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MP Mission: Operation Hacienda


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http://www.digitalcombatsimulator.com/en/files/173106/

 

VERSION 2.1 POSTED 24-APR-13

(changes to mission in bold)

- 6 player co-op

- live AFAC slots

- extensive voice over and radio calls (sample:

)

- about 3.0 hours to complete

- many thanks to my friends at the 1st VFW for help with the voiceovers! :thumbup:

- suggest do not fly this as a two ship, minimum four ship, six preferred!

- maps below are provided in PDF format (higher res) in .zip download

- V2 ramp start at Batumi

- V2 mission, convoy is sped up, reducing mission time a little

- V2 various small tweaks, fixes

 

OPERATION HACIENDA

 

Georgia is in turmoil. Over the past 72 hours, South Ossetian separatists have seized control of Tbilisi and are now operating with near impunity in and around the capital. The Georgian government is in shambles. With the capital engrossed in lawlessness and violence, civilians are fleeing in droves.

 

Without sufficient warning, US Embassy personal were unable to escape Georgia prior to South Ossetian forces seizing control of both the local airports and roadways. As of 1600 hours, the resident USMC unit, callsign GRAPPLER 11, had barricaded the embassy compound and were actively defending against an onslaught of separatist attacks. These attacks are believed to be deliberate actions by rouge separatist factions unconcerned with bringing the United States into the fray.

 

The embassy Marines are relatively lightly equipped with a few Stryker ICV/ATGM and armored HUMVEES, with limited anti-tank and anti-air capability. They can only be expected to hold out a few more hours against the increasingly organized efforts against them. A convoy of these armored vehicles is being organized to transport the all personnel from the embassy to the Tbilisi-Lochini airport as soon as a transport can safely land.

 

A C-130 out of Incirlik, callsign PONTIAC, is inbound to extract these personnel once the airfield is secured. Supporting roles will be provided by A-10's (CAS), F-16's (SEAD) from 31st FW Aviano, and a KC-135 from Incirlik.

 

Latest intel reports an SA-8 battery digging in near Tbilisi-Lochini airport, as well as numerous ZSU-24-4, mobile ZU-23 and at least one SA-19s setting up in and around the city. An Ossetian SA-9 is reported to be operating in the northern part of the city. MANPADS units are also available to separatist forces and may be deployed. Enemy air assets are expected to limited to helos. Anticipate highest anti-air threat axis' from the north and/or near the airports.

 

Additional intel will be provided as it becomes available by Airborne Battlefield Command and Control Center (ABCCC), EC-130E callsign CYLON 41.

 

SEAD:

DALLAS 2 (4x F16d) will be tasked with elimination of the SA-8 battery near Tbilisi-Lochini and any other SAM threats identified.

 

AAR:

2 KC-135s will be available:

 

ARCO 7 (275.300, 60X) at tanker track POSEIDON (south of Khashuri)

 

SHELL 3(305.225, 47X) at tanker track ARES (located 30mi south of Tbilisi)

 

ARCO/POSEIDON will only be available until 1930 hours. If air refuel is required mid-mission, stagger trips to SHELL/ARES to ensure A-10s are over target and providing CAS at all times.

 

ROE: Engage any direct enemy ground or air threats to the embassy/USMC personnel or to the mission. IF ITS ADVANCING ON THE EMBASSY, ENGAGE AND DESTROY. Given the high volume of potential threats in the area, ordinance management will be critical. If it is not a direct/immediate threat to the embassy, convoy/route, or extraction flight at the airfield, continue to monitor but do not engage.

 

A-10 Flight Tasks:

 

1) Refuel w/ARCO 71 at tanker track POSEIDON.

 

2) Coordinate with GRAPPLER 11(USMC) to support defense of embassy compound.

 

3) Clear any remaining AAA or ground threats near Tbilisi-Lochini airfield.

 

3) Provide CAS for GRAPPLER 11 during convoy transport of embassy personnel from ALAMO to HACIENDA.

 

4) Upon safe egress of embassy personnel, escort Pontiac 11 to Turkish Border. Land back at Batumi.

 

All flight plans include AR tracks, Anchor/Hold positions, IPs, Alamo, Checkpoints (CP) Alpha to Delta along the convoy route, and Hacienda.

 

MISTY 4......2x A-10C (AFAC)

HAWG 5......2x A-10C (CAS)

TUSK 8------- 2x A-10C (CAS)

DALLAS 2--- 2x F-16d (SEAD)

CYLON 41....EC-130E (ABCCC)

FOCUS 11....E-3A (AWACS) (333.225)

ARCO 71.....KC-135 (275.300, 60Y)

SHELL 31....KC-135 (305.225, 47Y)

PONTIAC 11...C-130 (TRANSPORT)

GRAPPLER 11...USMC Units, US Embassy

 

Additional radio callsigns:

ALAMO = US embassy compound

HACIENDA = Tbilisi-Lochini (International) airport

 

A-10C LOADOUTS:

2x AGM-65G

4x GBU-12

7x M151 HE Rockets (8xLUU-2/MISTY)

ALQ-131

AN/AAQ-28 LITENING POD

1150 CM

 

Radios:

Package Comms/AWACS = 333.225 UHF

MISTY 4 Flight Comms = 31.900 FM

HAWG 5 Flight Comms = 75.500 FM

TUSK 8 Flight Comms = 66.600

ARCO 71 = 275.300 AM

SHELL 51 = 305.225 AM

 

 

-------------

Mission by Joyride 476th vFG (aka deephouse)

 

OPHAC-AOMAPv3-1.jpg

 

 

OPHAC-INTEL.jpg

 

 

OPHAC-TACMAP.jpg


Edited by Joyride
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That looks promising and a realistic scenario for immersion. Good we do not have Spangdahlem in the DCS world, flying all the way would be a little too realistic, even for my tast... ;)

 

I am just about to get into the A-10C and still struggeling with the basics. Anyhow, I am looking for more missions of this type, so thank you in advance. :thumbup:

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Thanks, guys.

 

As for the flight from Spangdahlem, just run this after sitting in your office chair all day to simulate the 5+ hour flight time that would have been incurred by the time this mission starts. No getting up to stretch, though. ;-)

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  • 3 weeks later...

Great mission. Ran it with 3 in MP and convoy survived until just before BRAVO. We were orbiting and slowly clearing ahead of them when suddenly they were all destroyed. No radio calls warning us they were under attack and no sign of enemy vehicles. Maybe it was a sneaky Hind or something but heck it was all over so fast. Will run this one again when my real life Roster permits, once again great effort Joyride.

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Mission is bugged I'm afraid. Second time in a row the convoy is destroyed at the very end of the mission.

 

I however was observing and keeping an eye on the convoy, and at no time did the convoy ever get under attack.

 

Smoke sometimes does not get popped over targets that he calls out saying he will pop smoke, like for example near the end when the 2nd convoy is leaving (the same convoy that apparently dies though it doesnt) he calls out a shilka somewhere in la la land south of bridge, even though that shilka was really north of the bridge, and said he would pop smoke to mark, but nothing ever happened. TGP wont pick up some of those targets (like the afformentioned shilka) due to the ground signature being the same as the unit signature. ****er peppered my right wing quite severely trying to go low and get him to shoot at me to spot him.

 

I additionally had constant complaints from myself and others about the lack of armaments to deal with the LARGE enemy force that just keeps on coming, with no way of dealing with them and no airbase to divert to. Thankfully the TOW humvees can hold their own.

 

Cannot dive below 12K due to the hidden AA all over town therefore cannot use guns. We somehow managed it, but every now and then it got ridiculous... danger close situations that needed killing ASAP with nothing left to kill it with but guns, so running in, and then out of nowhere, dodged 4 AA's that came from the 5th dimension.

 

 

The sad part is, we love it.

 

 

But it could be a little bit more balanced if there was perhaps a way of outlining where the AA is. Or perhaps giving JTAC a laze pointer and having him spot out some things more clearly than the call he once gave us "Spotted man pads about... mmmm.... 8 thousand meters somewhere that way.."

 

Everybody in the flight just looked at each other going... O_o .... "Are you serious? What the heck did the F16's do then?"

 

Lol, either way, dont think I am being too over critical, we all really really liked your mission and find it challenging but it is a bit too ridiculous in certain areas and might need tweaking, hopefully something to consider fixing.

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No problem with the mission since you adjust your tactics according to the threat.

 

We found the manpads that we were given the grid for, we baited and destroyed all of the AAA and SAMs up to CP Charlie. All was going well then having taken our eyes off the convoy for a mere 30 seconds it was destroyed. There were no 'contact' calls from Badger and when I flew over no apparent enemy. Hence my assumption that a Hind or SU25 snook in and took em all out in one pass.

 

Some you win, some you lose. It was just a little frustrating to lose the convoy without any TIC calls being made which would be the situation if it happened for real. For a mission with such a large realism factor to it, it was a little disappointing. Other than that its a great mission as usual by Joyride.

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Mission is bugged I'm afraid. Second time in a row the convoy is destroyed at the very end of the mission.

 

I however was observing and keeping an eye on the convoy, and at no time did the convoy ever get under attack.

 

Smoke sometimes does not get popped over targets that he calls out saying he will pop smoke, like for example near the end when the 2nd convoy is leaving (the same convoy that apparently dies though it doesnt) he calls out a shilka somewhere in la la land south of bridge, even though that shilka was really north of the bridge, and said he would pop smoke to mark, but nothing ever happened. TGP wont pick up some of those targets (like the afformentioned shilka) due to the ground signature being the same as the unit signature. ****er peppered my right wing quite severely trying to go low and get him to shoot at me to spot him.

 

I additionally had constant complaints from myself and others about the lack of armaments to deal with the LARGE enemy force that just keeps on coming, with no way of dealing with them and no airbase to divert to. Thankfully the TOW humvees can hold their own.

 

Cannot dive below 12K due to the hidden AA all over town therefore cannot use guns. We somehow managed it, but every now and then it got ridiculous... danger close situations that needed killing ASAP with nothing left to kill it with but guns, so running in, and then out of nowhere, dodged 4 AA's that came from the 5th dimension.

 

 

The sad part is, we love it.

 

 

But it could be a little bit more balanced if there was perhaps a way of outlining where the AA is. Or perhaps giving JTAC a laze pointer and having him spot out some things more clearly than the call he once gave us "Spotted man pads about... mmmm.... 8 thousand meters somewhere that way.."

 

Everybody in the flight just looked at each other going... O_o .... "Are you serious? What the heck did the F16's do then?"

 

Lol, either way, dont think I am being too over critical, we all really really liked your mission and find it challenging but it is a bit too ridiculous in certain areas and might need tweaking, hopefully something to consider fixing.

 

Appreciate the feedback, Ralfi & Druid.

 

Flown it a few times with the guys from the 1st VFW and didn't have the convoy or smoke issues but will investigate - but to help me Ralfi, what do mean by the "2nd convoy"? There is only one that leaves the embassy compound so a little confused.

 

There are no triggers for the convoy to die, so would have to have been something that took them out. Flew it once and two BRDMs sliced the HUMVEES near DELTA shockingly fast. Frustrating, but we should have cleared them, they were in the open. Tacview really helps to figure out exactly what happened - any chance you guys can see what got the convoy?

 

The fact that the embassy attacks are randomized make it play out quite different each time. Depending on the strength of the attack and the effectiveness of the A-10s clearing them, the convoy could lose some Humvees before it even leaves the compound. Once, it left the compound without any TOW Humvees, only 3x .50 cals. That was a rough one (might have been the one where the BRDMs got the better of them). If they've got TOWs left, they can usually defend themselves pretty well.

 

Per Druids comments as well (thanks!), might remove the "unannounced" units or add calls for all of them (or reduce their potential effectiveness in sniping the convoy), as well as make a few more tweaks. We're flying it again tomorrow with the 476th and I will make an update following that, based on anything else I find that needs tweaking.

 

The first time we flew it as an ATO (with the 1st VFW), surprising to me...half the guys still had some mavericks plus other a handful of other ordinance, yet all threats destroyed and complete mission success! So, while it is undoubtedly difficult, it can be done - and quite effectively. I created this mission with the online squads in mind, and the skill level I've seen in them - so, while I realize ordinance management is critical (and thus emphasized in the brief and the ROEs), not sure I want to thin it out too much. The version we are flying tomorrow with the 476th actually has bumped up threats/AAA, even though most of them haven't flown it yet. It's hard to accommodate everyone.

 

You can absolutely dive below 12k and use guns. ZU-23s and Shilkas are very easy to kill from outside their range with the GAU and proper delivery/teamwork (and with very few rounds spent), no sympathy there. :smilewink:

"Everybody in the flight just looked at each other going... O_o .... "Are you serious? What the heck did the F16's do then?""

 

F-16 SEAD takes out the radar-based SA-19 and SA-8 batteries. Short-range IR SAMs, particularly MANPADs and say an SA-9 that is tucked away, are not typically (probably never in the case of MANPADs) going to get taken out by SEAD. How would the F-16s know they are there without a RADAR sig and why would those units announced themselves? A-10s in Kosovo and Iraq were constantly under the threat of MANPADs - and you can be quite effective at evading and destroying them with a little teamwork in DCS. That being said, the major MANPAD threat in this mission gets a call with it (short of giving you the exact coordinates...where's the fun in that?), so it shouldn't be an overbearing constraint.

 

The rooftop of the embassy is littered with US Forces. One guy has a spotting scope/sniper rifle. Sees MANPADs on a high rooftop across the City but out of range. Calls ABCCCC to alert the flights, and the A-10s get the call from ABCCCC. That was the idea behind that call.

 

Thanks again for the feedback. I am sure there will be some changes coming, so will roll in these comments! :thumbup:

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Great mission. Ran it with 3 in MP and convoy survived until just before BRAVO.

 

I have a sneaking suspicion that the problem was the number of airframes available at the AO. Too much workload for too few planes.

 

I however was observing and keeping an eye on the convoy, and at no time did the convoy ever get under attack.

 

We were guilty today of flying with three airframes as well. There a few randoms that joined your server, not many of them got to landfall before quitting the server. If they had made it to the AO and been on TS, I believe that the result would have been different.

 

There should have been more planes in the air and always at least one over the AO at all times. Wasted about 10-15 minutes just tanking with Shell (humming the muppets) after Arco disappeared.

 

Redfish

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AEF 161 Squadron CO ~~~ My YouTube Channel ~~~ "We struck down evil with the mighty sword of teamwork and the hammer of not bickering." The Shoveller ... Mystery Men

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Yeah, that damn air to air refueling is ridicolous with multiple flights.

 

 

But joyride, as far as convoy goes, there is one small convoy of vehicles that moves north and stops at a village compound at the very beginning of the mission, and they call out from embassy saying, hey theres a convoy moving we cant support them, then there is a second convoy that rolls through at the end of the mission much further past the town.

 

They apparently get attacked by ninjas, because all vehicles were accounted for and I kept my eye on it.

 

 

As for the threats, I couldnt care less about the AAA and what not, its the AA thats bothersome.

 

At some point we got pinged by an OSA too, that took us by surprise, think he got towed though. The grids that they embassy guys give are correspondant to the map in F10?

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AHHHH, ok, your talking about the civy convoys? Sounds like that's it. I need to be more clear that protecting the civi's isn't a mission priority...that is only there for effect. It's simply the protection of the embassy/military convoy that is the priority.

 

Will update to make that clear...much of it is unnecessary, so can remove it altogether. Thanks sir.

 

No, the grids correspond to the tactical map included with the PDF file in the mission download. A way to break up the city into more precise areas -though honestly I think it's just easy to hear "3000 m south" and scan with Mark 1 eyeball.

 

As far as the SA-8s, yep, there's some up north out of the immediate A/O. Up to the flight commander to decide whether they are priority or not, but personally I'd leave 'em. ;-)

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Yeah, that damn air to air refueling is ridicolous with multiple flights.

 

How so? I (and everyone else in the 476th) hit tankers as part of multi flight packages all the time without issues.

 

As for the threats, I couldnt care less about the AAA and what not, its the AA thats bothersome.

 

What do you mean by AA?

 

The grids that they embassy guys give are correspondant to the map in F10?

 

Did you read the briefing? And look at the map that comes with it?

 

Spoiler

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How so? I (and everyone else in the 476th) hit tankers as part of multi flight packages all the time without issues.

 

Just to comment on the A2A refueling... There is occasionally a bug where the tanker will get stuck communicating with just one pilot. It typically occurs after one pilot tanks up and I'm not 100% sure what causes it, only that it has happened to me a few times.

 

An example of what occurs is:

Hawg 11 completes refueling and checks out with tanker.

 

Hawg 21: Texaco, I need fuel

Texaco: Hawg 11, proceed to pre-contact...

 

For the Hawg 11 player their comm menu behaves like they contacted the tanker even though they didn't, so they have options to do pre-contact and abort.

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Did you read the briefing? And look at the map that comes with it?

 

Interesting point I noticed with the changes Joyride did to the Hacienda mission. The prior missions: Darial Gorge, FOB Vetka, Gridiron & Standby CSAR all had the PDF's/JPEG maps embedded into the mission so that they were visible via 'Left ALT-B' in game. On the Hacienda one the maps are a separate PDF in the download ZIP file and NOT viewable via 'Left ALT-B' in game. Smart idea Joyride to keep the mission file size down. I went back through and re-saved the all the maps files down to 20%-30% of their original file size just using irfan view and stuffed them back into the miz file. Much faster loading time for clients.

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Ya redfish, thats exactly why I didn't include the maps within the file. With all the sound files in this one it file size was a concern. Also, given the grids on the city map, I figure people would want to print that one out rather than have to escape out to the mission brief every time Grappler throws out a grid :-). That map is so detailed that anything less than hi res makes it really tough to pic out features of the city as well as the convoy route.

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Yeah the map is not included, and alt tabbing out makes my game crash, I noticed the map is there on my desktop but its not going to help.

 

 

Also, yes, the Tanker is an issue. I have yet to play where the tanker is not stuck on the same refueling guy. I mentioned it on the dcs question thread, and everybody else agrees thus far. So there is a 5-10 minute buffer zone where pilots are trying to get in touch with the tanker and can't.

 

 

AA are missiles, shoulder fired, SAMs etc. AAA are like zeuses and shilkas, those we can deal with easily.

 

 

 

PS: Is that military convoy supposed to be going to the airport?

I checked it's route and it goes up north west, nowhere near HACIENDA.


Edited by ralfidude
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Yeah the map is not included, and alt tabbing out makes my game crash, I noticed the map is there on my desktop but its not going to help.

 

That's what a printer is for. The map would be totally useless in the in sim briefing screen anyway as it'd be too small and the res too low.

 

 

Also, yes, the Tanker is an issue. I have yet to play where the tanker is not stuck on the same refueling guy. I mentioned it on the dcs question thread, and everybody else agrees thus far. So there is a 5-10 minute buffer zone where pilots are trying to get in touch with the tanker and can't.

 

No issues at all with tankers when we fly the mission. In fact we are debriefing our most recent run at it, no issues encountered.

 

AA are missiles, shoulder fired, SAMs etc. AAA are like zeuses and shilkas, those we can deal with easily.

 

No, AA is air to air. SAM, SHORAD, MANPADS are the terms for the other threats you mentioned.

 

Again, having just flown the mission I didn't find any of the ground threats to even be a factor, let alone a credible threat.

 

 

PS: Is that military convoy supposed to be going to the airport?

I checked it's route and it goes up north west, nowhere near HACIENDA.

 

Goes right where it should.

 

I'll be honest ralfidude, I really don't see any of the difficulties you keep mentioning. I can only think that perhaps the skill level and coordination of you and guys you're flying the mission with aren't up to the standard required for this sort of mission. Remember this mission (and all of Joyride's missions) is very much geared towards squads/vFWs, not casual players.

 

Spoiler

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Sorry Eddie, but I disagree.

 

I can show you screenies of everything happening that shouldnt be.

 

Also based on the refueling, other people agreed having the same issue, so it's not a myth.

 

Skill level wise, we are quite good, there is no denying that, not the best at it granted, but damn good.

 

Perhaps the mission is broken depending on what you do, but I am not making any of it up.

 

We will try and have someone else host it, and have another go at it, however if the convoy takes the northern road again I will screen shot it. Last time they wanted to go across the river and stop a few thousand meters north west of grid AA, before getting killed without getting killed. Il report back on our fourth run in on it.

 

 

PS: Between AA and AAA, we call it out between ourselves 'AA' for Anti Aircraft meaning missiles, and we call out all other threats as 'AAA' "Anti aircraft artillery", it's just our way of communicating so it's easier to understand when timing is short, may not be correct, but it has never been confused by anybody else thus far.


Edited by ralfidude
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