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RE: Yankee Team, 1966 - new scenario for testing (v0.1)

 
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RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 12/20/2015 2:14:04 PM   
CCIP-subsim


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Added v1.10. Just a couple of small changes:

-Fixed error with civilian shipping (accidentally put it in a no-navigation area)
-Reduced SAM numbers slightly
-Revised target placement/type (removed most of the hardened targets, took them out of RP2 where they were previously being placed - they're now across the map; added some bridge targets instead)
-Small tweaks to aircraft availability

This should be pretty much it - unless I find more things that need changing, it'll most likely go into the scenario pack shortly!

< Message edited by CCIPsubsim -- 12/20/2015 3:19:32 PM >

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Post #: 31
RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 12/21/2015 2:17:00 AM   
magi

 

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quote:

ORIGINAL: Mini_Von

Hi CCIPsubsim,

I opened the scenario v1.02 up briefly and noticed a small correction that you might want to make. The tanker and AEW tracks should have at least 3 ref points. This prevents the aircraft assigned from loitering up one side and cruising down the other side. Here is a little diagram to show you what I mean.


This scenario looks really fun, can't wait to try it.





ill be darned.... thanks....

(in reply to Mini_Von)
Post #: 32
RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 12/21/2015 2:17:56 AM   
magi

 

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this sounds very compelling.... gonna try it....

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Post #: 33
RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 12/22/2015 3:48:03 PM   
Primarchx


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Not sure why there's a penalty for hitting SAM/ADA sites. Iron Hand was an integrated part of RT missions by late '66. I can understand no points, but a penalty seems out of character for the time.

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Post #: 34
RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 12/22/2015 7:07:02 PM   
CCIP-subsim


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Yeah, I've been looking into a bit more research (I have to admit that I've been learning and researching as I went), and I have to agree that it's a bit illogical by late '66. The only thing I need to make sure is to balance out the scoring again. Just like with the SA-3s that were previously in the scenario, it's one of those things that worked really well from a gameplay/challenge perspective, but maybe isn't so historical. So I'll see what I can do here!

(in reply to Primarchx)
Post #: 35
RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 1/8/2016 10:49:38 PM   
CCIP-subsim


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Alright, after a holiday hiatus, I'm back with what's hopefully the final version of the mission!

Main changes:
-Removed penalty for attacking NV air defenses
-Slightly reduced points for bombing objectives (to balance out the previous penalties)
-Updated briefing accordingly

Iron Hand missions are now fair game, but keep in mind that they'll score you no points, and your allotment of weapons for them is limited!

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Post #: 36
RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 4/3/2016 3:42:32 PM   
Primarchx


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Giving 1.2 a try. Noticed a target appeared on Hainan Island, PRC, and is not engagable.

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Post #: 37
RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 4/9/2016 7:44:08 PM   
hellfish6


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Can you throw this up on Steam Workshop? It'd just make it easier to update as needed.

This is seriously my favorite scenario of all time - including the ones I made for myself.



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Post #: 38
RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 5/12/2016 9:52:46 PM   
CCIP-subsim


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Hi folks, sorry for the veeeery long radio silence - it's been a long winter for me, but I'm back now :)

I've posted v1.21, which is a straight conversion to the latest database. It has also been added to Steam Workshop for easy access!

I'll check on the Hainan target issue - that's an odd one I've never seen; unless you mean a ship contact, there shouldn't be any targets there (unless that's a glitch of some sort).

(in reply to hellfish6)
Post #: 39
RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 5/13/2016 1:16:35 AM   
CCIP-subsim


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And oops, already found a couple of small things, probably related to 1.11 changes! Need to look over the new ROE settings for missions and AI units. Should be still perfectly playable.

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Post #: 40
RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 5/13/2016 1:46:57 PM   
hellfish6


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Post #: 41
RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 5/13/2016 3:18:35 PM   
Skjold

 

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Amazing mission, especially knowing how much effort it take to make the random aspect of it.

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Post #: 42
RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 5/14/2016 1:34:56 AM   
CCIP-subsim


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Haha, thanks guys! I've not used the Steam Workshop before so hopefully it's on there and working now.

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Post #: 43
RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 5/14/2016 2:28:44 AM   
stolypin

 

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quote:

ORIGINAL: CCIPsubsim

Haha, thanks guys! I've not used the Steam Workshop before so hopefully it's on there and working now.


I don't have the Steam version of Command. Can you post the latest version here?

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Post #: 44
RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 5/14/2016 4:16:16 AM   
CCIP-subsim


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Latest one is always in the first post of this topic :)

Just uploaded v1.22, where the only changes are reviewing the mission settings (particularly for the AI) so that they take advantage of the new Bingo/Winchester etc. settings. Pending any obvious glitches, should be the final one!

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Post #: 45
RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 5/14/2016 2:25:10 PM   
stolypin

 

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quote:

ORIGINAL: CCIPsubsim

Latest one is always in the first post of this topic :)

Just uploaded v1.22, where the only changes are reviewing the mission settings (particularly for the AI) so that they take advantage of the new Bingo/Winchester etc. settings. Pending any obvious glitches, should be the final one!


Got it, thanks.

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Post #: 46
RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 8/31/2016 11:07:03 PM   
hellfish6


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I'll just leave this here...

US Navy gunfire strikes on North Vietnam in 1972 during Linebacker I and Ii.

https://youtu.be/--Nr36FHQWg

Hope that works, as I'm on a tablet.


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Post #: 47
RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 8/31/2016 11:34:13 PM   
cns180784

 

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Just saw this scenario on steam workshop and i thought it would already be in the latest community scenario pack but it isnt, at least its not for me. Is this on purpose? or was it released to the community scenario pack and that i have just only some of the scenarios in the pack maybe due to a problem with my download?

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Post #: 48
RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 9/1/2016 5:36:56 PM   
hellfish6


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I think the CSP makes an effort to not duplicate things that are already available on Steam?

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Post #: 49
RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 9/1/2016 6:00:39 PM   
hellfish6


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quote:

ORIGINAL: hellfish6

I'll just leave this here...

US Navy gunfire strikes on North Vietnam in 1972 during Linebacker I and Ii.

https://youtu.be/--Nr36FHQWg

Hope that works, as I'm on a tablet.



As a "now that I'm awake I can explain" follow-up, the 20 minute video gets into a lot of detail about the targets, threats, units, tactics and procedures of these gunfire strikes that took place between April 72 and January 73. More than enough to do a dynamic scenario with in the vein of this mission. I'm hesitant to pull apart someone else's mission to do it myself, but if CCIPsubsim is keen for another project like Yankee Team, this might be a good candidate.

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Post #: 50
RE: Yankee Team, 1966 - v1.22, now also on Steam Workshop - 3/3/2017 5:20:58 PM   
ArmyVet2004

 

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Hello everyone,

Trying to download this scenario but the download link does not have the file

Is this scenario still available

Thanks

Orlando

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Post #: 51
RE: Yankee Team, 1966 - v1.22, now also on Steam Workshop - 3/3/2017 6:33:35 PM   
stilesw


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ArmyVet2004,

Here you go.

-Wayne Stiles

Attachment (1)

(in reply to ArmyVet2004)
Post #: 52
RE: Yankee Team, 1966 - v1.22, now also on Steam Workshop - 3/3/2017 7:24:28 PM   
ArmyVet2004

 

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Stilesw,

I got that one but for some reason the file does not download. Its as if there is nothing in the file.

I'll keep at it and see

Thanks

Orlando

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Post #: 53
RE: Yankee Team, 1966 - v1.22, now also on Steam Workshop - 3/3/2017 7:43:13 PM   
stilesw


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Orlando,

Strange! I tried the download and it seemed to work fine. Here it is again in case something was garbled the first time. I used 7zip to create the file and I've included both the 32 and 64 bit versions of that application. You can also download them at http://www.7-zip.org/ if you don't already have it. Let me know if this works. If not then you can PM me with your email address and I'll give you access to the Dropbox library and put Team Yankee there for you to download. You can set up your own Dropbox application at dropbox.com - it is free.

-Wayne

Attachment (1)

< Message edited by stilesw -- 3/3/2017 7:47:22 PM >

(in reply to ArmyVet2004)
Post #: 54
RE: Yankee Team, 1966 - v1.22, now also on Steam Workshop - 3/3/2017 11:22:47 PM   
ArmyVet2004

 

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Hi Stilesw,

Geez,

I'm not sure whats going on.......Never used the the .7-zip....I'll have to figure it out.
Going have to see if maybe I come across Baloogan. He helped me set up my system last time.
I'm just not any good with this computer stuff. I know how to use the basics but figuring out whats wrong with my downloads, forget it! Eventually I get it but after hours of looking up info....

Orlando

(in reply to stilesw)
Post #: 55
RE: Yankee Team, 1966 - v1.22, now also on Steam Workshop - 3/4/2017 12:27:44 PM   
stilesw


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Ok,let's try each step.

When you left click on the "attachment" in the email response I sent you should get a screen that shows something like
1. TeamYankee.zip (2.90 MB) with a comment that the file has been downloaded x times.

When you left click on the file's name it should start the download. Looks like you've done this about 7 times. Once the file is downloaded it should be on your computer as something like 5F14C245016E40DBB5DFF28C4FC71CE3.zip (exact name probably different), in your "Download" folder. You you need to right click on this file and you should get a menu/list of things you can do. You can extract the files included in the .zip file with the built in Windows extractor application.

You should then have the three files:
7z1604-x32.exe
7z1604-x64.exe
Yankee Team, 1966 (1.22).scen

The first two are the 7zip application you can install on your PC. Probably the 64 bit version. Up to you if you want to install and use them for future .zip file stuff.

The last .scen file should be moved to your CMANO "scenarios" folder. When you run CMANO you should then be able to open the scenario.

Please give it a shot and let me know what happens.

-Wayne

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Post #: 56
RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 3/5/2017 2:15:43 AM   
tjhkkr


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Thank you.
I am looking forward to this...

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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

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Post #: 57
RE: Yankee Team, 1966 - v1.22, now also on Steam Workshop - 6/4/2017 5:44:03 PM   
CCIP-subsim


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And a justicious bump after a long time away - a minor update, now split into two versions (CoW and non-CoW). The only real change in the CoW version is making it compatible with aircraft damage features (as well as a revision of carrier magazines, to really make sure you're managing your weapon allocations well!)


[link deleted - see first post for correct downloads!]

Assuming no sudden and catastrophic glitches are discovered, these will be the final versions.

< Message edited by CCIPsubsim -- 6/7/2017 1:42:20 PM >

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Post #: 58
RE: Yankee Team, 1966 - v1.22, now also on Steam Workshop - 6/4/2017 8:47:49 PM   
CCIP-subsim


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Urgh,looks like there's a DB issue at the moment, so for most of you the scenario will not work - hang on until I get that fixed up. In the worst case, looks like I'll have to wait until the game is patched up to the next DB version

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Post #: 59
RE: Yankee Team, 1966 - new scenario for testing (v0.1) - 6/6/2017 9:54:05 PM   
CCIP-subsim


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Should be working okay now after today's 1.12.3 (aka 936.15) patch- if anyone decides to try the latest version with the aircraft damage, please let me know how it goes and whether you encounter any glitches :)

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Post #: 60
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