RE: Strike Tutorials - testing (Full Version)

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Gunner98 -> RE: Strike Tutorials - testing (6/26/2017 10:27:28 PM)

quote:

adding a bit to your Word document


Very worthwhile additions RafaleKiwi

Thanks
B




Gunner98 -> RE: Strike Tutorials - testing (6/26/2017 11:15:29 PM)

OK
Here are Strike tutorials 1-4, cleaned up a bit and in a campaign.

What I would like to do is have some cool video between each tutorial but I'm not quite sure how to do that. Any ideas?

Working on #5 & #6 now. Should be out in a couple days

I think the Doc files are ready to go to PDF. If you see any improvements or grammar issues please let me know.

B




Eggstor -> RE: Strike Tutorials - testing (6/26/2017 11:34:43 PM)

I've already got that Shift-F1 strafe anomaly up in the tech forum, but a bump might be needed. The F-16 will perform multiple strafing runs if F1 is used instead of Shift-F1 at that point in the scenario, but you can't control the number of strafing runs that way.

Edit - The .campaign file is triggering an exception error when trying to open a camapign. I think the part between the <Description> and </Description> is causing it. Both NI and CoW refer to a HTML file instead of having direct text at that point.

Edit 2 - It's not that. The folder containing the campaign, the campaign name itself, the .campaign file name in the campaign folder, and the 280x135 .png file name in the campaign folder (so the campaign can be selected) all must be the same. I'm not an artist, so don't look at me for a .png file.

As for adding videos, Sirius (Paul) is the only one who has done that.




Gunner98 -> RE: Strike Tutorials - testing (6/28/2017 1:09:32 AM)

Here is Tutorial #5 - gets a bit more interesting

B




Gunner98 -> RE: Strike Tutorials - testing (6/28/2017 1:10:06 AM)

OK thanks Eggstor

I'll work on getting that fixed up.

B




ClaudeJ -> RE: Strike Tutorials - testing (6/29/2017 6:15:17 PM)

In Scen #5, I've met an interesting situation :

(F/A-18C Hornet) had to jettison its air-to-ground ordnance or else it would not have enough fuel to get back to base due to the increased fuel burn rate caused by the payload weight and drag. To avoid this situation, change the mission 'Fuel/Ordnance' setting to 'Bring A/G ordnance back to base if target cannot be struck'. The extra payload weight and drag on the return leg will then be taken into account when estimating Bingo Fuel. Note that this will reduce the maximum strike radius, since the flightplan generator will take the increased fuel burn rate into account.

It might be interesting to warn the player about it.

Also, unless I wasn't paying attention in the previous scen, it's the first time the player is given the opportunity to use OECM. Maybe that you could an advice on how to use it best?

KUTGJ B




Gunner98 -> RE: Strike Tutorials - testing (6/29/2017 6:30:50 PM)

Cool - I have never had that message! I will give the player a note but it actually underlines the point on short-legged multi-role AC, which is good.

Good point on the OECM - I'll try to add some thoughts but the 'squiggly-amps' tend to confuse me[:D]

Thanks

B




ultradave -> RE: Strike Tutorials - testing (6/30/2017 12:18:59 AM)

That's a good point on OECM. I had it orbit just out of SA-2 range while the rest of the strike A/C did their thing. But I don't know if that's what is best, or even right.




Gunner98 -> RE: Strike Tutorials - testing (7/4/2017 4:27:41 PM)

Guys here is a message that I will insert into scenario #5 about OECM.

If anyone has any suggestions to add please let me know - I am no expert.

Working on tutorial 6 but got distracted building some IO Fury scenarios. Will get back to this shortly.

B




Phobosdeimos71 -> RE: Strike Tutorials - testing (7/4/2017 5:03:17 PM)

I really enjoy your Strike Tutorials Gunner98. I have learned quite a bit from them.
Hope there are many more to come.




Eggstor -> RE: Strike Tutorials - testing (7/4/2017 6:09:27 PM)

The OECM write-up looks good. The direct link to the 1.10-and-later OECM discussion post over on WarfareSims is http://www.warfaresims.com/?p=4091 (eliminates the extraneous posts where OECM is simply mentioned).




Reg -> RE: Strike Tutorials - testing (7/8/2017 4:39:22 AM)

quote:

ORIGINAL: Eggstor

Edit - The .campaign file is triggering an exception error when trying to open a camapign. I think the part between the <Description> and </Description> is causing it. Both NI and CoW refer to a HTML file instead of having direct text at that point.

Edit 2 - It's not that. The folder containing the campaign, the campaign name itself, the .campaign file name in the campaign folder, and the 280x135 .png file name in the campaign folder (so the campaign can be selected) all must be the same. I'm not an artist, so don't look at me for a .png file.

As for adding videos, Sirius (Paul) is the only one who has done that.


The instructions in Edit 2 work fine to make the campaign work. [:)] I'm not an artist either but to save some time you might like the quick and dirty artwork in the attached zip file to use as the campaign graphic. [8D]

By the way, scenario 2 (Driving in the Daisies V1.1) does not allow you to advance to the next scenario in the campaign because the 100PT action is not allocated to the end scenario event in the event editor. (So the VP aren't awarded and you don't have enough points to progress....[:(])





Yvonmukluk -> RE: Strike Tutorials - testing (7/8/2017 10:08:41 PM)

I've only tried out the first two tutorials, but they are super helpful for a total beginner like me. Looking forward to trying out the rest!




Gunner98 -> RE: Strike Tutorials - testing (7/9/2017 12:29:43 AM)

Am glad they are working out. Thanks for the photo Reg

I am having some issues with getting the right mix of forces for Scenario 6. Shouldn't be too long now, and I'll fix the campaign setup.

Cheers

B




Gunner98 -> RE: Strike Tutorials - testing (7/9/2017 1:25:05 AM)

OK
Here are the first 5 in a campaign folder which should work with Reg's photo.

Scenario 2 should have the points fixed
Scenario 5 has the OECM msg added and a minor addition to the brief.

B




Reg -> RE: Strike Tutorials - testing (7/9/2017 6:17:15 AM)

What's going on here?? [&:]

The after a successful Tutorial#4 scoring screen, the same scenario is loaded again!! [X(]

I tried restoring the campaign folder from the download above but it made no difference. [:(]

quote:

<Campaign>
<ID>e9556b66-1a7d-4768-8311-2cc86d8db16a</ID>
<Name>Strike Tutorials</Name>
<Scenarios>
<Scenario>
<Name>Strike Tutorial #1 - Bombing Range</Name>
<FileName>Strike Tutorial #1 - Bombing Range V1.2.scen</FileName>
<ID>e70f7b0a-f544-4718-bc52-8d79b0a3a0a1</ID>
<Score>100</Score>
<PassScore>100</PassScore>
<CompletedOn>9/07/2017 12:00:00 AM</CompletedOn>
</Scenario>
<Scenario>
<Name>Strike Tutorial #2 - Driving in the Daisies</Name>
<FileName>Strike Tutorial #2 - Driving in the Daisies V1.2.scen</FileName>
<ID>c486c948-1d8c-4fa5-9406-5cffd6e27f92</ID>
<Score>100</Score>
<PassScore>100</PassScore>
<CompletedOn>9/07/2017 12:00:00 AM</CompletedOn>
</Scenario>
<Scenario>
<Name>Strike Tutorial #3 - Complex Strike</Name>
<FileName>Strike Tutorial #3 - Complex Strike V1.2.scen</FileName>
<ID>540712d3-99ad-4d33-bec1-a8fc580be01d</ID>
<Score>100</Score>
<PassScore>100</PassScore>
<CompletedOn>9/07/2017 12:00:00 AM</CompletedOn>
</Scenario>
<Scenario>
<Name>Strike Tutorial #4 - LASER Dance</Name>
<FileName>Strike Tutorial #3 - Complex Strike V1.2.scen</FileName>
<ID>540712d3-99ad-4d33-bec1-a8fc580be01d</ID>
<Score>100</Score>
<PassScore>100</PassScore>
<CompletedOn>9/07/2017 12:00:00 AM</CompletedOn>
</Scenario>
<Scenario>
<Name>Strike Tutorial #4 - LASER Dance</Name>
<FileName>Strike Tutorial #3 - Complex Strike V1.2.scen</FileName>
<ID>540712d3-99ad-4d33-bec1-a8fc580be01d</ID>
<Score>100</Score>
<PassScore>100</PassScore>
<CompletedOn>9/07/2017 12:00:00 AM</CompletedOn>
</Scenario>
<Scenario>
<Name>Strike Tutorial #4 - LASER Dance</Name>
<FileName>Strike Tutorial #3 - Complex Strike V1.2.scen</FileName>
<ID>540712d3-99ad-4d33-bec1-a8fc580be01d</ID>
<Score>100</Score>
<PassScore>100</PassScore>
<CompletedOn>9/07/2017 12:00:00 AM</CompletedOn>
</Scenario>
<Scenario>
<Name>Strike Tutorial #4 - LASER Dance</Name>
<FileName>Strike Tutorial #3 - Complex Strike V1.2.scen</FileName>
<ID>540712d3-99ad-4d33-bec1-a8fc580be01d</ID>
<Score>100</Score>
<PassScore>100</PassScore>
<CompletedOn>9/07/2017 12:00:00 AM</CompletedOn>
</Scenario>
</Scenarios>
</Campaign>




Gunner98 -> RE: Strike Tutorials - testing (7/9/2017 10:04:21 AM)

Not certain - if you were using the original campaign file I think #4 was the last one. Its probably happening because there is not end of campaign text or anything yet.

Curious

b




Reg -> RE: Strike Tutorials - testing (7/10/2017 11:55:39 PM)


Hi Gunner,

A quick question. Did you create Tutorial #4 from blank or did you just edit #3 and save it as #4??

I recreated the campaign file from scratch and it looped the same way. I then inserted another random scenario after tutorial #3 and it progresses through the new scenario OK then loops again after Tutorial #4 to the scenario after tutorial #3 so the problem appears to be in the #4 scenario file.

Looking at the fragment below both tutorials #3 and #4 have the same <ID> hence my question above.

Maybe the solution may be to recreate scenario #4 from a blank template so a new ID gets assigned??

Just a thought......

Edit: in bold above.

quote:

ORIGINAL: Reg

<Scenario>
<Name>Strike Tutorial #3 - Complex Strike</Name>
<FileName>Strike Tutorial #3 - Complex Strike V1.2.scen</FileName>
<ID>540712d3-99ad-4d33-bec1-a8fc580be01d</ID>
<Score>100</Score>
<PassScore>100</PassScore>
<CompletedOn>9/07/2017 12:00:00 AM</CompletedOn>
</Scenario>
<Scenario>
<Name>Strike Tutorial #4 - LASER Dance</Name>
<FileName>Strike Tutorial #3 - Complex Strike V1.2.scen</FileName>
<ID>540712d3-99ad-4d33-bec1-a8fc580be01d</ID>
<Score>100</Score>
<PassScore>100</PassScore>
<CompletedOn>9/07/2017 12:00:00 AM</CompletedOn>
</Scenario>





Gunner98 -> RE: Strike Tutorials - testing (7/11/2017 12:25:33 AM)

Reg

Thanks for the investigation. I cannot recall how I built #4 but I thought that they were all built from scratch. Not a big job to rebuild though. I wonder if updating the DB would do the trick - probably not.

On my ToDo list.

B




kch -> RE: Strike Tutorials - testing (7/11/2017 1:00:38 PM)

Thanks for all the work. Is the scenario available in the community pack, or should I just grab it from here?




Gunner98 -> RE: Strike Tutorials - testing (7/11/2017 1:46:39 PM)

Grab from here - still testing

B




Lihnit23 -> RE: Strike Tutorials - testing (7/22/2017 9:21:38 AM)

This is a general AI question on scenario 4. Let's say the sides are reversed; that is, I'm playing the sides with the targets and the SAM's, and the AI is flying the 2 Harriers. Can the AI be programmed to weave between the valleys at minimum altitude to destroy the targets by the scenario designer then make it back to base or can the AI only fly a direct route to my targets and get shot down at ~12,000 feet? I feel like I'm cheating if I fly the planes manually instead of only using the mission planner.




Gunner98 -> RE: Strike Tutorials - testing (7/22/2017 10:06:50 AM)

You can set the AI to use terrain following, and its transit, attack and patrol altitudes. The AI will chose (if you set it to) an off-angle attack route with several waypoints. It will also evade when fired upon and that often means diving to the deck and putting terrain between it and the missile.

It is not as good as a human because it doesn't (as far as I know) do a detail terrain analysis of the ingress and egress routes. But it is not a lame duck either.

B




Gunner98 -> RE: Strike Tutorials - testing (7/26/2017 12:40:25 AM)

OK guys - sorry for the dely. Been away and before that was busy building some scenarios.

Here is Strike Tutorial #6 - Dodging the Bullet

I welcome your comments and critiques.

Enjoy.

B




Gunner98 -> RE: Strike Tutorials - testing (7/30/2017 11:09:38 AM)

Anyone have a look at #6 yet? Working on #7 and would appreciate some feedback on how the approach on #6 worked? I.e. set up a couple ideas in the brief and let the player play on with few messages.

B




kbrown1950 -> RE: Strike Tutorials - testing (7/30/2017 2:46:39 PM)

Thanks for producing this Strike Tutorial series, I've been running the scenarios and have learned a lot. I haven't yet successfully completed #6 but will keep trying to figure out what strategy to use to get the base shut down in the first hour. Thanks again for your effort.

added: I like your idea of 3 different run thru's of the scenario, I think the amount of messages was fine. It is the second approach that I'm having difficulty accomplishing (with the cruise missiles), until I get that to work I'm not going to try the 3rd run thru method [:)]




marksdoran -> RE: Strike Tutorials - testing (8/2/2017 11:32:45 PM)

I'm a little late to the party but since I'm returning to the fold after a long (LONG) hiatus, I thought looking for tutorials would be a good idea. I've played through mission #1 only so far (I just found this thread) and I have a few comments/suggestions.

First let me say that I tried the air tutorial mission that comes with the game. I'm with lots of other people: it's hard mostly for being under equipped with instructions and help and in that the weapons available make hitting much of anything tricky at best.

So... Gunner98, your approach is a huge improvement! I like the level of direction and help in the pop-up message log. I think having single ship assignments within the single scenario works out well. The cadence and timing of the whole thing flows nicely. Ability to have some near-certain hits is gratifying.

One thing seemed broken to me: all OK until 3rd flight takes off...text seems broken around "Weapon state: Pre-Planned"
7:47:00 AM - 7:47:00 AM - OK, now that Strike #3 is airborne, lets adjust our doctrine a little bit.
 · Game Menu/Side Doctrine o Right column under Air Operations, most of the way down: A/G strafing (gun) change to yes
o Same menu half way down Weapon State. Pre-Planned: 
o Here you can change up how your units engage with their weapons: Chose ·
Select Strike #3 · Hit F1 and drag select the two Tank troops marked target 3
You may have noticed that the tank units – you can tell that their tank units by the 
little ‘Tank Track’ symbol if your using NTDS symbols, have the number ‘3’ next to
their upper left side. This represents the number of actual tanks that the unit contains. 
When you fire a weapon at the unit a ‘1’ will appear in the lower left side to represent 
the number of weapons that unit has allocated to it. By the way – infantry is represented
by a large ‘X’ depicting the crossed belts of a Napoleonic soldier and artillery is
represented by a dot to represent a cannon ball. 

7:47:00 AM - 7:47:00 AM - Event: 'Strike 3 Target' has been fired.

[that's a straight cut-paste from the in-game text but I reformatted lines to match what I think was intended...when I pasted it into notepad++ it came out as one long line per timestamp]

In the above there doesn't appear to be a complete sentence after "...engage with their weapons: Chose ·" and it's not clear which option you should pick. Making a poor choice there can really fill up the log in a big hurry (I know from experience ;)).

Suggestions (some of which might apply instead or as well to other scenarios in the campaign set):

For all tasks that involve dumb bombs (at least) I think it would be good to add some discussion of release altitude versus likely miss distances. Seems like by default the AI chooses to plink from way, WAY up there and miss distances can be pretty epic. With the bonus missions after the more scripted ones I revisited some of the building targets and tried low and medium altitudes with much better hit rates [ok, granted an unopposed scenario allows this where actual air defenses might make medium alt bombing runs pretty nuts but I think new players would benefit from getting to know that release alt does make considerable difference. Hmm, question...can the AI do pop-up toss attacks if you select nap of the earth for a target approach...and if so, is that more or less accurate than level release from low or medium altitudes I wonder?? Didn't try that, might go back and try it]

Scoring is sort of all or nothing -- 100 points and triumph for destroying the bonus target. I'd spread that out with increments for each of the targets along the way (...and mention the "Score" item in the Game menu as a way to check progress in a scenario).

Speaking of that, the pop-ups seem to imply that you can consider the scenario done once the first half dozen evolutions are complete but then you only score points if the bonus targets are eliminated. That seems inconsistent in the directions. I'd suggest making the instructions more like: OK, now finish off any remaining targets with the aircraft you have left at your base.

...and with that in mind: for giggles I used a ASuW strike mission with the jet I assigned to the bonus buildings. You may tackle that in one of the upcoming scenarios (...that I haven't got to yet) perhaps but I would think setting up a mission and assigning a single jet (working around the flight size limitation etc.) might be worth doing in this initial unopposed scenario.

Lastly, I couldn't find it so apologies if I missed it but I think a companion text/doc that provides the same info as the pop-ups in the message log would be nice given the ephemeral nature of the pop-ups (and my ability to fumble fingers them away before I meant to...doh!). Something to print or alt-tab to as you play along would be nice for many people I think.

Let me know if this is useful to you -- if so, I can go through the other missions and provide thoughts for those as well. Regardless, I got a lot out of scenario #1 and I'm looking forward to playing through the remainder. Good stuff -- thank you for the hard work!





Gunner98 -> RE: Strike Tutorials - testing (8/3/2017 12:32:48 AM)

marksdoran

Yes, very useful thank you. I should be able to get back to these next week and will incorporate some of your points.

The missions will be covered later. The text document is in one of the earlier posts but I think the first few are ready for PDF and final version so will include those.

Thanks for your input and I'd be more than happy if you reviewed the others in this level of depth.

B




Drivingguy -> RE: Strike Tutorials - testing (8/3/2017 3:36:42 AM)

Want to add being playing through these and have been a big help in improving my game. Can't wait for the next ones.




marksdoran -> RE: Strike Tutorials - testing (8/3/2017 6:05:40 AM)

OK, so forget all the stuff I said about adding use of the mission function to scenario 1...obviously that's covered in scenario 2 :)

I really liked this one -- short and sweet. When I went through, the first flight did not find the movers throughout the whole scenario...they RTB'd and a second flight took off to relieve them. Good job explaining how that might be plausible before the concern crossed my mind ;)

I also thought the side excursion through how to drive the DB viewer to go from the missile group to the individual SAM record was really well done and very worthwhile.

Nice variety between the armed strike patrol, recce patrol and leaving the last mission pending a target identification (bonus points for the range limit idea to keep the strike ready but not deployed until the intended target was found by the recce Tornado).

Just a couple of typo kinds of things to offer as suggestions for this one:

'Your eyes on the battlefield' pop-up text:

"Your strikers can wait on the ground ready to role on any target and you can then launch and strike with munitions at your discretion."

Role should be roll.

mission 2 pop-up

"in the ‘Class’ are key in ‘SA-5’" -- should probably say "area" before key??

mission 2 pop-up for the strike mission:

"maximum strike radius of 320 9half way down the center column" -- stray 9 in there before "half"

Overall this one was very quick to play through but packed in a lot of game mechanics and ideas on how to combine the tools the game UI offers. Very nice job.

On to #3 :)




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