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Campaign: Rise of the New Turkish Order  

22 members have voted

  1. 1. Campaign: Rise of the New Turkish Order

    • Very important! Without them I couldn't play the campaign
      5
    • Important. Although I would still play without them.
      9
    • All that matters is that the campaign is fun.
      8


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Posted

Hey everyone. After several months of planning, working out the storyline and mission structure I'm finally getting around to starting to build my campaign in BlackShark. =)

 

Just some quick background (please note that this campaign does not reflect my actual political views, and I have nothing against Turkey, other than the name makes me hungry). The campaign takes place in an alternate timeline very similar to our own. In the early 1980s however, a coup was staged in Turkey, overthrowing the government. Turkey became a fascist militaristic state. Shortly after the coup, many factories were built, and existing ones quickly began to pump out weapons, tanks, aircraft, ammunition.

Seeing an opportunity to crush the communist Soviet Union, the United States immediately began to back Turkey, regardless of the current fascist government. Sending troops to train the new Turkish Army, weapons to help bring their military to modern standards, and fuel to help them fuel their military, the United States quickly began to play a large role in the war to come.

Opposite the United States, other NATO forces (Canada, the United Kingdom, France) told the United States that unless it were to pull out of Turkey, sanctions would be placed on trade with the United States, and the U.S. would be kicked out of NATO. The U.S. refused to halt its operations with Turkey. In 1990 NATO, the E.U., Canada, and Mexico halted trade with the United States.

In 1992 the Soviet Union fell, leaving many countries in tatters. Turkey saw an opening, and began to pump out even more arms for their new Army. 3 years later in 1995 the world's worst fears came true. Turkey pushed North into Georgia, overrunning Georgian and Russian military forcer staged near the border. The world had not seen such ferocity and speed from a military force since the NAZI blitzkrieg.

 

I plan to make this a long campaign. Possibly 20+ missions. What I wanted to find out, is how important voice-overs are to everyone. I'd rather not put my horrible American accent into a campaign focused around the Russian military and a Russian special-forces helicopter. But at the same time I don't want to detract from the immersion of the campaign forcing the player to have to read all of the radio-chatter between their helicopter and ground forces, controllers, other air-support, etc.

If the first iterations of the campaign lacked proper voice-overs would you still play it? What other ideas do you have to relieve this problem?

:helpsmilie:

 

Thanks in advance.

Lead Admin/Founder of Kilo-Tango Gaming Community

Posted
Hey everyone. After several months of planning, working out the storyline and mission structure I'm finally getting around to starting to build my campaign in BlackShark. =)

 

Just some quick background (please note that this campaign does not reflect my actual political views, and I have nothing against Turkey, other than the name makes me hungry). The campaign takes place in an alternate timeline very similar to our own. In the early 1980s however, a coup was staged in Turkey, overthrowing the government. Turkey became a fascist militaristic state. Shortly after the coup, many factories were built, and existing ones quickly began to pump out weapons, tanks, aircraft, ammunition.

Seeing an opportunity to crush the communist Soviet Union, the United States immediately began to back Turkey, regardless of the current fascist government. Sending troops to train the new Turkish Army, weapons to help bring their military to modern standards, and fuel to help them fuel their military, the United States quickly began to play a large role in the war to come.

Opposite the United States, other NATO forces (Canada, the United Kingdom, France) told the United States that unless it were to pull out of Turkey, sanctions would be placed on trade with the United States, and the U.S. would be kicked out of NATO. The U.S. refused to halt its operations with Turkey. In 1990 NATO, the E.U., Canada, and Mexico halted trade with the United States.

In 1992 the Soviet Union fell, leaving many countries in tatters. Turkey saw an opening, and began to pump out even more arms for their new Army. 3 years later in 1995 the world's worst fears came true. Turkey pushed North into Georgia, overrunning Georgian and Russian military forcer staged near the border. The world had not seen such ferocity and speed from a military force since the NAZI blitzkrieg.

 

I plan to make this a long campaign. Possibly 20+ missions. What I wanted to find out, is how important voice-overs are to everyone. I'd rather not put my horrible American accent into a campaign focused around the Russian military and a Russian special-forces helicopter. But at the same time I don't want to detract from the immersion of the campaign forcing the player to have to read all of the radio-chatter between their helicopter and ground forces, controllers, other air-support, etc.

If the first iterations of the campaign lacked proper voice-overs would you still play it? What other ideas do you have to relieve this problem?

:helpsmilie:

 

Thanks in advance.

 

Yes, I'm working with a TTS voices... no really good, but they works.

 

You need:

 

Audacity

TexToWav

a microphone

a lot of patience.

 

I do not have much time to help you, but star so:

 

write text.

Play in TextToWav.

in the meantime, register the audio with your microphone in Audacity (using the microphone instead the "line in" add typical radio noise).

Edit "normalize" in audacity

save as wav.

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

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