Bahger Posted December 12, 2010 Posted December 12, 2010 (edited) ** EDIT 12-14/10: "Final" Version replaces original file ** Small changelog as follows: - removed possibility of F-15s running in on A-10 flight's primary targets - added radio frequency for SpecOps, 124 (same as Uzi and Enfield) - Added Insurgent infantry on ground at target location to provide a small firefight with the Delta operatives. They cannot kill the FAC. Springfield (player's) flight #2 (AI) might report these contacts. Let him engage! - Added individual names for unit members of all units to increase immersion and clarify the debrief. - Added exfil for Delta operatives and FAC via Enfield flight - Added a few more event-driven messages I strongly recommend you use realistic comms so that you can monitor all the radio chatter from supporting units such as the Blackhawk flight and the Strike Eagles, it really enhances immersion. This is a CAS/interdiction sortie in which your flight of A-10s is tasked with supporting a Special Forces insertion by helicopter into a village, pre-dawn. You must destroy a pair of Shilka AAA systems placed near the objective before the helos can advance from their IP and when the FAC team that inserts with the Delta operators comes on line, you will receive a radio frequency on which to contact the FAC for a 9-line briefing to the target, which is a concealed bunker containing an enemy HVT (High Value Target) barricaded with his bodyguards. The FAC will lase the location for you and you will destroy it with a GBU-10. A CAS flight of F-15Es will patrol to the north to intercept and destroy Insurgent reinforcements arriving from that direction. "Taking Out the Trash" is designed to test the player's use of the TGP under low-light conditions with Mavericks and LGBs, and also serves as an exercise in JTAC/FAC comms and 9-line coordination of a laser-guided strike. Please note that I've been using simplified comms but that the freqs are provided in the brief. This mission is by far my most ambitious foray into A-10 scenario design so far. There is quite a lot going on "under the hood", and I must say, it plays very well, having been extensively tested. Thanks to mikecaro, wickedfastball and others who beta-tested it and commented in this thread. I hope you enjoy it and would appreciate your comments.TakingOutTheTrash_Final.miz Edited December 14, 2010 by Bahger 2
Geskes Posted December 12, 2010 Posted December 12, 2010 (edited) Downloading now, sounds very good! Excellent mission. I enjoyed it. I have some points: -You could increase immersion completely effort free by providing the frequencies of the choppers and the F15s in the briefing so we are able to follow what they are doing. If you have them at same freq, player can tune to that freq and be updated in realtime of AI activity. For example, the choppers would report 'on station' including altitude so that way you dont have to create custom messages for that. Also they would report passing waypoints, incoming enemies and when they are engaging.The messages that you did provide where sometimes displayed a bit short, even though only one line, when you are immersed in some screen you could easily miss it so you could lengthen the display time a bit. -The F15s were quite eager in taking care of the enemy. So eager in fact that they destroyed my target before I got a chance to bomb it. When the JTAC sent me the coords, one of the F15s already had his SPI on the target which made it hard for me to designate the red triangle as my SPI. (didnt know they were at exactly the same spot then). So when finally I get the designation, I hear JTAC saying : ABORT ABORT ABORT, and then, TERMINATE, Thanks for the work, you may depart. Checked in debrief and it was an F15E that took out the target with an 65H. I havent checked the mission in the editor yet, but I think you have used an AI bunker. I see the problem because when using static object, you cannot designate it as JTAC target. So I think you need to specify each particular group the F15s need to attack. I don't know how you have done it but it looks like the default CAS assignment given at waypoint 1 is still there for the F15s causing them to attack anything they can see. Edited December 12, 2010 by Geskes 1 I7920/12GBDDR3/ASUS P6T DELUXE V2/MSI GTX 960 GAMING 4G /WIN 10 Ultimate/TM HOTAS WARTHOG
goldfinger35 Posted December 12, 2010 Posted December 12, 2010 OK, I have tried it. Nice mission. I made an error when I tried to contact JTAC on AM radio instead of FM radio but I corrected my error and finished the task. Unfortunately, game crashed when I was close to landing. i7 920@4.0Ghz, 12 GB RAM, ATI 4890, LG L246WHX@1920x1200, Saitek X52 Pro, Saitek pro flight rudder pedals, TrackIR4, Audigy 2ZS, Logitech G9x, Vista 64bit.
Avatar72 Posted December 12, 2010 Posted December 12, 2010 Played the mission. I enjoyed it. I'm still learning the sim so it was good for me. I'm sure it will be a bit easy for the veterans. The only problem I had was trying to lock my TGP laser on the JTAC laser. Don't I type in the number on the CDU and click LSS on the MFD? I had to spot the bunker instead to take it out. This isnt a bug, rather my failure to find their spot. I actually saved my track, first one since its my first mission to complete from takeoff to landing. I dont think the F-15 took out all of their targets. I couldnt be sure but nothing happened as a result. I enjoyed watching the other action outside of my pit. Thank you +1
Bahger Posted December 13, 2010 Author Posted December 13, 2010 (edited) Thanks guys. Geskes, your input re. radios is really valuable. I always suspected I could do this but I must confess that I've been working so hard learning both the sim and the Mission Editor that I have stayed on easy radios, intending to tackle that issue later. I'm going to fly the mission tonight with realistic radios and hope to hear the AI comms. FYI (unless I am reading it from the wrong place), the AI frequencies are: Uzi (F-15s): 124 Enfield (UH-60s): 124 (Hmm, should I change these freqs to separate values? Which frequency band are they? Sorry I know so little about radios, help!) As for the Strike eagles taking out the bunker, they did it all the time when their loadout had LGBs because they couldn't resist homing on the FAC's lase, so I took away their LGBs and in mamy playthroughs I have never experienced them hitting the bunker with a Maverick because they are usually using them on their priority targets, the reinforcement convoys. In addition to the default CAS task I used the clever "Search and Engage in Zone" command for the F-15s, defining a search area that does not include the bunker. If there is a better way to get them to lay off the bunker than changing their loadout and defining their task/search area this way, I'd be eager to know it because it has been an issue, albeit a very rare one. The JTAC can designate a bunker; I had to fiddle around a bit to make it work; it has to be a particular bunker. I put a Red squad of three "inside" it (i.e. under the bunker icon). Avatar72: I do not type the grid ref into the CDU because I know I will get a datalink, which can be hooked in the TAD screen to provide a steering cue to the target. The procedure then is to call JTAC, first with "IP Inbound" then "Switch On Laser". Then, with the TGP your SOI, you hit LSS and wait for it to detect the lase. I found out when learning JTAC that if you do not make the right radio calls in the right order, LSS will not work. And after you detect the lase and make its point-track box your SPI, remember to call again and say "In Hot" so you can get permission to attack. Without this, you can still destroy the target but JTAC will try to get you to abort and will not be happy with you. I should also note that if your SPI icon already covers the datalink triangle, attempting to hook it won't work. Just use your existing SPI (which is probably WP5) as the steering cue, roll in, and proceed as described. Edited December 13, 2010 by Bahger 1
Geskes Posted December 13, 2010 Posted December 13, 2010 Hah, yes I was already thinking of suggesting to put infantry below the bunker but I thought it wouldnt be as cool because the JTAC doesnt say bunker then but infantry. But yeh of course the F15s would then still shoot but at the infantry :doh:. Nice solution! I took a look at the F15 setup, I think for the F15s you can remove everything besides the two target groups. It shouldnt engage if it doesnt have a command to do so. Or you tried that but it wasnt reliable? In any case the automatically placed CAS -a at the first WP has to go because it will make them attack stuff you didnt designate for them to attack. I7920/12GBDDR3/ASUS P6T DELUXE V2/MSI GTX 960 GAMING 4G /WIN 10 Ultimate/TM HOTAS WARTHOG
Bahger Posted December 13, 2010 Author Posted December 13, 2010 Thanks Geskes, I've removed that default CAS task, hopefully now they will behave, as, much to my disappointment, they did it to me just now, and ruined my LGB run. (BTW I'm having a hard time with realistic radios, would you take a look at my post about it on the main A-10 forum? Thanks...)
Geskes Posted December 13, 2010 Posted December 13, 2010 I have replied in your other thread :) I7920/12GBDDR3/ASUS P6T DELUXE V2/MSI GTX 960 GAMING 4G /WIN 10 Ultimate/TM HOTAS WARTHOG
Frogfoot1606687865 Posted December 13, 2010 Posted December 13, 2010 Bahger, Thanks for a great mission. Much more realistic than some. I played twice, once with realistic radios and once with easy radios. When playing with the realistic radios option selected I never managed to contact the JTAC. I could select UHF- JTAC- Axeman in the radio prompt and 'sign in' reading him my position, loadout and loiter time however however many times I tried he never responded. All the other comms worked well, and I really liked hearing the chatter from the f15s and the UH60s. When I played with easy radio the JTAC worked fine and I managed to level the bunker using his laser. Windows 10 Pro 64bit, Gigabyte EX58-UD5, Intel i7 920 Corsair H70 water cooled @4GHz), Corsair XMS3 12GB (6x2GB) DDR3 PC3-12800C8 (1600MHz) Tri-Channel, Nvidia GTX780, OCZ Vertex 256GB SSD (for OS+DCS), TrackIR 5, TM Warthog HOTAS + Saitek Rudder
Bahger Posted December 13, 2010 Author Posted December 13, 2010 Hey Frogfoot, thanks for playing the mission and responding here. Your radio issues can probably be traced to the following aspects of the sim and are hopefully easily resolved: i. There is sometimes a slight lag between when the JTAC announces he is online and when he pops up in the comms menu. I have tried to resolve this by experimenting with a "Time More" condition in the activation trigger for the FAC but it's not an exact science. Wait a few seconds then try again, it never takes long. ii. With the "Realistic" radio setting I experienced your issue, as, not knowing enough about radios, I had assumed that the FM radio needed to be set to "FM". Not so fast, this is the FM Emergency Guard frequency. The JTAC will respond in "Realistic" radio mode when the FM radio is set to MAN or, counter-instinctually, AM, as this button has no function and the radio appears to be on MAN when it's selected. Let me know if this helps.
Bahger Posted December 13, 2010 Author Posted December 13, 2010 Guys, FYI, I will be posting a slightly tweaked version of this mission later today or first thing tomorrow that resolves the occasional problem of an over-eager F-15E stealing your LGB target. Geskes was right -- as always -- taking away that flight's default CAS tasking and leaving only "Search and Engage in Zone" combined with "Orbit" and "RTB at Bingo Fuel" orders. 1
dane48 Posted December 14, 2010 Posted December 14, 2010 I'll be looking forwad to the update, Bahger. I've tried this mission 3 times and had 3 CTD's. Always after taking out the ZSU's. Once I was checking on my waypoints; another time when looking at the map. Must just be my set up. Its a beauty of a mission and maybe the new version will get me through to the end. Thanks for making it available "To most people, the sky is the limit. To those who love aviation, the sky is home."-----anonymous
Crescendo Posted December 14, 2010 Posted December 14, 2010 (edited) Bahger, this is a really excellent mission. It's a very well-rounded experience for the pilot seeking a simple and self-contained yet realistic scenario. Obviously we are all 'hardcore' flight-simmers if we are posting here, but I find that I am less-inclined than most when it comes to the sprawling 'everything and the kitchen sink' type of missions that seem to be very common in these sort of games. I desire realism of course, but often the needless mission complexity turns me off. I much prefer smaller scenarios in which I can really concentrate on my flying technique, and on my ability to operate the avionics and weapon systems in order to satisfy small, discrete objectives. For these reasons I ended up feeling very immersed when playing your mission. It is simple, but not too simple - it engages the player by presenting an interesting scenario with a definite goal, it is long enough to make the player feel like an actual pilot on an actual mission (but no so long as to tire/bore the player), and it requires him to think carefully through the use of TOT, JTAC, interaction with AI elements, usage of different weapons etc. It is realistic, but not in a cloying manner. 'Less' is definitely more in this case. Good work. :thumbup: Edited December 14, 2010 by Crescendo . [sIGPIC][/sIGPIC]
Bahger Posted December 14, 2010 Author Posted December 14, 2010 Thanks for the appreciative comments, guys. Note updated file replaces original in first post, changelog included in post. Dane48, good luck, sorry about the crashes, I have rarely experienced them in this mission but the sim does crash every now and then. Let me know if the new version works better. Crescendo, I appreciate the positive feedback. Yes, I don't like to treat sims as shooters, so if there are known SAMs in my missions, for example, there will always be SEAD assets tasked to them. My object, as you have gathered, is to give the player a sense of immersion in a coordinated operation and even when the workload is high, the scenario should not be a "Hail Mary" undertaking but a workable mission with a realistic relationship between enemy threats and friendly support assets.
wickedfastball Posted December 15, 2010 Posted December 15, 2010 I'm finding I play this mission more than anything else at the moment. Well done, Bahger. And idea for you for part 2. You could start in-air, enroute to target and require an aerial refueling before proceeding to target. Would kinda simulate a "real" mission from a far-away base. I might try with something like this over the holidays if I get enough play time. Also, I still want to figure out the ramp-start versus runway start w.r.t. DTOTs issue. I really hope there is a simple fix to that. Starting to really see the potential of this game. And it looks good.
dane48 Posted December 15, 2010 Posted December 15, 2010 Thanks for the appreciative comments, guys. Note updated file replaces original in first post, changelog included in post. Dane48, good luck, sorry about the crashes, I have rarely experienced them in this mission but the sim does crash every now and then. Let me know if the new version works better. Crescendo, I appreciate the positive feedback. Yes, I don't like to treat sims as shooters, so if there are known SAMs in my missions, for example, there will always be SEAD assets tasked to them. My object, as you have gathered, is to give the player a sense of immersion in a coordinated operation and even when the workload is high, the scenario should not be a "Hail Mary" undertaking but a workable mission with a realistic relationship between enemy threats and friendly support assets. Thanks, Bahger. I will be giving it another go in the next 24-48 hours. "To most people, the sky is the limit. To those who love aviation, the sky is home."-----anonymous
Bahger Posted December 15, 2010 Author Posted December 15, 2010 Thanks gents. Wicked, I think you'll like the tweaked version. The firefight in the village adds a little spice and giving every Blue entity a name makes the debrief much better.
Joyride Posted December 16, 2010 Posted December 16, 2010 Great mission - thanks Bahger. First time using realistic radios and the LSS for me...great immersion with the firefight. Was fun watching everything unfold from safe distance through the TGP while I waited for Axeman.
Bahger Posted December 16, 2010 Author Posted December 16, 2010 Thanks, Deephouse. For added viewing pleaure, turn up your civilian vehicles setting -- as long as your system can handle it -- and look through your TGP at buses chugging through the village from 15,000 feet, 10 feet away from where you are about to drop your LGB.
dane48 Posted December 16, 2010 Posted December 16, 2010 Hey, Bahger. Made it through the whole mission without a crash and completed the goal. This was a superb mission. Thanks again "To most people, the sky is the limit. To those who love aviation, the sky is home."-----anonymous
WarriorX Posted December 17, 2010 Posted December 17, 2010 Bahger, great mission!! Thank you! This was my first chance to use the LSS and it sure worked great. I have a question and a suggestion. For the question, did I miss the Time On Target (TOT) specific time in the briefing? I remember the briefing saying it was critical to meet the TOT, but no time. The suggestion is to add (if possible) the Delta guys asking for Springfield to I.R. mark the general location of the troops that are around the target. Once the target area is marked, then the Delta troops can call a confirmation to the Springfield flight that they are oriented on your mark and then you can discontinue the IR. After that you can start the Axeman tasking. Also, is it possible to turn out the street lights for a given town? The reason I ask is because it would be cool for the F15E's to be tasked with destroying the target town's main power substation. This would throw the town into darkness and make the enemy at a disadvantage without ambient light. Lastly, do you know if the friendly infantry have I.R. strobe capability? Thanks again for a very well thought out mission. I had fun. [sIGPIC][/sIGPIC] "Is that you John Wayne?.......Is this me?" Full Metal Jacket //My Mission Data Card//My Cold Start Checklist //Clearing a Hung Store Tutorial //CDU Offset//Asterisk Error Correction Procedure//JTAC UTM Coordinate Entry Tutorial//JTAC 9 Line Lat Long Coordinate Entry Tutorial
Bahger Posted December 17, 2010 Author Posted December 17, 2010 Thanks for the response, WX, I appreciate the thumbs-up. TOT is not as critical as I made it sound, it's only important to be on time because the helos arrive at their IP at the same time as you arrive at yours, and they won't push until you have destroyed the Shilkas and cleared the way. I had a helluva time managing the AI timing in the ME so I decided not to get too ambitious. I have not played with IR marking, I assume it works the same way as lasing a target through the TGP, right? Would AI ground forces respond to a mark in the way you suggest or would this all be scripted, i.e. dialogue only? I have never actually seen the enemy infantry in the town through the TGP. I'm going to try, though. I'd be inclined to implement this interesting suggestion if it's tactical (i.e. the AI can actually respond to my mark) rather than merely atmospheric (i.e. scripted dialogue). I think the urban illuminations are a WIP -- I really like the effect, actually -- but I'd be very interested to know if knocking out the power source would switch them off. I doubt it, unfortunately; I have found that the only objects one can destroy that are acknowledged in the sim, i.e. in debriefs, scoring, etc., are the designer-placed objects, not scenery, like bridges, etc. However, I believe there is a generator that can be placed by the designer in a mission and made a target. This will not have the effect of knocking out street lights though. It would be great if a dev stumbles into this thread and could comment on this. Not sure if the infantry have IR strobe capability. I think, but I am not sure, that I have seen them use laser sights in one of Matt's videos but I may well be imagining this. I have not found any menu item in the Mission Editor that indicates this capability. HOWEVER, the FAC can "sparkle" a target with his IR pointer. To do this, I'd need to place another FAC, as, for the moment at least, the biggest limitation of FAC implementation is one target and out. Glad you enjoyed the mission, Warrior.
Geskes Posted December 17, 2010 Posted December 17, 2010 It is an interesting suggestion but I do not think it possible. It also kind of defeats the purpose of the mission because if springfield is the one who has to IR point targets on the ground for axeman then why does axeman have to tell springfield the location of the bunker? Springfield could figure that one out too then and do the mission on its own without ground troops. Envisioning a multiplayer variant of this scenario, this could be more interesting, where a player controlled JTAC controls both the delta team and acts as JTAC. I could then imagine springfield pointing out threats to the ground troops on their way to the bunker and maybe they go for a capture instead of a kill on the HVT. It could be more in a cooperative way then, were ground and air forces target spotting work together to make sure they don't look over any threats. Detection of AI is very good already and since you have F15s and choppers up there they will already be aware of the enemy, regardless if you were able to make them aware of player IR pointer or not. Also, agreeing infantry IR strobes would be very very cool but I do not think it is implemented. The green X's for datalink capable units is I think the closest we can get to that. I7920/12GBDDR3/ASUS P6T DELUXE V2/MSI GTX 960 GAMING 4G /WIN 10 Ultimate/TM HOTAS WARTHOG
WarriorX Posted December 17, 2010 Posted December 17, 2010 Great replies guys! The way I played it out in my head was that after I destroyed the ZSU's the helo's come in and deploy the Delta team. As Delta moves into the city to secure the site, they ask for any intel on position of enemy troops. I am orbiting overhead and have a clear view of the opfor and then IR target them to help Delta get a fix on their relative positions. The Strike Eagles have their hands full intercepting inbound reinforcements, and Axeman is getting set up. Then Geskes variant scenerio could be implemented and the decision to either capture the HVT and extract him, or to destroy him in the bunker with the GBU10, or you could say Delta found a IED factory in the bunker and that it needs to be destroyed. Just thinking out loud, thanks for listening. Anyways, it was fun orbiting the town and looking out my NVG's at the IR pointer on the troops and imagining the rest...what can I say, I'm a simple man! [sIGPIC][/sIGPIC] "Is that you John Wayne?.......Is this me?" Full Metal Jacket //My Mission Data Card//My Cold Start Checklist //Clearing a Hung Store Tutorial //CDU Offset//Asterisk Error Correction Procedure//JTAC UTM Coordinate Entry Tutorial//JTAC 9 Line Lat Long Coordinate Entry Tutorial
CaptHawk Posted December 17, 2010 Posted December 17, 2010 This is definatly a great mission, but alas I'm still struggling with real comms. I'm putting in as much time as I can though. Thanks!:thumbup: [sIGPIC][/sIGPIC] AMP WIZARD "Forest Gumble" "When the air becomes electric....It's like a box of chocolates":captain: Windows 11 Pro 64 bit | Intel Alder Lake i7 12700KF | Asus Prime Z690M Plus D4 | CORSAIR Vengeance LPX 64GB (2 x 32GB) DDR4 3200 | GeForce RTX 4070 Ti Ventus 3x qwG OC | 1x42" Multi Touch Screen and 1x27" 4k widescreen | WinWing Orion2 ViperAce(EX) Joystick, Orion2 NavyAce Throttle, Orion Flight Metal Rudder(w/damper) |
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