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RE: Strike Tutorials - testing - 8/17/2017 9:22:51 PM   
KungPao


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quote:

ORIGINAL: ultradave

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.


If you are confident with all the high tech shrine stuff on your OECM A/C, you can just send them into the SAM's range, even a mighty S-300 could be jammed and lost the tracking of target.

quote:

11:32:55 - Contact SAM #290 has been lost.
11:32:54 - New contact! Designated SAM #290 - Detected by LCS 6 Jackson [Sensors: Generic Gun Director [IR]] at 21deg - 96.6nm


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Post #: 91
RE: Strike Tutorials - testing - 8/27/2017 3:34:26 PM   
T Rav

 

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Gunner,

I never heard that quote you used above. I'm going to use it at work!

Churchill once said 'If I Had More Time, I Would Have Written a Shorter Letter.'

Classic! And thanks for the learning scenarios.

T Rav


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Post #: 92
RE: Strike Tutorials - testing - 9/22/2017 10:03:19 AM   
Gunner98

 

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OK Guys - I'm going to wrap this up after the 6 tutorials. Real life is getting in the way and these have sat on my back burner for too long.

Any final comments? I should be able to wrap this up on Monday.

Thanks for your help.

B

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Post #: 93
RE: Strike Tutorials - testing - 9/25/2017 4:48:15 PM   
Gunner98

 

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OK Guys here is the final. I'll put them on the main page as well.

There is a campaign file but I still haven't got to the bottom of the Error Reg discovered earlier. Will put that to the Dev's, they may have a quick solution.

Thanks for your help and advice testing these.

B

Attachment (1)

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Post #: 94
RE: Strike Tutorials - testing - 9/27/2017 1:43:22 AM   
cns180784

 

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Good effort with these tutorials. I should add that in the first tutorial your instructions at the start are to launch the Strike #1 aircraft manually and then manually assign it to strike Target 1 once its airborne. By doing this and without any more input from me, the aircraft proceeds to and drops its bombs on the target at 36,000 feet. In doing this the bombs miss by way too much and no damage is caused to the target but if you manually change its altitude to 800 feet then it will be obliterated...obviously this is due to the freefall bombs being more accurate at lower altitude.
What i did and what i always find to be better is to give it a strike mission. This ensures the aircraft(s) fly and attack their target(s) according to their loadout profile. I can imagine newbies doing as you said for that first strike in that first tutorial and playing that again and again scratching their head as to why the target never gets hit or at least gets damaged. would be helpful to newbies if this is explained in a message during this strike and to hint that creating a strike mission would be better. I find it much less micromanaging in doing so myself too.

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Post #: 95
RE: Strike Tutorials - testing - 9/27/2017 10:01:54 AM   
Gunner98

 

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Missions are covered in Tutorial 2

Altitude is talked about extensively throughout the tutorials, and bombing accuracy specifically at some point, cannot recall where.

Idea is to spread out the information over the six scenarios.

B

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Post #: 96
RE: Strike Tutorials - testing - 9/27/2017 11:15:26 PM   
cns180784

 

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Cool. Well i've played 1 and 2, i'll give 3 a go now.

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Post #: 97
RE: Strike Tutorials - testing - 10/1/2017 1:59:55 AM   
cns180784

 

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So i've played through 1-5 so far, 1-4 were simple and straight forward but i found 5 to be somewhat a challenge although i found some of the advice in the pop ups to be wrong- one key bit of advice was to have my recon plane circling the enemy AB at 20k feet so its' safe from mobile SAMs and AAA but it wasnt. This was because the ground altitude of at least one SAM (the one that shot my Tomcat recon plane down) was at 735 feet meaning the actual safe altitude for my plane was 20,736 feet. So it got shot down but as soon as it was engaged i ordered the F-14 to climb to max altitude and as it was climbing it should have got out of range of the SA-8's missiles but it didnt and was shot down. Hmmm. My F-14 got up to at least 25k feet at the time when the one lethal Sa-8 hit home so that was odd.

I dont want to write a long essay on this but as brief as possible, how i went about this was i first got both my recon planes airborne which was a mistake, should have been one. Never mind, i had these investigate the two Big Back radars to first check if mobile SAMs or AAA was present. There wasnt any so i ordered one plane to strafe the Northern radar with guns and the other plane strafe the Southern radar. With those destroyed they then proceeded to recce the SA-2's. As the Big Backs were providing radar coverage the SA-2's spoon rests were off but i knew they had TV cameras and it was daytime so i decided to have them probe them to see if they spotted my planes and engaged them. They did at about 11nm...all i had my planes do was hit the deck and the missiles lost track. My plan then was to get both my jammers airborne with their single HARMs, get their HARMs within range and bait the SA-2s into shooting my recon planes so their Fan Song FCR's are activated to guide their missiles, and then have my jammers fire HARMs so they would target the Fan Song. The northern SA-2 was successfully suppressed, the HARM actually destroyed its Spoon Rest, Fan Song, 1 Sa-7 section and 2 Sa-2 launchers. However the HARM that targeted the Southern SA-2 malfunctioned so no harm done to that (sorry for the pun). This pushed back the time i wanted my raid to go in because i wanted both SA-2's suppressed using only my jammers' HARMs so that i had all other a/c with their weapons concentrated on the AB targets and neutralizing its mobile SAM and AAA threat. So then i ordered all a/c to RTB and would have to wait 6 hours for my jammer a/c to be ready to go again. Preying at least one HARM wouldnt malfunction so it would destroy the Fan Song of the one remaining SA-2.

Once ready off they went again both jammers and this time just the single recon plane. The first HARM fired did the job on the Southern SA-2 so now i had the safety net of high altitude over the AB....but i didnt even end up using it. I then had both jammers turn on their jammers whilst one was positioned about 12nm East of the AB and the other 12nm North of it whilst i had my recon plane go in at 20k feet to find which parking space was taken up by Migs and to locate and ID any mobile SAMs/AAA. As i already mentioned almost straight away near the AB my recon plane descended to 20k feet, managed to evade/spoof 3 SA-8 missiles before getting splashed but before it did, it managed to ID the SA-8 that engaged it, as well as ID another SAM and a AAA battery along with two others classed only as "mobile". So at this point i know theres' at least one SA-8 possibly another and at least one AAA battery. Without thinking too much i presumed the AAA would be KS-19's or something like that, i never considered for a second they'd be Shilkas.

Enough details...the targets i wanted to hit were the Runways and access points with GBU-24 penetrators, the 5 hangars with SLAM and Skippers, the large tarmac spaces that had 3 Migs parked on each to be targeted with Snakeeyes and the two smaller tarmac spaces housing 2 Migs targeted with CBU-59. For the enemy AD i wanted SAMs targeted by Mavericks and AAA targeted by CBU-59 (little did i know they were Shilkas at the time).

Heres' my end losses and expenditures:

SIDE: Blue
===========================================================

LOSSES:
-------------------------------
2x A-6E Intruder
4x F/A-18C Hornet
1x F-14B Tomcat


EXPENDITURES:
------------------
9x 20mm/85 M61A1 Vulcan Burst [100 rnds]
3x AGM-123A Skipper II
4x AGM-65F Maverick IR
8x AGM-84E SLAM
4x AGM-88C HARM
6x CBU-59/B APAM [717 x BLU-77/B Dual-Purpose Bomblets]
12x GBU-24B/B Paveway III LGB [BLU-109A/B]
8x Generic Chaff Salvo [5x Cartridges]
112x Mk82 500lb Snakeeye



SIDE: Red
===========================================================

LOSSES:
-------------------------------
3x 23mm ZSU-23-4 Shilka
3x A/C Hangar (2x Medium Aircraft)
2x A/C Hangar (2x Small Aircraft)
1x AvGas (75k Liter Tank)
21x MiG-23MLD Flogger K
2x Radar (Big Back [5N69])
2x SA-2f Guideline Mod 1 Single Rail
1x SA-7a Grail [9K32 Strela-2] MANPADS
2x SA-8b Gecko Mod-0 [9A33BM2] TELAR
2x Vehicle (Fan Song F [RSNA-75M])
2x Vehicle (Spoon Rest C [P-12])


EXPENDITURES:
------------------
99x 23mm ZSU-23-4 Shilka Burst [50 rnds]
22x SA-2f Guideline Mod 1 [S-75M2 Volkhov, 5YA23 / V-759]
15x SA-8b Gecko Mod-0 [9M33M2]


So as you can see in total 7 a/c lost, 6 of those lost in the actual raid and this was down to one silly oversight in that i should have changed those a/c dropping ordinance at say 20,800 feet instead of 400 ft AGL. Those downed were two Intruders with Snakeeyes and four Hornets two of which had the HARMs and CBU's and two with just CBU's. All i had to do was alter their ingress and IP altitudes so they were above the SA-8's range. They would have been less accurate and might not have destroyed all the air defences but i'm sure with each Intruder packing 28 Snakeeyes even at over 20k feet they would have still hit the Migs in those parking spaces.

In terms of success with objectives hit it was almost a complete success except for one large tarmac space housing 3 Migs. The Intruder tasked with striking that was shot down before it could release its bombs. Other than that, 21 of 24 Migs all destroyed almost the entire regiment with both runways and access points having 99.9% damage with fires. Good result in terms of targets struck but losses too heavy especially when they could easily have been avoided.

Thoughts anyone? oh and it seemed like my jammers were useless but never mind.




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Post #: 98
RE: Strike Tutorials - testing - 10/2/2017 4:06:14 AM   
cns180784

 

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Just did #6. Lost one J-16 but destroyed all AD units (except for the ones positioned along the highway, didnt detect them but didnt attack through there anyway) as well as putting the runways out of action. Destroyed both terminal buildings, control tower, tarmac spaces with Typhoons parked on them (whole squadron wiped out) and the ammo pad. I lost a J-16 as i wanted it to drop some glide bombs on the Sa-10 and it needed to get upto 10,000 ft AGL- it didnt get to release the bombs due to going defensive and it didnt pop back down in time. Lesson learned but the whole sa-10 battalion was wiped out in the end at least. I enjoyed these, thanks for making them.

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Post #: 99
RE: Strike Tutorials - testing - 10/2/2017 9:53:48 AM   
Gunner98

 

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Glad you enjoyed them. Am thinking that your run through of scenario 5 was not with the latest version as I've swapped out the SA-8 for a less capable SA-6.

The trick about the jammers is you don't know when they are effective, never rely on them alone.

Am glad they are helpful.

B



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Post #: 100
RE: Strike Tutorials - testing - 10/2/2017 11:19:35 PM   
cns180784

 

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quote:

ORIGINAL: Gunner98

Glad you enjoyed them. Am thinking that your run through of scenario 5 was not with the latest version as I've swapped out the SA-8 for a less capable SA-6.

The trick about the jammers is you don't know when they are effective, never rely on them alone.

Am glad they are helpful.

B




True about the jammers you cant rely on them. I'll do some testing to see how effective they are.

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Post #: 101
RE: Strike Tutorials - testing - 11/5/2017 4:00:07 PM   
ltsmash

 

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quote:

ORIGINAL: Gunner98

OK Guys here is the final. I'll put them on the main page as well.

There is a campaign file but I still haven't got to the bottom of the Error Reg discovered earlier. Will put that to the Dev's, they may have a quick solution.

Thanks for your help and advice testing these.

B


Gunner, the campaign file in this post is looking for the wrong versions of each scenario. It needs to be updated for V1.3 of Tutorials #1, 2 and 3, and V1.2 of Tutorials #4 and 5. Tutorial #6 was correct. I've attached a corrected .campaign file for reference. Thanks for pulling this together. Great job.

Attachment (1)

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Post #: 102
RE: Strike Tutorials - testing - 11/5/2017 11:47:28 PM   
Moltke71


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Gunner,

Excellent job!

_____________________________

Jim Cobb

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Post #: 103
RE: Strike Tutorials - testing - 11/7/2017 7:02:35 AM   
Phoenix100

 

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I just discovered these tutorials. They are superb. They should be stickied somewhere (maybe they already are). Fantastic introduction. Learning loads from them. They are what I have been missing since I bought this game and tried so many times to learn it (I bought on day 1.....) Must have taken a lot of hard work. Many thanks, Gunner98. Great job.

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Post #: 104
RE: Strike Tutorials - testing - 11/7/2017 2:21:50 PM   
Moltke71


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+1

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Jim Cobb

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Post #: 105
RE: Strike Tutorials - testing - 11/8/2017 4:20:10 AM   
Gunner98

 

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Thanks guys. I think the Dev's said they would be bundled with a game release at some point. Am currently away from the game and have limited communications so cannot verify.

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Post #: 106
RE: Strike Tutorials - testing - 11/12/2017 1:17:08 PM   
mikkey


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Gunner88, thanks for the excellent tutorials!
When I play it as a campaign I noticed that in the first scenario there is not "Target Destroyed" event "Repeatable," so after the first destroyed target, this event is inactive and it is not possible to achieve the pass score required to proceed to the next scenario. Just set this event as repeatable and everything will be okay. Thanks.




Attachment (1)

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Post #: 107
RE: Strike Tutorials - testing - 11/29/2017 9:05:45 PM   
mikkey


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Also the fifth scenario do not include scoring and it is not possible to move to the last scenario in the campaign. Thanks.

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Post #: 108
RE: Strike Tutorials - testing - 3/5/2018 6:52:06 AM   
Reg


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quote:

ORIGINAL: Reg

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......

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>




Hi Gunner,

I was going to ask whether you solved the problem above.

Unfortunately it seems to still be there.
Tutorial campaign finishing scenario #4 leads to scenario #4 again



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Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!

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Post #: 109
RE: Strike Tutorials - testing - 3/5/2018 7:21:04 AM   
Dimitris

 

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Thanks for the heads up! Fixed for the next update release.

_____________________________


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Post #: 110
RE: Strike Tutorials - testing - 3/6/2018 9:55:36 AM   
Reg


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Hi Dimitris,

Just a minor thing but you might like to consider updating the campaign Description and Ending Text in the campaign file in the next release as the intro wasn't displaying properly for me and was showing all the html codes.

Thanks a million,

< Message edited by Reg -- 3/6/2018 9:58:16 AM >


_____________________________

Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!

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Post #: 111
RE: Strike Tutorials - testing - 3/30/2018 8:49:06 AM   
polo199

 

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A big thanks to Gunner for this campaign. Even if it is a tutorial, it was great playing and very interesting. It also gives a very good basis for planning AG strikes and handling Air ops. Big props for having the player use different platforms from different forces.

A couple of minor remarks about the whole campaign:
- mission 5 : I found it quite hard. Not because of the opposition but because I got a very hard time reaching 100 points. Even once all opposition was wiped out. Might be better reducing needed points to 70 or 80 but substract points for downed planes on the player's side. It would make more sense according to me.
- mission 6 : even after having bombed a big part of the enemy air base, I got no point at all and no end of campaign popup (IIRC). I wasn't sure whether I was doing anything wrong.

Thanks a lot for this one. I'm neither a newbie nor a power user and I found it really instructive and quite fun to play. I suggest any new player to play this one through.

(in reply to Reg)
Post #: 112
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