Author Topic: DCS Map 'Wargame' Design and Progress  (Read 2293 times)

Offline AKA_Topgun

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Re: DCS Map 'Wargame' Design and Progress
« Reply #30 on: January 14, 2018, 09:52:07 pm »
Jstek.  Found a copy of the old BS1 campaign.  The challenge was at the time the ONLY module available was the KA-50.  That was the only flyable aircraft.  And it, of course, is Russian.  So we had to come up with a plausible way to have US forces at the controls of a Russian bird.  No easy task.  The fiction intro is in a word doc along with the outline of the campaign.  Almost the entire first paragraph is entirely true and near the end I start weaving in our plot. 

https://www.dropbox.com/s/2ng6ss0m7uelo1m/Dogs_Of_War_Campaign_Document.zip?dl=0


Offline AKA_Jstek

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Re: DCS Map 'Wargame' Design and Progress
« Reply #31 on: January 15, 2018, 07:04:14 pm »
Kool.

I completed updating some additional core framework items to make mission building faster and betters.

I started developing using the Caucasus Map.  Here is what I go thus far.
Backstory if you can call this one....

Russia is doing a surprise invasion of pro Russian Abkhazia territories in an attempt to annex the area.  This cannot be allowed.
Russia has established a new SA10 SAM site outside SOCHI to provide area denial to allied forces from interfering.
A convoy of freighters have been spotted with a plotted course to the old Gudama airbase.  Surveillance shows this airbase as a full complement of aircraft ready to go.
Intercepted communications have identified the airbase is waiting supplies and material with the approaching seemingly harmless convoy.

RED - Primary Airbase, Sochi.  Secondary Maykop
Protect Convoy to take Gudama
Defend SAM Site
Defend Supply Lines
Additional objectives TBA
Destroy targets of oppertuny, destroy supply lines if able.

BLUE - Primary Airbase, Kobleti.  Secondary Batami
Destroy Invasion Force Convoy
Destroy SAM site
Destroy Fuel Base and its convoys
Destroy targets of opportunity at airbases.
Defend supply lines
Additional objectives TBA.

----------------------------------
Supply lines is a fuel base, with set number of convoys going to an airbase.  If they make it, you get resources which you can use to spend on AI items.
Also, completing specials objects will grant you additional resources or unlock other specials stuff like, AWACs, bomber runs, Refueling and ect.

------
Aircraft
RED:player - su25t, mig21bis, ka50, mi8, viggen || ai - MIG25MLD, MIG21, and zu23, sa8, sa9, sa10, and others
BLUE:player - Harrier, f5e, a10c??, huey, || ai - TBA

Thoughts?

Offline AKA_Relent

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Re: DCS Map 'Wargame' Design and Progress
« Reply #32 on: January 15, 2018, 07:20:24 pm »
Looks good, I like the story.  Although... anti-shipping is the Viggen's forte - would be perfect for Blue :).  Maybe put Viggen on Blue and add Su25A for Red in it's place?

Offline AKA_Topgun

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Re: DCS Map 'Wargame' Design and Progress
« Reply #33 on: January 15, 2018, 08:25:47 pm »
The SA-10 is a BEAST.  It can hit targets at pretty low altitude, or up at nearly orbital altitudes ... and has a range of up to around 100 mi.  That will definitely be difficult to take out. 

Offline AKA_MattE

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Re: DCS Map 'Wargame' Design and Progress
« Reply #34 on: January 15, 2018, 10:18:37 pm »
Looks good Jstek,

Maybe consider Gazelle on Blue side.

MattE

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Offline AKA_Jstek

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Re: DCS Map 'Wargame' Design and Progress
« Reply #35 on: January 18, 2018, 05:37:34 pm »
So I added the viggen and a red destroyer to escort those ships...

Apparently, that SAM is just out of eff range.  Apparently the SA10 has a range of 20-25 miles....
Any other SAM options for me to use??

Also, Th Viggen, I don't own, so I have no idea what weapon systems should be allowed for primary 70s-80s tech but early other tech can work but it will be umm very rare (cause its NEW :))

Wish I had a game ready version for yah to play in, but not there yet.
I did add CSAR, and Need to setup some farp bases..  Really need to setup templates for statics but dont think you can...

The gazeelle, Im cool to add too. but whats its role?


Offline AKA_Topgun

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Re: DCS Map 'Wargame' Design and Progress
« Reply #36 on: January 19, 2018, 04:43:15 am »
SA-342M - Anti-armor with 4 HOTs
SA-342L - CAS.  1 cannon + 1 8-tube rocket pod
SA-342Mistral - Anti air.  4 ATA AAMs

Offline AKA_Ramstein

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Re: DCS Map 'Wargame' Design and Progress
« Reply #37 on: January 19, 2018, 03:35:21 pm »
Sounds like a nice plan for plenty of missions with an aircraft for every persons likes...   ;)

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Offline AKA_Jstek

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Re: DCS Map 'Wargame' Design and Progress
« Reply #38 on: February 02, 2018, 09:18:47 pm »
Hey Everyone,

An update on my mission progress. F

The backend tech is done.  As I go, a need may show up and put something together.  Not saying additional refinements can't be had.

The mission opens up with like this.

Red has taken a preemptive strike on blue and has destroyed Senaki and the all our SAM batteries.  They followed up with a pop-up naval invasion force on their way to Gudauta, escorted by an Neustrashimy class cruiser.  The local rebels have secretly supplied the abandoned base with additional war material.  All they need now is Russian expertise & manpower to use those assets.

Blue forces airspace is nearly unprotected except for garrisoned bases.  Red's Sochi airbase is well protected under the SA10 SAM site umbrella.

Russian Bases
1. Sochi, Primary
2. Maykop, Bombers
3. Gudauta, Forward Attack/Intercept/Support
4. FARP 1
5. FARP 2

Nato Bases
1. Seniki, Destroyed
2. Kobuleti, Primary
3. Kutaisi, Bombers
4. Batumi, Outpost
5. Zugdidi Farp
6. Mountain High MASH

Red Objectives
0. Protect Gudauta and assets
1. Protect Naval Invasion Convoys
2. Capture Gudauta
3. Protect Fuel Base
4. Protect Fuel Base Convoys
5. Destroy Zugdidi MASH Unit
6. Destroy Zugdidi Fuel Reserves
7. Destroy Mountain High MASH Unit
8. Destroy Batumi Depots
9. Destroy Batumi Fuel Reserves
10. Destroy Kutaisi Depots
11. Destroy Kutaisi Fuel Reserves
12. Destroy Kobuleti Depots
13. Destroy Kobuleti Fuel Reserves
14. Destroy Enemy Fuel Base
15. Destroy Enemy Fuel Base Convoys
16. Defend SAM Site

Blue Objectives
1.  Destroy Naval Invasion Convoys
2.  Destroy SAM
3.  Protect Nato Airspace
... TBA more to come.

Blue Activatable Assets with Mission Packages Outlined
1. AH-1W Strike Package
2. E-2D AWAC with 2x F4 HAVCAP
3. E-3A AWAC with 2x F4 HAVCAP
4. E-3A AWAC with 2x F4 HAVCAP
5. F-5E x4 BARCAP
6. F-5E x4 BARCAP
7. F-5E x4 Sweep
8. B52H x4 Deep Strike
9. F-86 X3 DCA
10. TBA and more

Blue Player Craft (LATE WIP)
Kobuleti AV8BNA x4
Kobuleti F5E-3 x3
Kobuleti UH-1H x4 (CSAR)
Batumi F-86F x3
Batumi AJS37 x4
Mountain High UH-1H (CSAR)
Zugdidi UH-1H (CSAR)
Zugdidi SA-342L
Zugdidi SA-342M
Zugdidi SA-342Mistral
TBA

Red Player Craft (Early WIP)
MiG21-Bis
MIG15-Bis
L-39ZA
Su25
K50

Red AI Craft
Awacs
Mig-23MLD
..TBA

Additional Notes

Destroying objectives not only grant Command Points that can be used to allow you to activate support assets like AWACs and Strike Packages.

The enemy on the other hand suffers, destroyed fuel reserves stops the fuel of fuel to that base, ultimately limiting activity at the airbase.

Destroying Depots at the base will lock out the player flown aircraft (AI will be OK, as they are on the Tarmac Fueled)

Destroying the Depots at the player's primary airbase will result in closure of player flown advanced craft, like the AV8BNA.

All AI aircraft can be strafed and destroyed while on the ground.  Nothing spawns in so you gotta protect these assets or you wont be able to use them.

Offline HellCat (Sully)

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Re: DCS Map 'Wargame' Design and Progress
« Reply #39 on: February 03, 2018, 06:25:18 am »
Wow ...nice work Jstek thanks for working on this!......this is for 1.5 stable I'm assuming correct?
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Offline AKA_Jstek

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Re: DCS Map 'Wargame' Design and Progress
« Reply #40 on: February 03, 2018, 12:07:01 pm »
2.5 ready.

Offline AKA_Jstek

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Re: DCS Map 'Wargame' Design and Progress
« Reply #41 on: February 03, 2018, 12:21:57 pm »
Suggestions and additional balancing insight feedback is requested.
Its taking alot of time to wrench in all the units :)

Then there will be fiddling with all the AI behavior, which took me a long time to do independent testing to ensure they work as intended.. aka not run away at first sight of enemies like a bunch of cowards.

Any volunteers if anyone wants to contribute by writing up the briefing.  Backstory to be included, objectives.  Recon photos of stuff to destroy and what benifit in general will occur and ect.
Plus an overview of strike plan flight plans for strike packages and assets.  (In the future, i think i will have a command menu that can let you change their objective front the default.)

For example, the bomber group default is to attack maytop, but after they launch and before they complete the rally, you could change their default objective to attack another target like sochi, because the SAM site is being dealt with for example.  More a version 2.0 thing, But I want to get the inital parts of this mission layed out cause, its alot of unit and AI setup and gotta do it in stages.

So anyways, the briefing is going to have to be very detailed, cause of all the moving parts.  May provide a PDF offline version, that can be used for offline, or perhaps even Kneeboard shots??  Though I imagine the PDF would be better.. Think Blue Flag and their PDF..

CSAR is enabled, so player aircraft lost, will be unflyable until the pilot is rescued.  So suicide missions, while effective at times will have a HUGE cost.
Adding the transport module may come later, but dont want to add the additional difficultly.

I believe the transport module can be helpful in case, all your fuel reserves get decimated and now you need to have the player manually move fuel to airbases, to keep player flights in the air.
Again more a version 2.x item to implement later.

-------------
Also I didnt mention, my vision is the RED starts with a huge advantage in the start, but flying mostly Intercept planes, the Ground attack craft will become avialble when they take sochi
But dont get me wrong, the mig21 is able to do ground attack too..  I also want to not include too many advanced craft with radar like the MIG21 and F5.. So they will be avialbe with limited player slots.. If you keep them alive, good.  if not your going to have to rely on the mig15s and sabres to get the job done.

Again, it all comes down to a balance thing.
« Last Edit: February 03, 2018, 12:40:51 pm by AKA_Jstek »