Jump to content
Sign in to follow this  
theavonlady

Tomahawks by chain of command

Recommended Posts

I just wanted to add that  believe the latest version of the BOH mod added a tomohawk missile to it.  I haven't tested it out though to see how well it works.  

Chris G.

aka-Miles Teg<GD>

It actually works pretty well Miles. It has to be piloted as if a person was flying it, so you actually have to get in it and take off. biggrin_o.gif But it doesn't need a runway as it gets up to cruising speed fairly quickly. Then it is much the same as flying a plane, albeit with very agile handling. You detonate the missile with a command on the action menu, so just flying into something won't destroy it - the missile will just crumple. Obviously you die if you detonate though, so really it's best left to poor AI pilots to kamikaze themselves into their targets. This actually works fine with a normal destroy waypoint placed over the target, so no scripting is needed to make the AI hit and kill what you want them too. Fortunately the BOH Tomahawk and Apache Longbow are both in the same PBO so you don't have to install the whole mod if you only want those two units like I did.

Anyway, so to go OT. I'm sure the CoC Tomahawk will be the real deal when it's released. Looking forward to it. smile_o.gif

Share this post


Link to post
Share on other sites
It actually works pretty well Miles. It has to be piloted as if a person was flying it, so you actually have to get in it and take off. biggrin_o.gif But it doesn't need a runway as it gets up to cruising speed fairly quickly. Then it is much the same as flying a plane, albeit with very agile handling. You detonate the missile with a command on the action menu, so just flying into something won't destroy it - the missile will just crumple. Obviously you die if you detonate though, so really it's best left to poor AI pilots to kamikaze themselves into their targets. This actually works fine with a normal destroy waypoint placed over the target, so no scripting is needed to make the AI hit and kill what you want them too. Fortunately the BOH Tomahawk and Apache Longbow are both in the same PBO so you don't have to install the whole mod if you only want those two units like I did.

crazy_o.gif

Ehrrr... no, not quite .

biggrin_o.gif

Share this post


Link to post
Share on other sites
crazy_o.gif

Ehrrr... no, not quite .

biggrin_o.gif

Huh?

You did realise I was talking about the existing Battle Over Hokkaido Tomahawk that Miles asked about, and not the unreleased CoC one right? rock.gif

Share this post


Link to post
Share on other sites
Is the missile an aircraft piloted by an AI, or is it script-controlled with no pilot?

It's script controlled and piloted by an AI. smile_o.gif Through the use of a set of advanced layered recursive pathfinder scripts, it maps the landscape and finds an optimal path to the target. It then generates a number of waypoint that a script controlled AI pilot follows.

Blast off:

cruise1.jpg

cruise2.jpg

cruise3.jpg

cruise4.jpg

cruise5.jpg

cruise6.jpg

Example of flight: (X = waypoint, red dot = actual flown path)

path16.jpg

The system works stand-alone or as an UA plugin. It features currently three different warheads (WDU-25, BGU-97 (Cluster), and a nuke). It calculates the optimal path, avoiding terrain obstacles while hugging the ground.

While we do have a fully working system, there are still some things to be made before it can be released. The model has to be textured, the scripts have to be rolled in, we have to consider a launch platform and perhaps most important of all, we have to make some calls about realism.

IRL a Block III Tomahawk takes 1-2 hours to program. Obviously this would be very useless in OFP. On the other hand we don't want to make the pre-flight preparations too fast as it would lead to a very unrealistic über-weapon. Right now the time it takes to prepare a missile ranges from a couple of seconds to up to 5-10 minutes, depending on the complexity of the landscape (some very heavy calculations are involved, that take time). So bottom line, there is still some work to be done.

Share this post


Link to post
Share on other sites

wow_o.gifwow_o.gifwow_o.gif

I'm speechless.

Whoa!!!!!!

I'm simply in awe of that.

Amazing, truly amazing.

Share this post


Link to post
Share on other sites

Same here tongue tied wow_o.gif

Thats very impressive work CoC , what will be the tomahaws range? Whole islands? I wanna bomb Tonalese tounge_o.gif

Share this post


Link to post
Share on other sites

For a launch platform there is a nice old B-52 addon floating around that nobody used much. That would make a pretty good cruise missile launch platform in my opinion. But other then that you'd have to build a naval ship or submarine from the ground up to use as a launch platform unless there are ground launched Tomahawk platforms that I'm not aware of.

Chris G.

aka-Miles Teg<GD>

Share this post


Link to post
Share on other sites

We are going to stick to launch platforms that are immobile at least for the first release. This will remove some of the complications with flightpath planning/programming. You can imagine that in 10-15 minutes a launch platform could displace itself by a large distance, causing the flightpath to be useless. Especially from an aircraft, the only way you could get that going with a 1980's tomahawk is if you launched far at sea.

It is entirely possible we will use a submarine launch only for the first release. This would be a simulated submarine, not an actual addon. smile_o.gif The whole concept is that it's better to release something useful with less features early, rather than take forever to get anyhting out to the public/community.

Cheers

Share this post


Link to post
Share on other sites

Hi all

My personal opinion is a zero platform required but ability like the torpedoes to add it to existing platforms would be the optimal solution.

An aside

Quote[/b] ]IRL a Block III Tomahawk takes 1-2 hours to program. Obviously this would be very useless in OFP. On the other hand we don't want to make the pre-flight preparations too fast as it would lead to a very unrealistic über-weapon. Right now the time it takes to prepare a missile ranges from a couple of seconds to up to 5-10 minutes, depending on the complexity of the landscape (some very heavy calculations are involved, that take time). So bottom line, there is still some work to be done.

5 to 10 minutes for the CoC terrain following system versus the real life 1 to 2 hours. Maybe the Millitary want to use our terrain following software biggrin_o.gifbiggrin_o.gifbiggrin_o.gif Joke

Kind Regards Walker

Share this post


Link to post
Share on other sites

FYI, the USAF deployed ground-launched Tomahawk, ( BGM-109 GLCM's ) in the European theater during the end of the Coldwar. The BGM-109's were nuclear armed, with a range exceeding 1200 miles, IIRC. As Soviet offensive doctrine included a massive armor push into Western Europe, the Tomahawks were targeted at prepositioning garrisons, staging areas, and narrow mountain passes the armor would have to traverse.

They were deployed on mobile erector, launcher trailers called TEL's, four rounds each. The entire group ( called a "Flight" ) typically included 2-4 TEL's, a command/launch trailer, and ground security platoon of Mk19 GL-equipped Hummers, with a company of very heavily armed personel. There were four such Flights per base. My father was attached to a GLCM unit at Florrennes AB, Belgium, I grew up there. Other bases were in Holland, Germany, Sicily, and England. The IMF treaty signed by the US and the Soviet Union, did away with the GLCM Tomahawks and Pershing II IRBM's in the late Eighties.

Today, only the Navy operates the Tomahawk missile, as the RGM-109C/D land attack varients. Launch platforms currently include the Arleigh Burke-class DDG's, Ticonderoga-class CG's, and Los Angeles-class fast attack SSN's. Future platforms will include the Ohio-class SSGN, loaded out with 154 missiles, and the DD(X). Currently, these Tomahawks are not nuclear tipped, ( Officially ) as the US doctrine does not allow the deployment of tactical nuclear weapons on naval vessels. I played a part in this, but for security concerns cannot discuss my involvement in much detail.

Anyway...

ghostface.gif

Share this post


Link to post
Share on other sites

It would be really cool if you could model a Ticonderoga destroyer smile_o.gif

It has the Tomahawk capability, a 5 inch gun (naval UA platform that is badly needed), and it has torpedo launching tubes as well smile_o.gif

You may have to create three static pieces (like the carrier) to have the 3 weapons systems together in one unit, but I think it would be worth it smile_o.gif

Give it a thought please smile_o.gif

Share this post


Link to post
Share on other sites

<s>Read the thread again from Denoirs last post.

Actually, seeing as you didn't pick it up the first time, I'll quote it for you.

Quote[/b] ]So bottom line, there is still some work to be done.

It can't be much more simpler stated than that.</s>

My mistake, apologies sad_o.gifsmile_o.gif

Share this post


Link to post
Share on other sites
Read the thread again from Denoirs last post.

Actually, seeing as you didn't pick it up the first time, I'll quote it for you.

Quote[/b] ]So bottom line, there is still some work to be done.

It can't be much more simpler stated than that.

He is looking for the command engine, not the Tomahawk?icon11.gif

Share this post


Link to post
Share on other sites
FYI, the USAF deployed ground-launched Tomahawk, ( BGM-109 GLCM's ) in the European theater during the end of the Coldwar. The BGM-109's were nuclear armed, with a range exceeding 1200 miles, IIRC. As Soviet offensive doctrine included a massive armor push into Western Europe, the Tomahawks were targeted at prepositioning garrisons, staging areas, and narrow mountain passes the armor would have to traverse.

They were deployed on mobile erector, launcher trailers called TEL's, four rounds each. The entire group ( called a "Flight" ) typically included 2-4 TEL's, a command/launch trailer, and ground security platoon of Mk19 GL-equipped Hummers, with a company of very heavily armed personel. There were four such Flights per base. My father was attached to a GLCM unit at Florrennes AB, Belgium, I grew up there. Other bases were in Holland, Germany, Sicily, and England. The IMF treaty signed by the US and the Soviet Union, did away with the GLCM Tomahawks and Pershing II IRBM's in the late Eighties.

Today, only the Navy operates the Tomahawk missile, as the RGM-109C/D land attack varients. Launch platforms currently include the Arleigh Burke-class DDG's, Ticonderoga-class CG's, and Los Angeles-class fast attack SSN's. Future platforms will include the Ohio-class SSGN, loaded out with 154 missiles, and the DD(X). Currently, these Tomahawks are not nuclear tipped, ( Officially ) as the US doctrine does not allow the deployment of tactical nuclear weapons on naval vessels. I played a part in this, but for security concerns cannot discuss my involvement in much detail.

Anyway...

ghostface.gif

Interesting information. Ok well then I guess a simple ground launcher would work. Cool! But their idea of a simulated sub-launch also I think is acceptable.

Either way, I'm looking forward to their Tomahawk missile release. smile_o.gif

Chris G.

aka-Miles Teg<GD>

Share this post


Link to post
Share on other sites

Hi all

Just to make it clear the current release version of the Command Engine is not an addon it is a suite of scripts.

To play a CE mission there is only one necassary addon and that is USMC Symbols but they can and do use other addons.

There are several CE missions available BS01 BS02 and BS06 only require the USMC Symbols

http://www.downloads.thechainofcommand.net/missions.htm

and one campaign by PMC Tactical the PMC Command Campaign.

http://flashpoint.nekromantix.com/downloads.php

You can see links to user made missions and ask about CE here

http://www.forums.thechainofcommand.net/

To create missions you make use of the bare editor mission or template missions with ready made ORBATS.

All CoC Downloads are at this section of our site:

http://www.downloads.thechainofcommand.net/

Cephalid the CoC NS (network services) is an enabling technology for advanced MP projects and will form part of CE Lite and CE3. It is a ready made system to allow all transmits between clients and server. It makes MP scripting much easier for those who do not want to or cannot understand its complexity. It is a very powerful system It is available as an addon or script. It is not CE.

We use it in the CoC because we realised we were going to end up with many processes UA, CE, Mines, AI, Logistics, tomahawks etc wanting to talk across the network and if each had a seperate process to do this it was going to create conflicts and increase load.

We released it to the community as a whole because we hope more people will adopt it for their projects and reduce the conflicts we are already seeing between different addons. If everyone were to adopt it many network dependent addons would be significantly improved and potential future conflicts would be reduced.

The intention is to include the tomahawks in UA 1.1 which will be faster pretier and far more flexable.

Kind Regards Walker

Share this post


Link to post
Share on other sites
It would be really cool if you could model a Ticonderoga destroyer smile_o.gif

It has the Tomahawk capability, a 5 inch gun (naval UA platform that is badly needed), and it has torpedo launching tubes as well smile_o.gif

You may have to create three static pieces (like the carrier) to have the 3 weapons systems together in one unit, but I think it would be worth it smile_o.gif

Give it a thought please smile_o.gif

Sorry, Ex-Ronin, that's not what we do. CoC deals primarily in developing core technologies for extending the OFP gameplay, rather than traditional addon developing.

There are other mod groups out there who are far better at making traditional addons than we are.

It's more like this: When somebody develops a Ticonderoga destroyer, they can use our cruise missiles on it smile_o.gif

Share this post


Link to post
Share on other sites
Quote[/b] ]It's more like this: When somebody develops a Ticonderoga destroyer, they can use our cruise missiles on it

And that wont be for ages...... sad_o.gif if ever .....

Share this post


Link to post
Share on other sites

what about using the Pauk class Russian Fast Attack Ship by punkrocker (i think) or the Fremantle Class Patrol Boat? it may not be realistic but its something.

Share this post


Link to post
Share on other sites

Personally I like the simulated sub launch idea, after all subs don't need to surface in order to launch Tomahawks.

Share this post


Link to post
Share on other sites

And they can, of course, launch CoC's torpedoes as well.

@Denoir: Didn't you guys have a pic of an LA class boat, with an SDV for future release with your Diver addon? I'd tap that modeler, if he's in-house.

That said, I suppose you could use the existing models for the Alfa class, ( I think it was the Sub Target Addon, by Kegetys(SP)? ) Or, perhaps the new Kilo class.

As an aside, and slightly OT, could not the existing C-130 models be modified into an AC-130U addon, using similar scripts as Unified Artillery to simulate 25mm/40mm/105mm airstrikes?

And I'm getting an error with UA. the OB_hum.ogg is missing, or something?

Sorry I've gotten so OT. I'll happily take my answers in PM, if anyone objects to the discussion.

Share this post


Link to post
Share on other sites

See our forum for the Hum bug... tounge_o.gif (it is a known bug with a known solution)

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×