New 'Long Scenario' for testing NF 12.6 The Longest Battle
Moderator: MOD_Command
RE: New 'Long Scenario' for testing NF 12.6 The Longest Battle
I found this on the Captor mines: http://what-when-how.com/military-weapo ... y-weapons/
DEVELOPMENT •
Development of the Captor concept began in 1961; production started in March 1976 after several years of trials. The weapon achieved initial operational capability in 1979.
Produced by Goodyear Aerospace (now a division of Loral, Inc.), Akron, Ohio. Last authorization came in FY1986 at a unit cost of $377,000. Budget constraints cut Captor procurement in FY1985-87 from a planned 1,568 to 450. Total procurement fell short of the 4,109 originally stated as a requirement.
A modification program was planned but has not been funded.
So in production for 7 years at a unit cost of 377K each - ouch! I'm guessing the production # is somewhere around 3000.
Am putting 48 @ Jacksonville & Brunswick, 36 @ Oceana.
Also putting some Mk 65 Quickstrikes at each of the bases (24 ea)
DEVELOPMENT •
Development of the Captor concept began in 1961; production started in March 1976 after several years of trials. The weapon achieved initial operational capability in 1979.
Produced by Goodyear Aerospace (now a division of Loral, Inc.), Akron, Ohio. Last authorization came in FY1986 at a unit cost of $377,000. Budget constraints cut Captor procurement in FY1985-87 from a planned 1,568 to 450. Total procurement fell short of the 4,109 originally stated as a requirement.
A modification program was planned but has not been funded.
So in production for 7 years at a unit cost of 377K each - ouch! I'm guessing the production # is somewhere around 3000.
Am putting 48 @ Jacksonville & Brunswick, 36 @ Oceana.
Also putting some Mk 65 Quickstrikes at each of the bases (24 ea)
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RE: New 'Long Scenario' for testing NF 12.6 The Longest Battle
Great, thanks Gunner. I've been using them either as barriers in straits where I don't plan to send subs (or may or may not be safe to send subs through but I don't just to be safe). The quickstrikes would be good for protecting ports, I'll give them a shot too.
Hopefully I should get some play time tonight and tomorrow. I'm working through logistics ATM and while I love the Perry frigates I'm starting to hate their short legs and need for Gas fuel!
These longer scenarios are great for showing the benefits of some platforms I usually kind of ignore, like the Knox. Less capable but can actually stick with a convoy rather than ducking off to try to find fuel after a week.
Hopefully I should get some play time tonight and tomorrow. I'm working through logistics ATM and while I love the Perry frigates I'm starting to hate their short legs and need for Gas fuel!
These longer scenarios are great for showing the benefits of some platforms I usually kind of ignore, like the Knox. Less capable but can actually stick with a convoy rather than ducking off to try to find fuel after a week.

RE: New 'Long Scenario' for testing NF 12.6 The Longest Battle
I think based on your usage ideas some minor Mine layers and sweepers might be in order - more as a mine tender role. I am working on the next version at the moment and I'll think that one through.
I agree that this really shows the purpose of certain platforms. I suspect now that a Perry has no business being in a convoy situation the same as a Knox should not be in a CVBG.
B
I agree that this really shows the purpose of certain platforms. I suspect now that a Perry has no business being in a convoy situation the same as a Knox should not be in a CVBG.
B
Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
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RE: New 'Long Scenario' for testing NF 12.6 The Longest Battle
OK here is Version 1.5 - still very much a work in progress.
Change notes v 1.5
• Added 4x Buc’s, 4x Jag’s & 2x Tristars to RAF St Mawgan. And a message for when they’re ready. Idea here is that the OUT (Operational Trg Units) from each AC type would send novice pilots out to secondary theaters to gain experience. These guys are ‘Regular’ experience and have very limited ammo is available. The two Tristar’s should accompany each flight of 4 with one in Tanker mode and one in Cargo mode. Once they arrive at the destination you should edit the magazines at the destination to a max of what is in St Mawgan.
• Added the SAAF elements to Cape Town. Same idea with the tankers and the Canberra’s
• Fixed the unload triggers
• Fixed unit destroyed triggers
• Added msgs when the Reserve P-3 Sqns come on line
• Fixed up some of the Cuban patrols
• Added some Quickstrike & CAPTOR mines to the three big P-3 bases in the US
• Added quite a few ports for refueling – Need to add some ammo but not sure how much of an issue this is
• Added in an event where the USS supply comes through. Please let me know how that works – the bugger steams at 22knts which might not work out so well.. Knox’s will have a hard time keeping up with her!
• Added a few more surprises, still more to come
Work to do yet:
-trying to find a way to spawn more subs and have them assigned to the various missions, not quite there yet but almost. I could do it for individuals but want to automate it more and make it last the entire scenario.
-Still thinking on the minelayers and sweepers - not sure if it will add much (Anyone remember 'Mines in the Pacific!'?)
-If the trick with the USS Supply is worthwhile, I'll track the rest of the AO/AOE fleet and add them where appropriate
-I've got some ideas to make the small countries more of a long term problem but just need time to do it
-Ammunition at the various ports. Need to figure out what the need is and then stock them up
Enjoy
BTW - this should not require a restart, most of you are working through he problems as it is, this mostly cleans up the things you have mentioned. The added bits in South Africa are already in an install file, if you want the one for St Mawgan, let me know.
Keep the comments coming, this beast is really taking shape.
Thanks
B
Change notes v 1.5
• Added 4x Buc’s, 4x Jag’s & 2x Tristars to RAF St Mawgan. And a message for when they’re ready. Idea here is that the OUT (Operational Trg Units) from each AC type would send novice pilots out to secondary theaters to gain experience. These guys are ‘Regular’ experience and have very limited ammo is available. The two Tristar’s should accompany each flight of 4 with one in Tanker mode and one in Cargo mode. Once they arrive at the destination you should edit the magazines at the destination to a max of what is in St Mawgan.
• Added the SAAF elements to Cape Town. Same idea with the tankers and the Canberra’s
• Fixed the unload triggers
• Fixed unit destroyed triggers
• Added msgs when the Reserve P-3 Sqns come on line
• Fixed up some of the Cuban patrols
• Added some Quickstrike & CAPTOR mines to the three big P-3 bases in the US
• Added quite a few ports for refueling – Need to add some ammo but not sure how much of an issue this is
• Added in an event where the USS supply comes through. Please let me know how that works – the bugger steams at 22knts which might not work out so well.. Knox’s will have a hard time keeping up with her!
• Added a few more surprises, still more to come
Work to do yet:
-trying to find a way to spawn more subs and have them assigned to the various missions, not quite there yet but almost. I could do it for individuals but want to automate it more and make it last the entire scenario.
-Still thinking on the minelayers and sweepers - not sure if it will add much (Anyone remember 'Mines in the Pacific!'?)
-If the trick with the USS Supply is worthwhile, I'll track the rest of the AO/AOE fleet and add them where appropriate
-I've got some ideas to make the small countries more of a long term problem but just need time to do it
-Ammunition at the various ports. Need to figure out what the need is and then stock them up
Enjoy
BTW - this should not require a restart, most of you are working through he problems as it is, this mostly cleans up the things you have mentioned. The added bits in South Africa are already in an install file, if you want the one for St Mawgan, let me know.
Keep the comments coming, this beast is really taking shape.
Thanks
B
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- NorthernF..tleV1.5.zip
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Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
And our blog: http://northernfury.us/blog/post2/
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RE: New 'Long Scenario' for testing NF 12.6 The Longest Battle
Looks like fun!
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RE: New 'Long Scenario' for testing NF 12.6 The Longest Battle
I love all the work you've done.
I don't want to start over, can I get a copy of the additions since the South Africa install as an Install.
Or how do I just update the game I'm playing with the latest version?
Rebuild the scenario?
Thanks
I don't want to start over, can I get a copy of the additions since the South Africa install as an Install.
Or how do I just update the game I'm playing with the latest version?
Rebuild the scenario?
Thanks
RE: New 'Long Scenario' for testing NF 12.6 The Longest Battle
You can import the attached file. You'll have to delete St Mowgan first. This is not all the ports but a few that I grabbed in Europe and the islands. If you need a port in the US just put one in.
You won't get any of the fixes or improvements but you can work through those. I don't know if rebuilding the scenario will work but I would back it up before you try.
Enjoy
B
You won't get any of the fixes or improvements but you can work through those. I don't know if rebuilding the scenario will work but I would back it up before you try.
Enjoy
B
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RE: New 'Long Scenario' for testing NF 12.6 The Longest Battle
I updated my saved version with the ini file from 12.5.
Will that provide the improvements
Sorry for many questions.
Will that provide the improvements
Sorry for many questions.
RE: New 'Long Scenario' for testing NF 12.6 The Longest Battle
It will provide a few of the new units but not any of the fixes or events.
Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
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RE: New 'Long Scenario' for testing NF 12.6 The Longest Battle
Ok
Thank you for all you do.
Looks like I'll need to start over.
Thank you for all you do.
Looks like I'll need to start over.
RE: New 'Long Scenario' for testing NF 12.6 The Longest Battle
Well with my return to CMANO mere days away [praise the lord!] I've been having to prepare for the resumption of my role as commander in charge of getting the convoys across and this time I think I've come up with a sound strategy.
My plan is borrowed from my Soviet enemies, A2/AD. I plan to create "bastions" around 600-800 miles across and 600-800 deep. Inside this zone no submarines can exist, these zones will be centred around places like the Azores and Bermuda [and yes I will be putting a pier if there isn't one, please have mercy]in these boxes my convoys will be able to sprint, free of the sub threat, also stationed here will be hunter-killer groups of OHPs or JDA, these will be able to quickly reinforce convoys if/when losses are taken. The new idea for the replenishment oilers is screwing up my other idea; to station oilers there. What I would now particularly like is one and a half ANG squadrons, F-4s would work nicely. My convoys would leave their home ports and travel at a regulation 12 knots between bastions, once reaching the bastion they would accelerate, making good time under the protection of the plane's wings. The biggest risk in the journey is the Mid-Atlantic Gap, same as it was in The Second Battle Of The Atlantic.
Ferret
My plan is borrowed from my Soviet enemies, A2/AD. I plan to create "bastions" around 600-800 miles across and 600-800 deep. Inside this zone no submarines can exist, these zones will be centred around places like the Azores and Bermuda [and yes I will be putting a pier if there isn't one, please have mercy]in these boxes my convoys will be able to sprint, free of the sub threat, also stationed here will be hunter-killer groups of OHPs or JDA, these will be able to quickly reinforce convoys if/when losses are taken. The new idea for the replenishment oilers is screwing up my other idea; to station oilers there. What I would now particularly like is one and a half ANG squadrons, F-4s would work nicely. My convoys would leave their home ports and travel at a regulation 12 knots between bastions, once reaching the bastion they would accelerate, making good time under the protection of the plane's wings. The biggest risk in the journey is the Mid-Atlantic Gap, same as it was in The Second Battle Of The Atlantic.
Ferret
RE: New 'Long Scenario' for testing NF 12.6 The Longest Battle
Quick note, after I ducked into the editor I've noticed that losing SURTASS ships does not equate to losing points.
Ferret
Ferret
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RE: New 'Long Scenario' for testing NF 12.6 The Longest Battle
Well life got in the way and I played around a little but have decided to come back to this one.
I added some mk48 to uss Spears...but forgot to check if the SSNs can even unrep.
I treated an .ini file from that then did a deep rebuild and reapplied the .ini.
Only error was one Venezuela field didn't have enough space. Not sure if that's an issue.
Now it has the damaged a/c ability from CoW.
If I can now figure out why my PC is acting up I may be able to play more than 15-30 lol!
I added some mk48 to uss Spears...but forgot to check if the SSNs can even unrep.
I treated an .ini file from that then did a deep rebuild and reapplied the .ini.
Only error was one Venezuela field didn't have enough space. Not sure if that's an issue.
Now it has the damaged a/c ability from CoW.
If I can now figure out why my PC is acting up I may be able to play more than 15-30 lol!
Semper Fi!
Jeremy

Jeremy
RE: New 'Long Scenario' for testing NF 12.6 The Longest Battle
Glad there is still interest in this one.
If I knew as much about Lua when I built this one as I do now it would be a lot slicker but I think it is still a very interesting scenario. I'll put a note on my fix list about that base.
Thanks
If I knew as much about Lua when I built this one as I do now it would be a lot slicker but I think it is still a very interesting scenario. I'll put a note on my fix list about that base.
Thanks
Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
RE: New 'Long Scenario' for testing NF 12.6 The Longest Battle
well.... now that i have a new super computer... i dont know if i have time to dedicate myself to this... but im going to look at this again.... you know we were fooling with this over two years ago now....
version 1.5 is the latest update yes....
version 1.5 is the latest update yes....
RE: New 'Long Scenario' for testing NF 12.6 The Longest Battle
Hay magi, welcome back.
This one is currently in the Community pack as:
Northern Fury 34 - The Longest Battle,1994
Although I think 1.5 was the last version with any substantive changes.
B
This one is currently in the Community pack as:
Northern Fury 34 - The Longest Battle,1994
Although I think 1.5 was the last version with any substantive changes.
B
Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
RE: New 'Long Scenario' for testing NF 12.6 The Longest Battle
Finally got round to dedicating some time to play this scenario and what a scenario it is. I was reminded of my time playing WITP in terms of pace and complexity.
Oh you can tell the SEC the days of unrestricted submarine warfare are over.
Reforger by sea [:D]
Oh you can tell the SEC the days of unrestricted submarine warfare are over.
Reforger by sea [:D]
Non mihi, Non tibi, Sed nobis
RE: New 'Long Scenario' for testing NF 12.6 The Longest Battle
List of issued identified thus far. About a week game time into the run.
Venezuela – ASW helos not assigned to ASW patrols, targets not assigned to land strike mission
WP – SSN Victor 1 Reft is north of exclusion zone, not assigned to mission or route, seems wasted there.
Clarity that ammo is available only at Charleston would be useful in the briefing, or magazines at NY, Norfolk, Rota, Portsmouth, Brest,...
No victory points for sinking commerce raiders – deliberate?
Lua error on teleport of USS McCandless, appears on side Biologics.
F210 Emden message says check in at Portsmouth, actually appears at Gibraltar.
AOE-6 arrives ~1900 nm from Norfolk with ~900 nm of fuel. Sent to St. Johns for fuel.
Venezuela – ASW helos not assigned to ASW patrols, targets not assigned to land strike mission
WP – SSN Victor 1 Reft is north of exclusion zone, not assigned to mission or route, seems wasted there.
Clarity that ammo is available only at Charleston would be useful in the briefing, or magazines at NY, Norfolk, Rota, Portsmouth, Brest,...
No victory points for sinking commerce raiders – deliberate?
Lua error on teleport of USS McCandless, appears on side Biologics.
F210 Emden message says check in at Portsmouth, actually appears at Gibraltar.
AOE-6 arrives ~1900 nm from Norfolk with ~900 nm of fuel. Sent to St. Johns for fuel.