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RE: Havana Daydreamin (2017) v1.5 -- testing now!

 
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RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/18/2014 2:19:26 AM   
Feltan


Posts: 1160
Joined: 12/5/2006
From: Kansas
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quote:

ORIGINAL: Maromak

Also enjoying this scenario at the moment. With 1163 AU, I am getting pulse times between 3 to 7 seconds. Restarting Command periodically seems to help.



Maromak,

I experienced something similar, which I noted in the Designer Notes section.

I still suspect that CMANO has some memory leaks that cause things to lag. The workaround solution is to save and reload.

That usually occurs about once every four hours for me.

Regards,
Feltan

(in reply to Maromak)
Post #: 31
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/18/2014 2:23:54 AM   
Feltan


Posts: 1160
Joined: 12/5/2006
From: Kansas
Status: offline

quote:

ORIGINAL: Gunner98

Feltan

An anomaly with the 'Frank Paris International airport', it seems that there is a 'Single unit Airfield' at its core instead of a runway. Not sure if this is an intentional TLAM magnet or an issue.

B


Gunner98,

It isn't an anomaly really. When I put the airport together, I was having intermittent problems getting aircraft to actually take off -- they would prep and sit on the tarmac and not move.

I put in a single unit airfield as a "belts and suspenders" solution -- it doesn't detract from game play, and the problem of a/c never taking off never creeps up.

Perhaps a bit inelegant, but it has the sole advantage that it works.

Regards,
Feltan

(in reply to Gunner98)
Post #: 32
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/18/2014 2:34:54 AM   
Feltan


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Joined: 12/5/2006
From: Kansas
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quote:

ORIGINAL: Gunner98

... This was a bad day for the USCG!  I was wondering why you put them in there, now I know - Targets!

B


Gunner 98,

Funny observation. To be truthful, when I first put this together the plan was to have the USCG in a far more active anti-drug/border patrol role. Terrorists were going to be involved, and lead to the start of the shooting war.

It didn't work out that way. Too many AU and overly-tricky events were needed -- I ended up not liking it.

The terrorists got cut. However, in reading up and doing research, the USCG does have a very active role to play in national defense. I kept the cutters in because I thought it added the correct flavor and atmospherics of the scenario.

I suspect they are targets because they all start with radar's pinging away -- pretty much what they would be doing as part of their patrol duties with a hurricane headed in. They'd be radiating, and trying to shepherd smaller vessels into port, conducting rescues, etc.

Regards,
Feltan

(in reply to Gunner98)
Post #: 33
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/18/2014 3:20:29 AM   
Gunner98

 

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While I take the point that the Ammo dump is a juicy target and is likely to take a hit, the reason that bases have multiple ammo bunkers is to spread the risk of losing all ammo in one strike. Key West has 5 - 4 of which are empty and one of which is stacked to the gunnels. My thought is that it would be quite reasonable and normal procedure to have the ammo spread out a bit - logistic SNAFU's or not.

When I examined the strike in more detail, it was quite effective: 4 of the 5 ammo bunkers are burning, one severely and that is registered as damaged on the Magazine sub menu. So if worst came to worst and the ammo was evenly distributed between the 5 of them (unlikely) 80% of the ammo stores on the base would be destroyed or at least threatened. That alone is enough to move some AC to different bases, but doesn’t shut down all operations.

In addition to the ammo, and a radar (earlier); 4 of 5 Avgas tanks were destroyed (unfortunately CMANO doesn’t model fuel storage) and 1 parking area with three Hornets was destroyed, three others damaged with another 2 Hornets gone. 2 Tiger II's and 5 more Hornets are in parking areas still on fire! 10% losses and another 15% still threatened.

In the next 24 hrs as base Comd, you would have to move out all non-essential AC, probably move the Hornets and Growlers to Holmstead and keep the Tiger II’s

It was a good strike on a vulnerable base and it hurt, my request is just to distribute the ammo around more realistically.

My Raptors are now in clearing the skies, TLAM strike just turned the naval base into a smoking ruin. Have tried to avoid hitting the hospital there but it is damaged. Another TLAM strike is going in on the bases to the East. I notice that there are some single unit airfields embedded in several bases – I assume that is deliberate?

So far, I haven’t been served my retirement papers.

Good game.

B

(in reply to Feltan)
Post #: 34
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/18/2014 3:22:31 AM   
Feltan


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quote:

ORIGINAL: Gunner98

Feltan

One observation. The heading of the runway normally doesn’t matter in most scenarios but in this one it does. According to the 'All knowing' Wikipedia the Key West runways are:

Runways
Direction Length Surface
ft m
7/25 10,001 3,048 PEM
3/21 7,002 2,134 PEM
13/31 7,001 2,134 PEM

Currently in game they are all oriented directly North/South (default) which puts the landing pattern in a vulnerable position. My read of the runway angles above is the landing patterns would be at 70@, 30@ and 130@ so generally from the NE quadrant (or opposite but I don't think that is modeled). I could have this wrong and defer to anyone who knows how this works. Orienting the runways would put the landing pattern in a slightly less vulnerable position and, since it’s critical in the early min of the scenario it would give the player a better feel for how things are working. I also had a bit of a traffic jam which delayed the launch of 4x F-18s due to A/C in the landing pattern (who were doing defensive maneuvers and taking forever to get home!), having the runways at different angles as they are at the actual base may alleviate this a bit - not sure.

OK, going back in..

B


B




Gunner98,

I noticed this vulnerability too during testing. It never occurred to me to change the orientation of the landing strips until you pointed it out.

They have been changed now. Don't have the time to test at the moment, but I'll have a look see during my next run through.

Regards,
Feltan

(in reply to Gunner98)
Post #: 35
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/18/2014 3:32:13 AM   
Gunner98

 

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quote:

a single unit airfield as a "belts and suspenders" solution


The only issue with this solution is that the base can never really be effectively attacked. The player can destroy all components around it but the single unit airfield has everything needed to operate independent of the rest (parking, ammo, fuel, access point and runway). And with 15000 damage points it’s nearly impossible to destroy.

I can see why you may wish to design an undefeatable base for balance, and that's essentially what they are at the moment. I suspect that they'll run out of AC fairly soon anyway.

B

(in reply to Feltan)
Post #: 36
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/18/2014 3:34:39 AM   
Gunner98

 

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quote:

I kept the cutters in because I thought it added the correct flavor and atmospherics of the scenario.


Agree, it does add a good feel to the start up. I also lost an LCS in that firestorm! I wish they weren’t so fragile!

B

(in reply to Feltan)
Post #: 37
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/18/2014 4:07:03 AM   
NumberOneBSUFan

 

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quote:

ORIGINAL: Gunner98

This was a bad day for the USCG!  I was wondering why you put them in there, now I know - Targets!

B

I couldn't agree with this statement anymore.

(in reply to Gunner98)
Post #: 38
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/18/2014 5:29:15 AM   
Tomcat84

 

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quote:

ORIGINAL: Gunner98

Also you may want to state which nation the F-16's came from, Danish, Dutch (sorry Tomcat ) or Norwegian perhaps




Ha!!

You forgot the Belgians as an option.

p.s. Dutch really arent an option

_____________________________

My Scenarios and Tutorials for Command

(Scenarios focus on air-warfare :) )

(in reply to Gunner98)
Post #: 39
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/20/2014 3:10:04 AM   
Gunner98

 

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Ah yes the friendly neighbors to the south

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Post #: 40
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/20/2014 3:15:54 AM   
Gunner98

 

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Triumph - 761

I was emptying the ammo bunkers at Homestead and Key West, had every aircraft that could carry bombs on a shuttle to get as many targets as I could, lost a couple Tigers doing that, the Raptors did an OK job - good standoff but not much of a bomb load.

I never got fired over the F-15 issue but I did lose a Raptor - getting too cocky and an F-35 launched a spread of missiles as it was taking off... it didn't survive long

Good scenario, your messages kept up the pressure and suspense in the end game even though I had complete superiority.

Every time a Sub would sink a merchant, I would punch on it with P-8's & Helo's - luckily the point count was the same 1 merchant = 1 sub, because they were providing a 'Recce by death' function...

Nothing to mention beyond what I already have.

Keep em coming

SIDE: United States
===========================================================

LOSSES:
-------------------------------
7x F/A-18E Super Hornet
7x F-5E Tiger II
2x WPB 1338 Grand Isle [Island C-Series]
1x WPC 1101 Bernard C. Webber [Sentinel, Fast Response Cutter]
1x WPB 1317 Baranof [Island B-Series]
1x LCS 2 Independence
4x AvGas (150k Liter Tank)
1x Runway Access Point (Very Large Aircraft)
1x A/C Tarmac Space (2x Large Aircraft)
1x SH-60B Seahawk
1x F-22A Raptor
2x F-16C Blk 32 Falcon


EXPENDITURES:
------------------
116x AIM-120D AMRAAM P3I.4
29x AN/SSQ-53B DIFAR
22x MIM-104E Patriot PAC-2 GEM+
8x AGM-84G Harpoon ICR
53x AN/SSQ-53F DIFAR
38x MIM-104F Patriot PAC-3 ERINT
90x Generic Chaff Salvo [5x Cartridges]
15x AIM-9X Sidewinder
25x Generic Flare Salvo [3x Cartridges, Dual Spectral]
8x AN/ALE-55 FOTD
2x AN/ALE-50
196x RGM-109E Tomahawk Blk IV TACTOM
13x Python 3
190x AIM-120C-7 AMRAAM P3I.3
14x Generic Chaff Salvo [8x Cartridges]
16x RGM-109C Tomahawk Blk II TLAM
28x RGM-109C Tomahawk Blk III TLAM
16x AGM-88E AARGM
42x AGM-88C HARM
36x AGM-154A JSOW [145 x BLU-97/B Dual Purpose]
31x THAAD C-2
16x RIM-161B SM-3 NTW Blk IB
1x RIM-174A ERAM SM-6MR Blk I
2x Mk214 Sea Gnat Chaff [Seduction]
2x Mk234 Nulka
8x AGM-84K SLAMER-ATA
11x AIM-9M Sidewinder
2x AIM-120C-5 AMRAAM P3I.2
52x GBU-38(V)1/B JDAM [Mk82]
4x GBU-24C/B Paveway III LGB [BLU-116/B]
7x Mk48 Mod 7 ADCAP CBASS
240x AGM-158A JASSM [Penetrator]
12x UGM-109E Tomahawk Blk IV TACTOM
10x UGM-109E Tomahawk Blk IV TACTOM
12x UGM-109C Tomahawk Blk III TLAM
10x UGM-109C Tomahawk Blk III TLAM
16x GBU-31(V)1/B JDAM [Mk84]
13x AN/SSQ-62E DICASS
1x Mk46 NEARTIP Mod 5A(SW)
44x Mk82 500lb LDGP
11x 20mm M39 x 2 Burst [80 rnds]
2x AN/SSQ-77B VLAD
5x Mk50 Barracuda Mod 0 ALWT
37x AGM-154C JSOW [BROACH]
80x GBU-39/B SDB



SIDE: Havana Pact
===========================================================

LOSSES:
-------------------------------
16x Su-27S Flanker B
11x Su-35S Flanker
11x MiG-31B Foxhound
11x Su-27S Flanker B
4x Type 037 Hainan
11x Su-24M Fencer D
12x Su-27S Flanker B
9x Su-25SM Frogfoot A
18x MiG-23MF Flogger B
4x Radar (Square Tie [Rangout])
4x Radar (China JY-14 Great Wall)
12x Ka-27PL Helix A
10x MiG-29 Fulcrum A
24x Vehicle (Flap Wheel [RPK-1M1 Vaza])
3x Il-20M Coot A
118x 57mm S60
18x SSC-5 Sapless TEL [K-340P]
10x SA-23a Gladiator [9A84] LLV
9x Vehicle (Grill Pan [9S32M])
25x SA-23a Gladiator [9A83M] TELAR
12x SA-10b Grumble [5P85S] TEL
3x Vehicle (Clam Shell [5N66])
3x Vehicle (Flap Lid B [5N63S])
23x SA-2b Guideline Single Rail
4x Vehicle (Fan Song C [SNR-75M])
4x Vehicle (Spoon Rest C [P-12])
14x SA-7a Grail [9K32 Strela-2] MANPADS
13x SA-17 Grizzly [9A310M1-2] TELAR
5x SA-17 Grizzly [9A39M1-2] LLV
3x Vehicle (Flat Face B [P-19])
9x SA-3b Goa Quad Rail
3x Vehicle (Low Blow [SNR-125])
18x Building (Barracks)
10x Building (Very Large)
4x Diesel Bunker (750k Liter Tank)
3x Tu-142MZ Bear F Mod 4
11x Building (Communication Hub)
5x Structure (Naval Dock)
2x AvGas Tank Farm (40 x 75k Liter Tank)
4x Radar (Generic Air Traffic Control)
2x Building (Control Tower)
6x Runway Access Point (Large Aircraft)
11x A/C Camouflaged Revetment (1x Medium Aircraft)
2x A/C Hangar (4x Large Aircraft)
11x A/C Tarmac Space (4x Very Large Aircraft)
5x Building (Airport Terminal)
1x Single-Unit Airfield (2x 4000m+ Runways)
1x Runway (1400m)
10x A/C Tarmac Space (4x Medium Aircraft)
1x AvGas Tank Farm (10 x 150k Liter Tank)
8x Ammo Bunker (Surface)
2x U 330 Melitopol [Sonya Pr.1265]
2x Runway (4000m)
2x MPK Grisha V [Pr.1124ME Albatros]
4x 942 Ghadir [IS-120]
4x Bunker (COMINT Station)
1x Bunker (SIGINT Station)
1x Bunker (Missile Alert Facility (MAF))
3x Bunker (ELINT Station)
2x Bunker (Large C3M)
2x Building (Uplink Relay Station)
1x Building (Very Large Leadership Compound)
19x A/C Hardened Aircraft Shelter (1x Large Aircraft)
2x Runway (2600m)
1x A/C Hangar (2x Medium Aircraft)
3x A/C Hangar (2x Very Large Aircraft)
1x AvGas Tank Farm (20 x 75k Liter Tank)
10x Runway Access Point (Very Large Aircraft)
5x Ammo Shelter
2x Ammo Pad
1x Runway-Grade Taxiway (4000m)
12x Building (Medium)
13x A/C Open Parking Spot (1x Very Large Aircraft)
3x A/C Tarmac Space (2x Large Aircraft)
5x RK Osa II [Pr.205ER]
6x SA-15b Gauntlet [9A331] TELAR
4x Runway Access Point (Medium Aircraft)
1x Type 051 Mod 1 Luda I [105 Jinan]
1x SSV Vishnya [Pr.864 Meridian]
12x SS-26 Stone [9P78] TEL
1x SA-16 Gimlet [9K310 Igla-1] MANPADS
6x SA-21 Growler TEL
1x Vehicle (Cheese Board [96L6])
1x Vehicle (Grave Stone [92N2E])
1x PL-877 Kilo
3x Ammo Bunker (Underground)
6x AvGas (150k Liter Tank)
6x Vehicle (China Type 902)
12x 35mm/90 Twin Type 90 [China Type 902 FC]


EXPENDITURES:
------------------
20x SS-N-2b Styx [P-15U]
6x HY-1J [CSS-N-2 Safflower, Ship]
8x AS-18 Kazoo A [Kh-59M]
20x AA-10 Alamo A [R-27P, MR ARM]
72x AA-10 Alamo A [R-27R, MR SARH]
84x AA-12 Adder A [R-77, RVV-AE]
23x AA-10 Alamo C [R-27RE, LR SARH]
158x Generic Chaff Salvo [4x Cartridges]
22x AA-9 Amos [R-33S, ARH]
33x AA-11 Archer [R-73]
8x Generic Flare Salvo [4x Cartridges, Single Spectral]
6x PK-16 Chaff [TSP-60U]
8x AS-17 Krypton C [Kh-31P, ARM]
5x RGB-75 [Basic Search, Passive Omni]
2x Generic Flare Salvo [2x Cartridges, Single Spectral]
24x OFAB-250-270 Frag
5x 23mm Gsh-23L Burst [40 rnds]
1x 23mm Gsh-6-23 [50 rnds]
2x AA-8 Aphid [R-60TM]
4x AA-11 Archer [R-73M]
8x FAB-500M-62 GPB
7x 30mm Gsh-30-1 Burst [30 rnds]
64x SA-21a Growler [48N6DM]
19x Generic Chaff Salvo [5x Cartridges]
81x SA-10b Grumble [5V55RUD]
152x SA-23a Gladiator [9M83M]
12x DF-21D [ASBM, Conventional, CSS-5 Mod-4]
24x SS-26 Stone [9M723, Penetrator]
24x SS-26 Stone RV [Penetrator]
12x DF-21D RV [ASBM, CSS-5 Mod-4]
36x SA-N-4b Gecko [9M33M3]
5x AK-230 30mm/65 Twin Burst [50 rnds]
193x SA-17 Grizzly [9M317]
25x AK-306 30mm/54 Gatling Burst [50 rnds]
2x AK-630M 30mm/65 Gatling Burst [400 rnds]
3x AK-176 76mm/60 Frag Burst [2 rnds]
10x Generic Chaff Salvo [8x Cartridges]
10x PK-16 Flare [TST-60U]
8x SA-3b Goa [5V27, V-601P]
21x SA-24 Grouse [9M342]
4x YT534-W1 [PT-97W]
22x SA-15b Gauntlet [9M331]
89x 57mm S60 HE
5x 53-65K WH
4x Generic Acoustic Decoy



SIDE: Neutrals
===========================================================

LOSSES:
-------------------------------
3x Commercial Tanker - Medium Range [40,000t DWT]
2x Commercial Container Vessel - Panamax [4,500 TEU, 65,000t DWT]
1x Commercial Tanker - Very Large Crude Carrier [300,000t DWT]
1x Commercial Cruise Liner [135,000t GT]
1x Commercial LNG/LPG Tanker [18,000t DWT]


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




(in reply to Gunner98)
Post #: 41
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/20/2014 3:32:41 AM   
Feltan


Posts: 1160
Joined: 12/5/2006
From: Kansas
Status: offline
Thank you all for the many comments and suggestions. Please find attached v1.6 of the scenario.

Tested changes include:
- Altered F-15 First Loss Message
- USS New Mexico is now a Flight II boat
- Landing strips at NAS Key West orientation change (now west-to-east landing pattern)
- Munitions cross-leveled at NAS Key West

Regards,
Feltan

Attachment (1)

(in reply to Gunner98)
Post #: 42
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/21/2014 11:14:27 PM   
tommo8993

 

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Sound great but just crashes the game for me as soon as I press start

(in reply to Feltan)
Post #: 43
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/22/2014 12:17:24 AM   
Feltan


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From: Kansas
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quote:

ORIGINAL: tommo8993

Sound great but just crashes the game for me as soon as I press start


Has anyone else experienced this behavior?

Regards,
Feltan

(in reply to tommo8993)
Post #: 44
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/22/2014 4:41:57 PM   
Schr75


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From: Denmark
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Works fine on my computer.

Søren

(in reply to Feltan)
Post #: 45
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/22/2014 11:06:47 PM   
tommo8993

 

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My computer is a £1200 alienware that can max out 95% of games. I dont know what it is, its never done this before on any scenarios.

(in reply to Schr75)
Post #: 46
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/23/2014 2:52:51 AM   
AndrewJ

 

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Has anyone else found that you can't do multi-select in this scenario?

By this I mean that when I try and click and drag to put a selection box around more than one unit, no box is drawn, and no units are selected. Similarly, the 'define area' command, which makes a box of four new reference points using the same mechanism, doesn't work either.

Additionally, you can't drag the waypoints around either.

Other scenarios work fine - just this one doesn't. Very perplexing! Is it just me?

< Message edited by AndrewJ -- 8/23/2014 4:11:50 AM >

(in reply to tommo8993)
Post #: 47
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/23/2014 4:33:29 AM   
Feltan


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From: Kansas
Status: offline

quote:

ORIGINAL: AndrewJ

Has anyone else found that you can't do multi-select in this scenario?

By this I mean that when I try and click and drag to put a selection box around more than one unit, no box is drawn, and no units are selected. Similarly, the 'define area' command, which makes a box of four new reference points using the same mechanism, doesn't work either.

Additionally, you can't drag the waypoints around either.

Other scenarios work fine - just this one doesn't. Very perplexing! Is it just me?


AndrewJ,

In order to reduce clutter on the map, I hid all the reference points under Map Settings/Reference Point visibility.

I am not sure if that is the issue you are facing, but you might want to make them visible and see if that helps.

Quite sure I dragged waypoints during testing. Also, when I used the box for multi-select for manual targeting (Shift-F1) it worked fine. Can't help you with those.

Regards,
Feltan

(in reply to AndrewJ)
Post #: 48
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/23/2014 5:18:46 AM   
Maromak


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Joined: 12/26/2007
From: Australia
Status: offline
quote:

ORIGINAL: AndrewJ

Has anyone else found that you can't do multi-select in this scenario?

By this I mean that when I try and click and drag to put a selection box around more than one unit, no box is drawn, and no units are selected. Similarly, the 'define area' command, which makes a box of four new reference points using the same mechanism, doesn't work either.

Additionally, you can't drag the waypoints around either.

Other scenarios work fine - just this one doesn't. Very perplexing! Is it just me?


I have also noticed this with very large and busy scenarios such as this one and Red Flag 2017. Not an ideal solution but if you simply wait until the action moves on a bit, you should find you can multi select once again.

< Message edited by Maromak -- 8/23/2014 6:19:15 AM >


_____________________________

Certa Cito

(in reply to AndrewJ)
Post #: 49
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/23/2014 1:38:11 PM   
Dannyp19

 

Posts: 186
Joined: 10/20/2013
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quote:

ORIGINAL: AndrewJ

Has anyone else found that you can't do multi-select in this scenario?

By this I mean that when I try and click and drag to put a selection box around more than one unit, no box is drawn, and no units are selected. Similarly, the 'define area' command, which makes a box of four new reference points using the same mechanism, doesn't work either.

Additionally, you can't drag the waypoints around either.

Other scenarios work fine - just this one doesn't. Very perplexing! Is it just me?



I've also seen this with large and medium scen.'s. sometimes. It seems like its at certain zoom levels. When this happens to me, I just zoom out a few clicks and everything goes back to normal.

(in reply to AndrewJ)
Post #: 50
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/23/2014 11:02:03 PM   
Gunner98

 

Posts: 5508
Joined: 4/29/2005
From: The Great White North!
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quote:

ORIGINAL: AndrewJ

Has anyone else found that you can't do multi-select in this scenario?

By this I mean that when I try and click and drag to put a selection box around more than one unit, no box is drawn, and no units are selected. Similarly, the 'define area' command, which makes a box of four new reference points using the same mechanism, doesn't work either.

Additionally, you can't drag the waypoints around either.

Other scenarios work fine - just this one doesn't. Very perplexing! Is it just me?


I occasionally had this issue in this scenario. Not consistent and not predictable, as has been stated it does happen in other large scenarios as well.

B

(in reply to AndrewJ)
Post #: 51
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/24/2014 10:30:34 AM   
Luidzi

 

Posts: 94
Joined: 8/15/2014
Status: offline
Some minor issues:
- Havana has lots of SS-N-26 mobile launchers, but they are not used even once
- at the beginning, the Yucatan missile boats launch all of their missiles at Torm Estrid which is south of Key West - way out of their range
- when I switched to Havana Pact to find a target of Yucatan boats, I saw some strange things - SKUNK 123 with weird course/range (I didn't found it on the map), Havana attacking Torm Estrid which they don't see yet, and Florida Task Force with weird course - screenshot included.

Attachment (1)

(in reply to Gunner98)
Post #: 52
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/25/2014 7:55:57 PM   
Feltan


Posts: 1160
Joined: 12/5/2006
From: Kansas
Status: offline

quote:

ORIGINAL: Luidzi

Some minor issues:
- Havana has lots of SS-N-26 mobile launchers, but they are not used even once
- at the beginning, the Yucatan missile boats launch all of their missiles at Torm Estrid which is south of Key West - way out of their range
- when I switched to Havana Pact to find a target of Yucatan boats, I saw some strange things - SKUNK 123 with weird course/range (I didn't found it on the map), Havana attacking Torm Estrid which they don't see yet, and Florida Task Force with weird course - screenshot included.


Luidzi,

The SS-N-26's exist as a play-balance tool. I put them in there in case I needed to make the Havana Pact more powerful. I didn't need to do that, and didn't assign these units a mission. I could take them out, but chose to leave them be.

The Torm Estrid has a bad day at scenario start. Unfortunately, I can't do much to alter how the AI assigns and launches missiles.

I didn't test from HP side, rather focused on HP behavior as the US Player -- so, not much to comment on here.

Thanks for your comments.

Regards,
Feltan

(in reply to Luidzi)
Post #: 53
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/26/2014 10:22:22 AM   
Luidzi

 

Posts: 94
Joined: 8/15/2014
Status: offline
I still think of launching weapons at a target that is out of range as a bug. However, I didn't tested this thoroughly. Maybe setting a prosecution area would help in limiting this issue.

Story-wise, after SRBM attack I half-way expected an angry message from SECDEF ordering me to hunt down their launchers (similar to the message ordering me to flatten Bejucal), or a stand-by for possible increase in DEFCON posture (there is no mention of actual DEFCON level in the briefing or anywhere else, but I can make a pretty good guess).
Gameplay-wise, everything else seems to be in a working order. No crashes, no other unexplained behavior.
Strategy-wise, I like that it left me sitting and seriously thinking about different situations, tactics and counters that I absolutely have to try in the next playthrough.

Overall, I call it a success.

(in reply to Feltan)
Post #: 54
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 8/31/2014 5:20:48 PM   
Lawdog1700

 

Posts: 54
Joined: 6/6/2014
Status: offline
Thank you for this scenario, it was great fun. The revisions you made seem to work well. However, it still ran very slowly while those Tomahawks were flying in (and, thereafter it still ran more slowly than it should). I did get a Triumph though, lots of fun.

SIDE: United States
===========================================================

LOSSES:
-------------------------------
15x F/A-18E Super Hornet
1x Radar (ARSR-4)
1x EA-18G Growler
12x F-15C Eagle
2x WPB 1338 Grand Isle [Island C-Series]
4x AvGas (150k Liter Tank)
2x A/C Tarmac Space (2x Large Aircraft)
2x F/A-18D Hornet
1x Runway Access Point (Very Large Aircraft)
1x F-16C Blk 32 Falcon


EXPENDITURES:
------------------
29x MIM-104E Patriot PAC-2 GEM+
58x AIM-120D AMRAAM P3I.4
38x MIM-104F Patriot PAC-3 ERINT
231x AIM-120C-7 AMRAAM P3I.3
65x Generic Chaff Salvo [5x Cartridges]
9x AN/ALE-55 FOTD
61x Generic Chaff Salvo [8x Cartridges]
15x AIM-9X Sidewinder
16x Generic Flare Salvo [3x Cartridges, Dual Spectral]
196x RGM-109E Tomahawk Blk IV TACTOM
28x RGM-109C Tomahawk Blk III TLAM
16x RGM-109C Tomahawk Blk II TLAM
32x RIM-174A ERAM SM-6MR Blk I
12x AGM-88E AARGM
4x AGM-84G Harpoon ICR
16x RIM-161B SM-3 NTW Blk IB
31x THAAD C-2
36x AGM-154A JSOW [145 x BLU-97/B Dual Purpose]
4x Mk214 Sea Gnat Chaff [Seduction]
4x Mk234 Nulka
8x AGM-84K SLAMER-ATA
7x AIM-120C-5 AMRAAM P3I.2
36x AGM-88C HARM
14x 20mm/85 M61A1 Vulcan Burst [100 rnds]
240x AGM-158A JASSM [Penetrator]
14x Mk48 Mod 7 ADCAP CBASS
36x GBU-38(V)1/B JDAM [Mk82]
16x GBU-31(V)1/B JDAM [Mk84]
12x UGM-109E Tomahawk Blk IV TACTOM
12x UGM-109C Tomahawk Blk III TLAM
1x 20mm/85 M61A2 Vulcan Burst [100 rnds]
7x AN/SSQ-53F DIFAR
2x RUM-139B VLA [Mk46 Mod 5A(SW)]
6x UGM-109C Tomahawk Blk III TLAM
6x UGM-109E Tomahawk Blk IV TACTOM
2x AN/SSQ-62E DICASS
1x Mk46 NEARTIP Mod 5A(SW)
3x RUM-139C VLA [Mk54]
36x Mk82 500lb LDGP



SIDE: Havana Pact
===========================================================

LOSSES:
-------------------------------
11x Su-27S Flanker B
17x Su-27S Flanker B
12x Su-35S Flanker
12x MiG-31B Foxhound
12x Su-24M Fencer D
10x MiG-29 Fulcrum A
9x Su-27S Flanker B
11x MiG-23MF Flogger B
9x Su-25SM Frogfoot A
7x Vehicle (Flap Wheel [RPK-1M1 Vaza])
4x Type 037 Hainan
1x Type 051 Mod 1 Luda I [105 Jinan]
4x Radar (Square Tie [Rangout])
3x Radar (China JY-14 Great Wall)
2x Vehicle (Fan Song C [SNR-75M])
2x Vehicle (Spoon Rest C [P-12])
12x SA-2b Guideline Single Rail
10x SA-7a Grail [9K32 Strela-2] MANPADS
4x Runway Access Point (Medium Aircraft)
3x Radar (Generic Air Traffic Control)
12x SSC-5 Sapless TEL [K-340P]
7x Vehicle (Grill Pan [9S32M])
21x SA-23a Gladiator [9A84] LLV
42x SA-23a Gladiator [9A83M] TELAR
8x SA-17 Grizzly [9A310M1-2] TELAR
1x Vehicle (Clam Shell [5N66])
1x Vehicle (Flap Lid B [5N63S])
4x SA-10b Grumble [5P85S] TEL
1x Bunker (Missile Alert Facility (MAF))
1x Bunker (SIGINT Station)
3x Bunker (ELINT Station)
2x Building (Uplink Relay Station)
4x Bunker (COMINT Station)
2x Building (Control Tower)
12x Ka-27PL Helix A
5x Structure (Naval Dock)
3x Vehicle (Flat Face B [P-19])
3x Vehicle (Low Blow [SNR-125])
9x SA-3b Goa Quad Rail
11x Building (Communication Hub)
2x Building (Very Large)
1x Vehicle (Cheese Board [96L6])
1x Vehicle (Grave Stone [92N2E])
1x SA-16 Gimlet [9K310 Igla-1] MANPADS
3x SA-17 Grizzly [9A39M1-2] LLV
12x Building (Medium)
16x Building (Barracks)
4x SA-15b Gauntlet [9A331] TELAR
1x Bunker (Large C3M)
3x Tu-142MZ Bear F Mod 4
3x Il-20M Coot A
16x Runway Access Point (Very Large Aircraft)
3x Ammo Shelter
2x Ammo Pad
19x A/C Hardened Aircraft Shelter (1x Large Aircraft)
13x A/C Open Parking Spot (1x Very Large Aircraft)
1x A/C Hangar (2x Medium Aircraft)
3x 942 Ghadir [IS-120]
1x Building (Very Large Leadership Compound)
14x A/C Tarmac Space (2x Large Aircraft)
10x A/C Tarmac Space (4x Medium Aircraft)
3x Vehicle (China Type 902)
11x SS-26 Stone [9P78] TEL
21x 57mm S60
2x U 330 Melitopol [Sonya Pr.1265]
2x MPK Grisha V [Pr.1124ME Albatros]
1x SSV Vishnya [Pr.864 Meridian]
2x DF-21D ASBM TEL [CSS-5 Mod-4]
5x RK Osa II [Pr.205ER]
1x AvGas Tank Farm (10 x 150k Liter Tank)
2x Building (Airport Terminal)
1x PL-877 Kilo


EXPENDITURES:
------------------
6x HY-1J [CSS-N-2 Safflower, Ship]
20x SS-N-2b Styx [P-15U]
10x AS-18 Kazoo A [Kh-59M]
17x AA-10 Alamo A [R-27P, MR ARM]
92x AA-12 Adder A [R-77, RVV-AE]
187x Generic Chaff Salvo [4x Cartridges]
71x AA-10 Alamo A [R-27R, MR SARH]
19x AA-10 Alamo C [R-27RE, LR SARH]
33x AA-9 Amos [R-33S, ARH]
14x AA-11 Archer [R-73]
5x Generic Flare Salvo [4x Cartridges, Single Spectral]
8x AS-17 Krypton C [Kh-31P, ARM]
4x RGB-75 [Basic Search, Passive Omni]
19x Generic Chaff Salvo [5x Cartridges]
3x Generic Flare Salvo [3x Cartridges, Single Spectral]
30x OFAB-250-270 Frag
7x 23mm Gsh-23L Burst [40 rnds]
5x AA-11 Archer [R-73M]
76x SA-10b Grumble [5V55RUD]
127x SA-23a Gladiator [9M83M]
36x SA-21a Growler [48N6DM]
8x AA-8 Aphid [R-60TM]
20x FAB-500M-62 GPB
16x 30mm Gsh-30-1 Burst [30 rnds]
2x PK-16 Chaff [TSP-60U]
156x SA-17 Grizzly [9M317]
48x SA-15b Gauntlet [9M331]
11x 35mm/90 Twin Type-90 Burst [20 rnds, China Type 902 FC]
36x SA-N-4b Gecko [9M33M3]
11x AK-176 76mm/60 Frag Burst [2 rnds]
5x AK-630M 30mm/65 Gatling Burst [400 rnds]
12x DF-21D [ASBM, Conventional, CSS-5 Mod-4]
24x SS-26 Stone [9M723, Penetrator]
24x SS-26 Stone RV [Penetrator]
12x DF-21D RV [ASBM, CSS-5 Mod-4]
18x SA-3b Goa [5V27, V-601P]
4x AK-306 30mm/54 Gatling Burst [50 rnds]
286x AK-230 30mm/65 Twin Burst [50 rnds]
3x YT534-W1 [PT-97W]
4x Generic Chaff Salvo [8x Cartridges]
1x 53-65K WH
4x Generic Acoustic Decoy



SIDE: Neutrals
===========================================================

LOSSES:
-------------------------------
3x Commercial Tanker - Medium Range [40,000t DWT]
2x Commercial Container Vessel - Panamax [4,500 TEU, 65,000t DWT]
1x Commercial Tanker - Very Large Crude Carrier [300,000t DWT]
1x Commercial Cruise Liner [135,000t GT]
1x Commercial LNG/LPG Tanker [18,000t DWT]
1x Commercial Tanker - Large Range 1 [75,000t DWT]


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




(in reply to Feltan)
Post #: 55
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 9/8/2014 2:20:45 PM   
Flankerk

 

Posts: 417
Joined: 6/21/2006
Status: offline

Think I scored 525, thought all worked well. It did slow down on major TLAM strikes but no big deal. Liked the messages and variable ending.
Had a great laugh over one instance of Seahawks providing targeting for air strikes etc, then accidentally finding a sub.

I did struggle slightly on the anti ship stuff, appreciate the LRASM point. The one that was a real pain was finding an LGB that could be used in foul weather. Didn't really solve that.

(in reply to Lawdog1700)
Post #: 56
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 9/9/2014 10:42:16 AM   
jarraya

 

Posts: 321
Joined: 9/10/2007
Status: offline

quote:

ORIGINAL: Feltan


quote:

ORIGINAL: tommo8993

Sound great but just crashes the game for me as soon as I press start


Has anyone else experienced this behavior?

Regards,
Feltan


Same here. I managed to get it running once for about 3 minutes and then it crashed. This is with the latest build 568. : (

(in reply to Feltan)
Post #: 57
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 9/9/2014 1:27:54 PM   
tommo8993

 

Posts: 116
Joined: 7/10/2013
Status: offline

quote:

ORIGINAL: jarraya


quote:

ORIGINAL: Feltan


quote:

ORIGINAL: tommo8993

Sound great but just crashes the game for me as soon as I press start


Has anyone else experienced this behavior?

Regards,
Feltan


Same here. I managed to get it running once for about 3 minutes and then it crashed. This is with the latest build 568. : (




Still having this issue also, it cant be my PC it was a top spec alienware just over a year ago.

(in reply to jarraya)
Post #: 58
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 6/22/2015 1:41:31 PM   
p1t1o

 

Posts: 271
Joined: 4/6/2015
Status: offline
Sorry for the necro

I was enjoying this scenario until a random CTD kicked me out... I will start it again pretty soon.

Just wondering about the airfields with single-unit airbases contained within them - is it actually possible to put these out of action? Is there any point in attempting to destroy aircraft on the ground or take out ammo storage? Or does the single-unit airfield make them essentially invulnerable unless the single-unit itself is destroyed (at great expense)?

What with all of the recent discussions about airbase destruction and single-unit airfields, when I saw this I was all like "Whuh?"

(in reply to tommo8993)
Post #: 59
RE: Havana Daydreamin (2017) v1.5 -- testing now! - 10/8/2015 12:17:55 AM   
capsela

 

Posts: 1
Joined: 10/8/2015
Status: offline
I really enjoyed your scenario, thank you.

(in reply to Feltan)
Post #: 60
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