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Rough Knight

[CAMP] Carrier Operations - Duala

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Really? AI skill level has not been touched so it should be default settings from the editor. You using any AI addons, or any of the latest beta patches?

For some reason when you have NV on, for scope goes black when you look through it. Typically it clears, although I am not sure if this is what is supposed to happen. I was trying to keep players away from the compound and take long range shots at the searchlights so the helo insertion is at least a bit of a challenge. I will look into it for the next release because it is a bit annoying.

I am using AI addons but mostly I'm able to outsmart and outgun them in battle I'll try the mission again with the addon disabled.

As far as the NV and sniper scope is conserned. This is one of the things that saperates Arma from other games. In pretty much every other FPS you can look thrue your scope with your NV on. But in real life (just like in Arma) the physical goggle of the NV blocks that most of the time, thus preventing you from looking thrue your NV at all. Therefore Arma automatically applies a script that disables the NV as soon as you look thrue the scope.

Also NV won't function properly with the small amount of light that falls thrue the lenzes of a sniper scope.

For NV to work properly you need external light from the moon the stars and other light sources, not enough of that light falls into the sniper scope, thats why scopes with NV build in and/or thermal vision were invented.

I'm sure its a small thing for you to change in the next release ;).

CyclonicTuna

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how do i do to use the designator for jdam?

cause I did the mission where you must take out the radio tower, but dropped my jdam without it (I learnt to aim without it lol).

it seems there is a designator: how do i use it?

thanks.

by the way j_frost, TigerForce from OFrP told me to thank you very much for the work you've done: he really enjoyed your campaign!!!

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how do i do to use the designator for jdam?

Gday Wiki,

You did the job the hard waybut at least you got the job done however:p. To use the GPS\INS Guidance system for the JDAM's is the following. You can actually see it in use by watching

on the first page of this thread [from about 35 seconds in].

1). Activate the "Avionics" menu in your plane. [it pays to activate the menu before you start your planes engine, because I think an addon bug causes it to disappear if you miss this step]

2). Select "GPS/INS System (GLT)".

3). Zoom in on the map position of where you want to drop your JDAM [make sure to zoom right in for accuracy].

4). click on the position.

5). Select "Mark" on the top left of the Front panel display of the GPS system.

6). Select JDAM bombs by whatever key you have assigned.

7). Fly to position and target the GPS position. It will display as GPS/INS.

8). Drop bomb and see what happens :bounce3:

Thanks again Muahaha for making that video. It serves another good purpose in this case :D

by the way j_frost, TigerForce from OFrP told me to thank you very much for the work you've done: he really enjoyed your campaign!!!

Awesome. It nice we can all enjoy each others creations : )

Thanks again

Rough Knight.

Edited by Rough Knight

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Well I've completed the entire campaign and I can honestly say I am impressed with the overall experience. Sure it could still use some polishing here and there but this is one of the better ones I've played.

With that I have come up with some suggestions for future updates (If you don't mind).

- Night missions. With exception of the assassination missions I'd like to see a mission that takes place during the early hours. I thought a good contendent would be the mission where you bomb the communication towers. This is something a carrier group might execute at night to decrease the chances that things might go south.

- Bigger operations. As you know I had a bit of a problem with the littlebird mission the first time around. Its a well choreographed mission but I still believe its a bit of an unrealistic scenario. Maybe 2 or 3 additional AI controlled Seahawk heli's with gunners and/or troops to insert would be better. And it would look a lot cooler :).

- Recon mission, just a mission to gather intellegence with the Superhornets could make for some more variation.

- A more lively flightdeck, with other planes taxiing and launching, munitions being moved, elevators going up and down, animated flight deck crew etc.

To give you a bit of an idea:

U4i0kF3Mw80

- Finally maybe it would be better to set some things on rails like taxiing. This might be a way to avoid glitches. Especially if you start animating more.

Now I don't want to look like a demanding smartass. These are just some suggestions. Again, I'm not a very good scripter so I don't know how realistic this all sounds to you.

Regards,

CyclonicTuna

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You have some good points there Tuna my old mate. I will try and implement some more missions perhaps if time permits into the next version.

- Recon mission, just a mission to gather intellegence with the Superhornets could make for some more variation.

I have an idea for this which shouldn't be to hard to implement. I will see what I can do.

As you know I had a bit of a problem with the littlebird mission the first time around. Its a well choreographed mission but I still believe its a bit of an unrealistic scenario.

I don't have a problem changing this mission up a bit, the reason for this mission was carrying on from the previous mission it didn't make sense to rescue General Younis, then leave his rebels to fend off the Molation Army on their own by just abandoning them apon returning back to USS Nimitz. It a tricky one to implement well however. For a start I will remove the ability for a BMP to spawn, and perhaps add a troop insertion task to the mission as they could help take out any vehicles that come along. The Littlebird would then be used to fend off infantry alone.

Littlebirds are a part of naval Carrier operations, therefore i still want to involve the MH-6J somehow. It's just a pity its a bit under-armoured.

Thanks

Rough Knight

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darn it to be overseas now, wish i am back home playing.

I do agree that we need more night missions, with the lighting and all on the flight deck might look cooler and possible with nightvision as well.... not sure whether it's realistic or not thou...***imagining night flight with bullets lighting up the night sky... epic***

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Hello Rought Knight!

In my continueing support (LOL), I've come up with some more bugs/suggestions.

Bugs:

- Wingman's plane shaking out of controll when taking off.

- In the "Communication Meltdown" mission, sometimes the targets on the map and in the INS system don't disappear after being destroyed.

- In some missions, when walking up to the flightdeck a very strange noise can be heard which origins form a bug where a littlebird glitches into the flight deck.

- In the "Air superiority mission", sometimes, you get stuck after the briefing. Meaning that when the briefing ends you just can't move. You can only rotate your character and look around.

- Sometimes the script that automatically retracts the landing gear after take off doesn't work.

- If you walk to far behind the door opening (I don't know what its called on a aircraftcarrier) of the stairs leading from the "beneath flightdeck" hanger to the flightdeck itself. You can also get stuck.

- I also still have trouble with finding the "lower launchbar" action after I land to refuel and rearm when I want to take off again.

Suggestions:

- Maybe a mission where the focus is on air to air combat would be fun. Maybe protecting the Nimitz from incoming bombers or intercepting an airlifted escort of an important general.

- A mission in the gunnerseat of the F-18?

- A mission in an AH1-W Super Cobra?

- I'd change the "extraction vehicle" if you call in an extraction after ejecting from you plane from a Littlebird to a Seahawk or an Osprey. I believe thats also what they also use in real life.

- I'd change the outfit of the guy who's briefing you. I don't think anyone walks around in full battlegear on a Nimtiz unless they are going on a mission or if they return from one.

- The AI controlled wingman F-18 uses afterburners on take off. They never do this in real life. They put the flaps down for extra lift, you'll notice that in real life they also drop from the end of the flightdeck (a little) before they have enough lift to climb. The only time afterburners may be used near the nimitz is when the pilot doesn't catch the arresting cables and has to shoot thrue to go around for another pass.

01d4Lx9hBqw

Hope this helps you!

Greetings,

CylonicTuna

Edited by CyclonicTuna

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I've been trying out navy blues a few times to find the best way to bring down the cruisers w/o my AI wingmen, apparently the mk82/mk84 loadout is the best way to do it while allowing me to individually targeting the AA pods. Funny...while the rest of A2S missiles like AGM65 doesnt allow me to target those pods.

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Thanks for that info Muahaha, perhaps I should change the default aircraft loadout WDYR?

I have been working on the next update which features two new flying missions plus incorporates many changes and fixes.

Features:

* New recon mission in the F/A-18 to find hidden enemy camp's stockpiling the molations last armour reserves [takes place just before the Gotdafti assasination mission].

* Mission to destroy the camp's featuring playable marines, ah-64 and F/A-18 (auto teamswitch on objective completion).

* finally found out how to fix the shaking AI aircraft that launch off the carrier.

* Mission6 (littlebird) added the option to use the AH-64 instead. Tweaked the enemy to suit.

I will try work on some deck action as CyclonicTuna mentioned to add some atmosphere. I think this will be a little limited however, because Ai don't know they are on an aircraft carrier and a very unpredictable in their movements.

I would like to throw a third new mission in there for all the flyboys...any idea's anyone? I hope I can have the update ready by or on the coming weekend.

Thanks

Rough Knight.

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Thanks for that info Muahaha, perhaps I should change the default aircraft loadout WDYR?

I have been working on the next update which features two new flying missions plus incorporates many changes and fixes.

Features:

* New recon mission in the F/A-18 to find hidden enemy camp's stockpiling the molations last armour reserves [takes place just before the Gotdafti assasination mission].

* Mission to destroy the camp's featuring playable marines, ah-64 and F/A-18 (auto teamswitch on objective completion).

* finally found out how to fix the shaking AI aircraft that launch off the carrier.

* Mission6 (littlebird) added the option to use the AH-64 instead. Tweaked the enemy to suit.

I will try work on some deck action as CyclonicTuna mentioned to add some atmosphere. I think this will be a little limited however, because Ai don't know they are on an aircraft carrier and a very unpredictable in their movements.

I would like to throw a third new mission in there for all the flyboys...any idea's anyone? I hope I can have the update ready by or on the coming weekend.

Thanks

Rough Knight.

Awesome, can't wait for this update. May I add a few more suggestions, the map seems bit dull w/o much conflicts, perhaps having random spawned small skirmishes between rebel and army will spice up the place, might also add in side missions such as take out certain buildings with snipers/destroy certain convoy heading towards certain place or take the bridge down/chopper performing CAS or air support for rebel forces or spec ops doing certain raids or hostage rescues.

For the "heal and rescue the general" mission, i think it's more suitable for the player to be the spec ops leader rather than the pilot, having the pilot running around performing spec ops tasks seems slightly out of place - my 2 cents.

Any night missions ?

Edited by Muahaha

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Awesome, can't wait for this update. May I add a few more suggestions, the map seems bit dull w/o much conflicts, perhaps having random spawned small skirmishes between rebel and army will spice up the place, might also add in side missions such as take out certain buildings with snipers/destroy certain convoy heading towards certain place or take the bridge down/chopper performing CAS or air support for rebel forces or spec ops doing certain raids or hostage rescues.

For the "heal and rescue the general" mission, i think it's more suitable for the player to be the spec ops leader rather than the pilot, having the pilot running around performing spec ops tasks seems slightly out of place - my 2 cents.

Any night missions ?

You have some good idea's there Muahaha as per usual : P

As far as the night missions go, the destroy the camps mission takes place at night, which is tactical from an infantry point of view as well as a pilots POV. In the marines camp destuction mission, you can try go in quietly to place satchel charges on the armour, or go all guns blazing. The infantry at the camp is asleep, (which you can see through TI scope), so I would advise not waking them up which will make your job easier. In this mission with the F/A-18, getting a visual at night on empty armour is sometimes hard (task does not complete until all armour at each camp is unusable\destroyed) so it may also need some tweaking.

This update has taken ages, because I wan't happy with the insertion and extraction helo scripts. They will literally land ontop of tree's if you tell them to (the helos) so I was trying to find a way around that using the selectBestPlaces command. It's like it doesn't recognise Duala's tree's however as it doesnt often return a better position than the currently selected pos which is deliberately placed in the middle of a bunch of tree's : P

I was trying to keep the missions pretty light, I guess thats why I didnt implement to many skirmishes. It was one of the issues with "Day at the Airbase" that the mission was pretty heavy on the machine. I'll see what I can conjour up though.

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Thanks for that info Muahaha, perhaps I should change the default aircraft loadout WDYR?

I have been working on the next update which features two new flying missions plus incorporates many changes and fixes.

Features:

* New recon mission in the F/A-18 to find hidden enemy camp's stockpiling the molations last armour reserves [takes place just before the Gotdafti assasination mission].

* Mission to destroy the camp's featuring playable marines, ah-64 and F/A-18 (auto teamswitch on objective completion).

* finally found out how to fix the shaking AI aircraft that launch off the carrier.

* Mission6 (littlebird) added the option to use the AH-64 instead. Tweaked the enemy to suit.

I will try work on some deck action as CyclonicTuna mentioned to add some atmosphere. I think this will be a little limited however, because Ai don't know they are on an aircraft carrier and a very unpredictable in their movements.

I would like to throw a third new mission in there for all the flyboys...any idea's anyone? I hope I can have the update ready by or on the coming weekend.

Thanks

Rough Knight.

Wow!! You've really been up to a lot! Nice work :D.

Question though, does the Nimtiz carry AH-64 Apache's? Arn't those army based platforms? If you want a mission with an attack helo (which I would love :)) I think you should go with the AH1-W Supercobra. I believe they are the navy's main attack helicopter.

If you want one more flying mission, I'd suggest maybe something like in the gunner seat of an F-18. Or as the gunner of a Seahawk, maybe at night?

Maybe it would be cool to put in a mission where you are a marine calling in the shots with a SOFLAM. Maybe you could edit a mission so you would start from the perspective of the pilot, and then after a while switch to the marine calling in the fire.

To give you a bit of an idea for the scenario behind this: In the mission where you have to destroy the convoy, you could switch bodies (if you wanna call it that way) from the pilot to the marine after the pilot (for instance) needs to rearm at the Nimitz. Just speculating here, think about it, and keep up the good work!!!

CyclonicTuna

Edited by CyclonicTuna

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hi Guy's,

I am still working away on this.

The latest changes as per the suggestions are as follows:

* AH64D replaced by AH1Z, you where right this chopper is more inline with naval\marine ops.

* Mission5: you now auto teamswitch into the marine insertion team to find and protect General youmis. You teamswitch back into the pilot once all your team reboard the chopper after you call for extraction.

* Added the ability to call air-support (ah1z) in mission 5 [rescue General Youmis]

* Ambient planes will now do a slight dip after launching off Nimitz before climbing.

* Ambient planes no longer use afterburner on launch off Nimitz.

Thats about all to add ATM. Pretty substantial changes for mission5 which have been pretty involved. Being the marine team you can also better defend the outpost, so I think this change is good thanks for the advice guys. I am still not sure about when the release is ready, as I need to extensively test it to try not introduce any new bugs.

Thanks

Rough Knight.

Edited by Rough Knight

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Just started playing this the other day and I couldn't figure out how to change the load out on the jets is there a specific place on the carrier that you have to be like for refilling and rearming

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Just started playing this the other day and I couldn't figure out how to change the load out on the jets is there a specific place on the carrier that you have to be like for refilling and rearming

Loadout changing is done via MMA addon which is additional to what is required to play, by default the loadout can't be change. Refueling and rearming is done via the tow truck and re-fuelling hose on deck, if you are using MMA then it's just as simple as parking on the launch deck to get refilling and rearming.

Edited by Muahaha

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Loadout changing is done via MMA addon which is additional to what is required to play, by default the loadout can't be change.

Thats good to know, I didn't realise that. There are a couple of different loadouts by default on the deck and in Nimitz's hanger. I take it you know how to rearm CaptnCrunch?

If anyone can suggest some weapon combinations that may be usefull or prefered I will be happy to add them to the aircraft or tweak the existing loadouts to better suit the missions. What conclusion did you end up coming to with the Navy Blues mission Muahaha, should I alter the default loadout for that mission?

By the way, welcome to the BI Forums CaptnCrunch: )

Thanks

Rough Knight.

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Thats good to know, I didn't realise that. There are a couple of different loadouts by default on the deck and in Nimitz's hanger. I take it you know how to rearm CaptnCrunch?

If anyone can suggest some weapon combinations that may be usefull or prefered I will be happy to add them to the aircraft or tweak the existing loadouts to better suit the missions. What conclusion did you end up coming to with the Navy Blues mission Muahaha, should I alter the default loadout for that mission?

By the way, welcome to the BI Forums CaptnCrunch: )

Thanks

Rough Knight.

Definitely better with MK82/MK84 loadout for targeting, plus a lot more fun doing bombing run than shooting missiles miles away, banking and avoiding incoming missiles at the same time.

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Definitely better with MK82/MK84 loadout for targeting, plus a lot more fun doing bombing run than shooting missiles miles away, banking and avoiding incoming missiles at the same time.

I actually found that the GBU load out worked best for me in the "Navy Blues" mission. If you get some air under your wings, lets say about 1500 meters (or about 5000 feet) and release your bombs late for a steep angle of impact you can do some serious damage.

Unfortunately there was the inconvenience that you can't lock onto the weapon systems separately so using GBU's can be quite tricky and envolves some luck.

If you wanna go for the most realistic approach, with the GLT misslebox addon (http://www.armaholic.com/page.php?id=6071) you'll also be able to arm your F-18 with Harpoon missiles.

Harpoon_Missile_DN-SC-83-10453.jpg

These are long range missiles especially designed for taking out naval destroyers and such. Unfortunately they don't seem to do they're job very well in this campaign as the ships are sunk when a script is initiated after all its weapons are disabled. The ships themselves are indestructible static objects. Maybe something for a future update?

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Hi Guy's,

Yes Navy Blues was just an idea to add some variety to the missions. I guess it adds a challenge to actually sink them the way it currently is. Trouble using a harpoon would be to lock on to the ship. As mentioned it is just a static object so it has no side. I actually have no idea why you can not lock onto the weapons of the ship easily, something wierd going on perhaps their proximity to the static object [or their attachment to it.] Maybe trying to setpos the weapons instead of using the attachto command may fix the issue, I think it is something wierd like that.

Anyway I did always intend to tweak that mission, not sure if it will be this update but maybe a later one.

Thanks

Rough Knight

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When I try to start the campaign, it doens't load anything. I can still move the mouse but I can't go back into the menu. I have everything loaded via ArmA II Launcher 1.4.1.0:

"-mod=D:\Bohemia Interactive\ArmA 2;Expansion;ca;@cba;@isla_duala;@gltmissilebox;@nimitz;@marinesf18hornet;@mar_inf_marines" "-name=Quintus" -nosplash -noPause -cpucount=4 -exThreads=7

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Try this one, http://www.armaholic.com/page.php?id=6649 don't use the ingame launcher from BIS, that one is incompatible with a lot of mods and can make your game crash.

Or this one, http://www.armaholic.com/page.php?id=13790 it has less features but is very user friendly and regulates a lot of paths automatically for you. I don't use it but I believe it also automatically updates all your mods and addons.

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Hi, I've tried those before but I didn't like them so i'm using the Arma II Launcher 1.4.1.0 now, which is a player made one, not BI:). Still can't load the campaign though..

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