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[BETA] Attack on Tskhinvali (CA, A10C, Su25(T), UH1H,MI8, F5E, M2000C)


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Soo.. I think I can upload the mission I am working on for ages now. Mainly to test it. It's not really done, but if everything works as intended, the rest should be purely cosmetics.

 

Please note: Briefing screens are not finished. But the briefing itself should give you a clear picture of what everyone has to do.

 

The mission in a short description: You have to take control over the city "Tskhinvali". The mission is designed for heavy cooperation between air forces and ground troops. There are a lot of anti air threats in the area but also a lot of TOWs for the ground troops. Additionally a cloud layer at about 10.000 ft prevents CAS flights from going too high over the anti air assets. Oh, and mavericks are expensive, so you have only a handful of them. Use them wisely ;)

 

After the briefing (5 minutes after mission start) a SEAD flight will take out a major SAM threat. This point is a major issue, because sometimes the Tornado flight does not fly as intended.. and is not able to trigger some events then. Didn't happen the last times, but in case it does.. you know.

 

At any time after the first briefing you can use the F-10 menu to recap your active objectives, in case you get stuck and don't know what to do. Just bear in mind that everyone will hear that, so don't spam the message queue with that ;)

Oh, speaking of message queues, the mission uses my little SQS script, so messages will not cancel out each other.

 

Another script used is the CTLD script. Via the F-10 menu transport helis can pic up troops, crates, and so on.

Especially when some randomly created MEDEVAC tasks appear, you will have to use that.

 

You should also understand some MEDEVAC 9-lines.

 

What else is to say.. I hope you have a lot of fun with the mission and please give me some feedback here, I put really a lot of work into the mission.

 

I also like to thank the providers of the voice overs, shame on me, it is such a long time now, I can't name them all. So to avoid paying anyone less credit than he deserves, i name none of them, but if anyone made some voice overs here, feel free to comment :)

 

Here is the mission file as a beta release: http://masterzelgadis.de/CombinedArms_WIP_BetaRelease.zip


Edited by MasterZelgadis
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"Sieh nur, wie majestätisch du durch die Luft segelst. Wie ein Adler. Ein fetter Adler."

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Will give it a shot ;)

 

Thank you for those countless hours spent to create this !

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The Weather is tough, the targets are hard to see...it's a tough job alone in the mist with the Ka-50 !

 

Need more time, so far nice for offline !

 

The Tornado has scripted bombload/explosion ? The bombs/missiles dont drop off the wings when it takes out the SA3-STR.

Gigabyte Aorus X570S Master - Ryzen 5900X - Gskill 64GB 3200/CL14@3600/CL14 - Asus 1080ti EK-waterblock - 4x Samsung 980Pro 1TB - 1x Samsung 870 Evo 1TB - 1x SanDisc 120GB SSD - Heatkiller IV - MoRa3-360LT@9x120mm Noctua F12 - Corsair AXi-1200 - TiR5-Pro - Warthog Hotas - Saitek Combat Pedals - Asus PG278Q 27" QHD Gsync 144Hz - Corsair K70 RGB Pro - Win11 Pro/Linux - Phanteks Evolv-X 

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Yes, explosion is scripted. Wanted it to be immersive and not fiddle with exact release positions. In addition to that, I can't even release them via scripting.

 

Yes, weather is tough, that is because you are not supposed to just fly at 20k ft and release bombs from there. (Also I have seen enough missions in nice weather..)

As I said, the scenario relies on teamwork with the ground troops.

You also can fly at 20k ft, but you need an other A-10 or the ground troops to do buddylasing for you. That is totally working as intended ;)

 

Also that implies, that you should not be able to solve the mission alone. At least that should be very very time consuming

"Sieh nur, wie majestätisch du durch die Luft segelst. Wie ein Adler. Ein fetter Adler."

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Some Feedback and AAR after flying the mission with 4 players. Sorry in advance for wall of text... :music_whistling: ;)

 

Looks like a fun and well designed mission, and also quite challenging. :thumbup:

 

The VOs are great and add a lot to the immersion (not the least yours truly when "my" platoon was decimated due to a series of bad decisions on my behalf :D).

 

I liked how the Tornados worked their SEAD stuff early on. :thumbup:

 

Of course there are a few items we noted; some of these are due to bad tactical decisions on our behalf, and some are more general items.

 

At first I picked the role of Tactical Commander for Blue Coalition, and didn't get any briefing text or images. Probably nothing you can do about it, but maybe you can double check whether this can be added.

 

The VOs appeared to be quite loud in relation to the other sounds from the game and even compared to the guys on TS, even though I run DCS at something like 50% volume (in Windows' audio settings).

 

It seems as if most client units start with little to no fuel, no countermeasures, no weapons, not even gun ammo. Any particular reason for this? I understand there's no "one loadout fits all", but without fuel it's kinda hard to do anything. ;)

Best case scenario, players notice it before engine start and wait for up to 2 minutes for the tanks to get filled up. Worst case scenario, crash shortly after take-off.

I'd suggest something like 80% fuel, full guns, standard chaff+flares for all aircraft. That's what I usually expect and that's a very good base to add specific weapons or change the fuel state or chaff/flare ratio according to personal taste while starting the bird up.

 

On the matter of rearming, it appeared some weapons/items are restricted. Our M-2000C couldn't load the Super 530 IIRC. With the enemy air defences set up quite well, it's almost suicidal for a CAP to go after enemy choppers with just Magics. Any particular reason that radar guided missiles and drop tanks are restricted?

 

Our A-10C couldn't get the tanker's TACAN homed in. In the ME, channel 24Y looks okay, but maybe double check.

 

A tanker with probe & drogue capability should be added for M-2000C.

 

The tanker's CAP is in pretty close formation. Looks awesome, but from a tactical point of view, I suppose a 1 NM line or an independent orbit with 2000 ft alt separation makes more sense so that the CAP lead can spend more time heads down instead of having to focus on station keeping.

 

Some player flights appear to have an AI wingman. That's a bit unexpected in MP IMHO. Besides, AI wingmen are still mostly insane and useless. Oh, and one of them crashed shortly after take-off. Do they have 5% fuel as well? Since players can't rearm AI wingies (at least not to my knowledge), they're like double-useless. ;)

 

We occasionally got enemy flights (MiG-21, MiG-23). I'm not sure if we had an M-2000C in the air whenever they approached. Against A-10C and the Helos, these are pretty tough enemies. Would it be possible to restrict their spawn so that they only appear when Blue have a player controlled CAP?

 

Or would it be possible to spawn a Blue AI CAP via F10 when all players are ground pounders?

 

Especially the A-10C have a long ingress (~80 NM). Could you relocate them to Kutaisi (~60 NM) or Tbilisi (~50 NM) for a quicker ingress?

 

And this one is purely wishlist: Could you add a Blue JTAC somewhere in the middle of the enemies, and maybe another on the flank of the western hill overlooking Tskhinvali, both set to invisible and immortal? Maybe an unarmed HMMWV. Think of it as Spec Ops in disguise. When approaching the enemy and trying to get a lay of the land, it's pretty difficult to get proper coords for the air units to punch in their targeting systems otherwise.

 

But let me reiterate, I like the mission and I look forward to flying it again. :thumbup:

 

I think all of these are minor items, even though there's quite a few of them. ;)


Edited by Yurgon
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Thaks for the feedback

 

At first I picked the role of Tactical Commander for Blue Coalition, and didn't get any briefing text or images. Probably nothing you can do about it, but maybe you can double check whether this can be added.

Noticed that during mission creation. After some patch the briefing for the CA players disappeared. I see what I can do.

 

The VOs appeared to be quite loud in relation to the other sounds from the game and even compared to the guys on TS, even though I run DCS at something like 50% volume (in Windows' audio settings).

Hm, on my machine they were okay, maybe I have some weird settings. We could check that in TS

 

It seems as if most client units start with little to no fuel, no countermeasures, no weapons, not even gun ammo. Any particular reason for this? I understand there's no "one loadout fits all", but without fuel it's kinda hard to do anything. ;)

Best case scenario, players notice it before engine start and wait for up to 2 minutes for the tanks to get filled up. Worst case scenario, crash shortly after take-off.

I'd suggest something like 80% fuel, full guns, standard chaff+flares for all aircraft. That's what I usually expect and that's a very good base to add specific weapons or change the fuel state or chaff/flare ratio according to personal taste while starting the bird up.

Intended. Should have mentioned it, you are supposed to refuel before taking off. Tanks are quite dry from the last mission ;)

 

On the matter of rearming, it appeared some weapons/items are restricted. Our M-2000C couldn't load the Super 530 IIRC. With the enemy air defences set up quite well, it's almost suicidal for a CAP to go after enemy choppers with just Magics. Any particular reason that radar guided missiles and drop tanks are restricted?

Wanted to restrict all weapons with a too far range. Mainly Mavericks, because I don't want that pilots just take out all SAMs from a safe distance. You have to work together with the ground forces.

Restriction of M-2000C weapons was not intended Will check that.

 

Our A-10C couldn't get the tanker's TACAN homed in. In the ME, channel 24Y looks okay, but maybe double check.

Checking that

 

A tanker with probe & drogue capability should be added for M-2000C.

Will be added

 

The tanker's CAP is in pretty close formation. Looks awesome, but from a tactical point of view, I suppose a 1 NM line or an independent orbit with 2000 ft alt separation makes more sense so that the CAP lead can spend more time heads down instead of having to focus on station keeping.

The CAP is mainly for decorative purposes. Maybe I will remove it

 

Some player flights appear to have an AI wingman. That's a bit unexpected in MP IMHO. Besides, AI wingmen are still mostly insane and useless. Oh, and one of them crashed shortly after take-off. Do they have 5% fuel as well? Since players can't rearm AI wingies (at least not to my knowledge), they're like double-useless. ;)

All wingmen should be client controlled. Will check whether there is an AI wingman present. AI was not intended.

 

We occasionally got enemy flights (MiG-21, MiG-23). I'm not sure if we had an M-2000C in the air whenever they approached. Against A-10C and the Helos, these are pretty tough enemies. Would it be possible to restrict their spawn so that they only appear when Blue have a player controlled CAP?

 

Or would it be possible to spawn a Blue AI CAP via F10 when all players are ground pounders?

Works as intended. Blue FARP has some Anti Air, and also Ground Commander has some Anti Air units. Should be no problem to retreat until Anti Air has dealt with them

 

Especially the A-10C have a long ingress (~80 NM). Could you relocate them to Kutaisi (~60 NM) or Tbilisi (~50 NM) for a quicker ingress?

Also intended. Wanted to make it harder to just return to base whenever you want, and create more realistic feel. Also ingress is a bit longer to delay the CAS a bit. And you have some time to get familiar with the mission and what happens in the first phases..

 

And this one is purely wishlist: Could you add a Blue JTAC somewhere in the middle of the enemies, and maybe another on the flank of the western hill overlooking Tskhinvali, both set to invisible and immortal? Maybe an unarmed HMMWV. Think of it as Spec Ops in disguise. When approaching the enemy and trying to get a lay of the land, it's pretty difficult to get proper coords for the air units to punch in their targeting systems otherwise.

Hm, was wondering myself if I should add an AI JTAC that literally takes the job the CA player should do. No one said it would be easy ;)

Maybe I could add an overlook unit which gives a general area where the last enemy groups are, but the most work and target designation should be done by the player JTAC. I mean, that's what this mission is all about ;)

 

But let me reiterate, I like the mission and I look forward to flying it again. :thumbup:

 

I think all of these are minor items, even though there's quite a few of them. ;)

Thanks a lot, next time I will be there also ;)

"Sieh nur, wie majestätisch du durch die Luft segelst. Wie ein Adler. Ein fetter Adler."

http://www.space-view.net

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Hey Zelgadis,

 

WRT to the accidentally restricted Mirage ordnance:

 

I believe this issue is a result of older weapons databases in .miz files that were built before final versions of the weapons were present in the sim. I'm not sure if there's a way to regenerate these but it may be worth experimenting with creating a brand-new mission with the desired restrictions and copying the warehouses directory from that .miz into your existing one.

 

That just occured to me and I haven't tried it myself yet; unfortunately from what I could tell there was no other way to use the warehouse system to allow access to newer ordnance than existed when the .miz was created other than setting the field to have unlimited ordnance.

 

You'll find the AJS-37 is also affected, and potentially the F-5 and SA-342 depending on when you designed the mission.

 

If the warehouse-copying trick does work or you find another solution, let me know! Good luck. :)

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  • 3 weeks later...

Tried to fix some things yesterday.

 

- All aircraft are now fueled with 80%, have standard chaff/flare and 100% gun

- One of the Badger wingmen indeed was AI, changed that to client

- Tanker escort now has an altitude separation of 1000 ft

- Fixed a trigger, that after 15 seconds there is a message "Prepare for briefing at 7:05" and at 7:05 the briefing starts. Was vice versa before. Makes no sense.

 

And encountered these:

- Can't reproduce the bug that the Tactical Commander and JTAC don't get a briefing

- Super 530 is available at the airbase, but didn't try to load them. Trying today.

- Voiceovers are indeed loud. But I think not much too loud. If you can live with it, I would like to keep them as they are (because I don't want to edit every single soundfile...)

 

I also saw, that the mission got unplayable on my PC due to micro stutters. Made only 2 changes since last time:

- Moved DCS from my SSD to my HDD

- Updated to the latest version (was maybe 2-3 releases behind)

 

I already deleted some units (had over 900 in there, got them down to 600 something by deleting the FARP templates... although I don't think that will have any effect, they are on late activation and are never activated..). No effect. i will try pushing DCS back to the SSD, maybe that helps.

"Sieh nur, wie majestätisch du durch die Luft segelst. Wie ein Adler. Ein fetter Adler."

http://www.space-view.net

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Hey Zelgadis, the microstutters are a reported issue with 1.5.7, hopefully should be addressed soon!

 

Good to hear. Spent nearly an hour yesterday to get rid of them. Copying back to SSD of course didn't help. So I have to wait..

"Sieh nur, wie majestätisch du durch die Luft segelst. Wie ein Adler. Ein fetter Adler."

http://www.space-view.net

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