
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RE: CMO Quick Battles

Post by mikkey »

I will see a similar error message if I choose near support 2x4 Thuds with CBU29.
Thanks for your effort!

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boogabooga
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RE: CMO Quick Battles

Post by boogabooga »

Yeah, the game update changed the Quick Battle DB from CWDB 466 to 478, and possibly changed something else. That seems to have broken it. It worked pre-update.

Fear not. Version 2.0 is attached. Changes:

-Updated to CWDB 478
-More target types. Try to match your ordinance against the size, DP value, and armor of the target.
-Now using bay tank thuds for extended range (Tanker still recommended for Route Pack 6A and possibly 5)
-Can choose a Hunter-Killer team SEAD escort (Two Shrike equipped Wild Weasels and four CBU equipped killers)
-VPAF radar network enhanced (GCI/EW on multiple bands and harder to jam)
-Can choose to hide the SAM locations for an extra challenge
-Altitude options in feet
-Option for debug mode (it cheats). It's there because of issues of ground units trying to spawn in water
Attachments
RollingTh..1967v2.zip
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The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
Kushan04
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RE: CMO Quick Battles

Post by Kushan04 »

ORIGINAL: boogabooga
-Option for debug mode (it cheats). It's there because of issues of ground units trying to spawn in water

You can check for over water with lua. Look at some of the scripts Apache did for random placement in some of the rebuilt CMO standalone scenarios.
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mikkey
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RE: CMO Quick Battles

Post by mikkey »

Thanks for the update boogabooga, the new features looks interesting. But I still having a similar problem during QB starting (looks like problem with unassigned variable in lua script). Thanks.

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boogabooga
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RE: CMO Quick Battles

Post by boogabooga »

ORIGINAL: Kushan04
ORIGINAL: boogabooga
-Option for debug mode (it cheats). It's there because of issues of ground units trying to spawn in water

You can check for over water with lua. Look at some of the scripts Apache did for random placement in some of the rebuilt CMO standalone scenarios.

It's actually the code that checks for water that was giving me the problems. I think I fixed it, but I'm leaving debug in there just in case.



@mikkey: are you on version 1147.14?
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
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mikkey
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RE: CMO Quick Battles

Post by mikkey »

ORIGINAL: boogabooga
@mikkey: are you on version 1147.14?
yes, I tried it in B1147.14 (both Matrix and clean Steam versions) on two computers with the same results
boogabooga
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RE: CMO Quick Battles

Post by boogabooga »

Every time, or only some combinations?
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
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