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HAVE ARMCHAIR - NTTR Mission for the Tomcat, Viper or Hornet by SEDLO


Sedlo

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HAVE ARMCHAIR - VIPER: https://www.digitalcombatsimulator.c...files/3313261/

 

HAVE ARMCHAIR - HORNET: https://www.digitalcombatsimulator.c...files/3313262/

 

HAVE ARMCHAIR - TOMCAT: https://www.digitalcombatsimulator.c...files/3313260/

 

 

OVERVIEW

 

S/NFD) The HAVE ARMCHAIR series of evaluations is designed to investigate the tactical capabilities of the Russian MiG-29A aircraft, the new R-60 Infra-Red Air to Air Missile and the upgraded Russian helmet mounted display when used against front line USAF and USN fighter aircraft.

 

Results of the performance and flight test evaluations, system and subsystem characteristics, design features and technical information acquired from the exploitation will be presented in a future FTD technical manual and disseminated to the USAF Weapons School and USN Fighter Weapons School for incorporation into front line training and tactics.

 

 

TEST ENVIROMENT AND OVERVIEW OF PROCEDURES

 

1. (S-NFD) Offensive and defensive tactical capabilities of the MiG-29A will be assessed during air combat maneuvering with selected tactical US aircraft. Basic fighter maneuvers used and described in AFM 3-1.

2. Both aircraft will depart the test site and proceed north west to the test ranges. The flights will be monitored and recorded by BLUEBIRD.

3. Flight test 1 will consist of four (4) head to head engagements over RANGE 74A, 74B, 74C, 75E and R-4807B.

4. Flight test 1 will also consist of neutral fight set ups only – Both test aircraft will approach each other in a neutral, head to head pass. No simulated weapon release will occur prior to the merge.

5. Since the goal of the mission is to evaluate both the R-60 seeker head performance, as well as the Russian helmet mounted sight, all simulated weapon employment will be IR missile and gun only.

 

 

EXPANDED OVERVIEW OF PROCEDURES

 

 

TAXI AND TAKEOFF

 

1. After engine start, flight will check in on VICTOR 16.

2. Flight will taxi to runway 14 via taxiway CHARLIE

3. Approaching runway 14, flight will switch to tower frequency

4. On departure, the flight will commence a right turn towards waypoint 1 and contact BLUEBIRD on UHF preset 10.

 

 

ENTERING MISSION AREA

 

1. The flight will proceed towards waypoint 1 (REGEN EAST), at which point, SOUND 1 will break off and head to waypoint 2 (REGEN WEST), while SOUND 2 will orbit waypoint 1 and await the fight’s on call fr om SOUND 1.

 

 

THE TEST MISSION

 

1. At the fight’s on call, both aircraft will turn in and merge over the KAWICH VALLEY. There will be no simulated shots until the merge. (DESIGNER’S NOTE: The mission requires the 2 aircraft to pass within 6000ft of each other. Failure to obtain this distance or less at the merge may break the triggers on the mission)

2. Once at the merge, both aircraft are free to maneuver as required to obtain a valid IR missile shot or guns shot. (DESIGNER’S NOTE: Make sure you have your master arm on and actually fire your missile or gun. The enemy is set to invulnerable, so your shot will not shoot it down)

3. If a missile or gun kill is registered, there will be a “KNOCK IT OFF” call, at which point, both aircraft will return to their respective hold points (Player returns and orbits waypoint 1 (REGEN EAST).

4. Once the player is established in an orbit within 1 nautical mile of waypoint 1, AND the AI MiG has returned over waypoint 2, the next fight will commence.

5. At the end of four (4) engagements, both aircraft will rejoin and proceed back to land at HOMEPLATE.

 

 

MISSION DESIGNER’S NOTES

 

HAVE DRILL and HAVE DOUGHNUT was a program in the late 1960’s in which the United States obtained Soviet built MiGs and flew test missions with them from the Groom Lake test site. The goal was to explore the capabilities of the Soviet jets, and to develop tactics and procedures to counter them effectively in combat.

(see https://en.wikipedia.org/wiki/HAVE_DRILL or https://en.wikipedia.org/wiki/Have_Doughnut for background information)

 

There are three versions of this mission, once having the player aircraft at the F-16C Viper, one with the F/A-18C module and the third the Heatblur F-14 module. Both versions work identically. NOTE: When referencing radios, UHF (Uniform) radio refers to COMM1 and VHF (Victor) refers to COMM2.

 

My goal in making this mission was to imagine a HAVE DOUGHNUT type program, but using modern Russian and American jets. While I’m sure there have been actual programs that evaluated more modern Russian aircraft at Groom Lake, these efforts remain classified to this day. However, there have been several photographs of Russian built aircraft over the deserts of Nevada in modern times, as you can find here: https://www.lazygranch.com/groom_lake_birds.html.

 

Below is a list of things you will need to know and/or perform in order for this mission to work successfully.

 

COMMUNICATIONS / RADIOS

 

I’ve tried to make this mission feature realistic communication calls and procedures. To that end, realistic comms forced on in this mission, and it will require you to tune your specific radios to specific channels or frequencies as required.

 

For example, at the mission start, once your engine is running you will be prompted to contact your flight lead on VHF channel 16. You will need to switch your COMM2 radio to preset 16, and once you do, the next radio call will play.

 

Each time you are required to change your radio channel, a text box will be visible in the top right of the screen. This message will remain on screen until you tune the correct radio to the correct channel/frequency. Once you do, the next voice over / radio transmission will play and the mission will continue.

 

Do not forget to MONITOR GUARD!

 

 

FLYING THE MISSION

 

You are flying as the number 2 in a flight which consists of your lead, SOUND 1 (Russian Jet). Your callsign is SOUND 2.

 

Once you check in with your lead on the ground, you will be prompted to switch your UHF radio to GROUND. Once that happens, you lead aircraft will start its engines and taxi out about 40 seconds later. Your lead aircraft will taxi fairly quickly to runway 14, so make sure to keep up.

 

Approaching the runway, you will be prompted to switch to tower frequency. Make sure you do this prior to lead taking the runway.

 

As your flight lead takes position on the runway, you should do the same. Try for a formation takeoff if you’d like, otherwise follow your lead’s takeoff roll as soon as possible.

 

Once airborne, maintain formation with your leader. They will lead you to waypoint 1 (REGEN EAST), wh ere you will orbit, awaiting your flight lead to reach waypoint 2 (REGEN WEST).

 

One your lead is at REGEN WEST AND you are overhead waypoint 1 (REGEN EAST) the fight will commence.

 

Do not shoot until both aircraft arrive at the merge. You must pass within 6000ft of each other before the fight starts. Failure to get within 6000ft of the opponent will break the mission, so make sure you pass close.

Once you merge, you are clear to fight the opponent. You will actually fire your AIM-9 or gun, but any fire will not damage any aircraft (it’s simulated, after all). The script is developed by one posted by GRIMES in the Eagle Dynamics Forums: https://forums.eagle.ru/forum/englis...42#post3579442

 

Once a hit is registered on any aircraft, there will be a knock it off call and both aircraft will return to their respective REGEN points, SOUND 1 to waypoint 2, SOUND 2 (player) to waypoint 1.

 

You will fight a total of four (4) fights and then return to base.

 

On approach to runway 14, you will the overhead break and land.

 

One last thing: There are elements of randomization incorporated into this mission. Be prepared to deviate from the flight plan as necessary.

 

ENJOY!

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Hi Sedlo,

 

I've just flown this mission. As always, great job! If I may, just some suggestions (these are not criticisms as I still think you make some of the most realistic content in general).

 

1. Would be good to use the MiG-29A that has an older livery without "VVS ROSSII" (in Russian) on the tail as these markings are only from around the last 8-10y or so (minor point)

 

2. Might be good to have the fight at higher alt as you are fairly close to the mountains and in real life I guess there would be a hard deck below which you can't fly. 7000ft maybe?? The fight starts at 10000ft.

 

3. Would have been good to add a little more activity around the base. Perhaps a couple of flights coming in or out. A few interesting static aircraft (I put an F-117 in between 2 hangars just for some cool immersion). I felt like the base and the surrounding area was a little empty. I guess Groom Lake is not always bustling with activity in real life so this is not too big a deal but could make it a bit more interesting.

 

4. This is really nit-picking but for some reason SOUND 1's voice seems like he is in an echo'y room rather than an oxygen mask. I think generally your characters make a decent impression of speaking into an oxygen mask/ mic, SOUND 1 felt like he was about 2 feet away from the mic in an echo'y room. lol. Again, please don't take it the wrong way. I only mention because the rest of the comms are so real feeling for the most part :)

 

But otherwise, it was cool. Interesting plot twist with the ejection in the end!

 

 

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Hey CommandT, thanks for flying it and thanks for the feedback! I'll address the comments in order below:

 

1. Good call on the Russian paint job, I'll try and see if there is something I could do there.

 

2. I was debating the Hard deck thing too, and you're right, a test like this should be done much higher up IRL. I just found that the Nevada map looked so cool down low :-) Something to mull over, for now.

 

3. I had a bit of voice over put together that didn't get into version 1.0 (waiting for some voice overs to come in) re: Janet flight holding outside the area awaiting results of..... well, you know. I hope to have it complete and integrated soon. As for activity, yeah, during a test flight, there wouldn't be too much going on on the ground, but I can look at adding some static life to the area, for sure.

 

4. This was on me. The voice actor for SOUND 1 did some great lines, I just tried to edit it a bit to sound more like a MiG-29 audio I've heard on the ol' scanner. To me it sounded tinny, so I tried to replicate. I think I didn't do a very good job, in the end, and maybe should have left it similar to what the other ones have. I will dig into this in the next week or two and try to make it better.

 

And just FYI, the ending that you had isn't always the ending you will end up having :-) There is some random variable which affect how the mission plays out.

 

Hi Sedlo,

 

I've just flown this mission. As always, great job! If I may, just some suggestions (these are not criticisms as I still think you make some of the most realistic content in general).

 

1. Would be good to use the MiG-29A that has an older livery without "VVS ROSSII" (in Russian) on the tail as these markings are only from around the last 8-10y or so (minor point)

 

2. Might be good to have the fight at higher alt as you are fairly close to the mountains and in real life I guess there would be a hard deck below which you can't fly. 7000ft maybe?? The fight starts at 10000ft.

 

3. Would have been good to add a little more activity around the base. Perhaps a couple of flights coming in or out. A few interesting static aircraft (I put an F-117 in between 2 hangars just for some cool immersion). I felt like the base and the surrounding area was a little empty. I guess Groom Lake is not always bustling with activity in real life so this is not too big a deal but could make it a bit more interesting.

 

4. This is really nit-picking but for some reason SOUND 1's voice seems like he is in an echo'y room rather than an oxygen mask. I think generally your characters make a decent impression of speaking into an oxygen mask/ mic, SOUND 1 felt like he was about 2 feet away from the mic in an echo'y room. lol. Again, please don't take it the wrong way. I only mention because the rest of the comms are so real feeling for the most part :)

 

But otherwise, it was cool. Interesting plot twist with the ejection in the end!

 

 

 

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Version 1.02 up for all aircraft.. I adjusted radio transmission quality for SD01, added some atmospherics and adjusted a couple of triggers. Thanks, CommandT for the feedback!

 

Just tried the new version. Just to let you know when the MiG lands and taxies off the runway it crashes into the fire truck or whatever truck it was that was driving down the taxiway and the truck goes on fire, the MiG just gets stuck there.

 

Otherwise not bad but I'd definitely add some statics and atmospherics. I mean I can do that myself but just to have a more polished mission. Perhaps an F-117 can land and taxi to stand 17 whilst you're starting up or something.

 

Also, I've deleted the clouds in my version. I think it looks much more realistic without them. Because they are set at such high level, the low draw distance of the clouds looks a bit unrealistic when you see they are so uniform all the way around you and all end at the same distance. Plus it's not like the middle of Area 51 would have so much cloud cover anyway lol.

 

Anyway, overall I love the way you managed to create simulated fights without having either plane get shot down. That's really cool. It's a shame the AI suck so bad at dogfighting. I mean you are not really flying the mission for any sort of dogfight challenge, more so for the atmosphere of a realistic simulated mission they might do in real life.

 

Have you ever considered doing a Red Flag scenario using the exact same approach? Perhaps once aircraft get "shot", they can RTB instead of actually crashing. At least there is a good challenge with BVR fighting lots of AI unlike dogfighting which is ridiculously easy.

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