Air / helo escort of a surface fleet

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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ultradave
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RE: Air / helo escort of a surface fleet

Post by ultradave »

Whole lotta bad guys in that one. You have to be careful not to lose missile boats that you'll need to attack the amphib units. I just barely eked out enough points to proceed. You don't want to charge in headlong. You'll pay (which it sounds like you are learning :-) )

Again, if you post a save game file I could see if I could figure out your question about the reference points.
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Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"
spinecruncher
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RE: Air / helo escort of a surface fleet

Post by spinecruncher »

Dave
I am trying to upload a file so you can see the issue I am having with creating fixed reference points for a unit like I described bc the formation editor is way more complicated than if one could just do simple reference points and create missions from them. When I go to upload my saved game file I get a "fakepath" message. Why can't anything be simple around here!
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ultradave
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RE: Air / helo escort of a surface fleet

Post by ultradave »

Will it upload? Did you stop there or hit the "upload" button, (or whatever the button is) and it didn't work? It's a security feature to protect you. Mine always just show the file name without a path, but I'm on a MacBook Pro, not a PC.

It *should* still upload. If not, use a different browser.
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Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"
thewood1
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RE: Air / helo escort of a surface fleet

Post by thewood1 »

The file needs to be zipped also. It is a pretty straightforward process.
spinecruncher
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RE: Air / helo escort of a surface fleet

Post by spinecruncher »

I must be having some issues with my directories I need to fox. Can you try loading the Fast and Furios and see if you can place a MTB unit next to a frigate with one fixed reference assigned to the frigate and a separate mission for the MTB unit with that single fixed reference point? See if the MTB goes next to the frigate and stays in the area ads the frigate sails the MTB should sail with it. Mine do not.
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ultradave
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RE: Air / helo escort of a surface fleet

Post by ultradave »

Detached one MTB from the closest group, made a reference point, fixed to the group leader of the two frigates, created an ASuW mission and added the MTB, with that reference point. It follows just behind the reference point, which stays in the same fixed bearing from the group. No problem. First pic is the 2 FF, and the MTB following it's reference point. Second pic is the mission editor with options selected (mostly unselected). Works just fine.

The reason I wanted to look at your save, was as I mentioned, you probably don't have the mission setup correct and I could check it. Maybe you can compare to mine. Mine works.

And it's not your directories. Try.a.different.web.browser.

But really, why do it this way? If this is what you are after, detach a MTB from one group and add it to the FF group. Then set it's position with the formation editor. You can set relative rotating or fixed. - 3rd picture.

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Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"
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ultradave
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RE: Air / helo escort of a surface fleet

Post by ultradave »

Mission Editor:



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Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"
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ultradave
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RE: Air / helo escort of a surface fleet

Post by ultradave »

Formation editor - note that I have the MTB selected and it shows his fixed bearing station. In the second picture you can see the effect of the fixed station (may not be what you want, depending on maneuvering).



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Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"
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ultradave
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RE: Air / helo escort of a surface fleet

Post by ultradave »

And then I maneuver to the NE, so you can see how the MTB keeps its FIXED bearing to the group leader. Pay no attention to the second FF - there was an air attack while I was moving and it's dead in the water. If it was still ok, it would have maintained position off the starboard beam of the group leader.



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Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"
spinecruncher
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RE: Air / helo escort of a surface fleet

Post by spinecruncher »

Just really quickly before I go over all this material, I noticed that you hav just one MTB unit, and I tried the reference point with the whole MTB group not sure if this makes a difference but I will cont to study the material you sent. Thank! I cannot upload right now I tried both IE and chrome. I get a message about file not supportable and fakepath. Thank you!
spinecruncher
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RE: Air / helo escort of a surface fleet

Post by spinecruncher »

Also here is something: is there a difference bw patrol and prosecution area in the editor? I mean, I am sure there is but for mine prosecution area was empty and patrol area had the reference pt. Now I changed it to be like yours. Sowwy Wood would give me hard wood for not reading the manual. :)
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ultradave
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RE: Air / helo escort of a surface fleet

Post by ultradave »

ZIP FILE. You can't just upload a scenario file. jpg's yes, scenario files have to be zipped.

And the difference between patrol and prosecution areas is described in the supplement on Warfaresims web page. Link in the new users read here sticky post. But for checking to see if the patrol boat would follow it doesn't matter. And there was only one reference point.

the fakepath thing you should be able to find a security setting to turn it off. Don't know where. You're on your own. I'd suggest a google search. I know it's a java security thing.
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Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"
spinecruncher
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RE: Air / helo escort of a surface fleet

Post by spinecruncher »

You are a great help. Can I call you superdave? I have learned quite a bit just with your posts and jpeg files.
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ultradave
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RE: Air / helo escort of a surface fleet

Post by ultradave »

No. ultradave is because of my habit of running ultra marathons. Not because I'm super or ultra or maximo or anything else.

Not quite as crazy as jumping out of airplanes, but maybe close :-) Not nearly as dangerous, because people don't shoot at you in ultras. They're actually some of the nicest people anywhere.
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Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"
thewood1
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RE: Air / helo escort of a surface fleet

Post by thewood1 »

What? Recommending a google search? Recommending looking at documentation? I thought I was the only allowed to do that.

btw, I have already sent him a PDF version of the FAQ and warfaresims addendums. He has them in digital form.
spinecruncher
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RE: Air / helo escort of a surface fleet

Post by spinecruncher »

I am a cyclist myself, road and trail. I thought cyclists were the salt of the earth...

Did someone say something? May be an echo in hear or static on the line..
spinecruncher
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RE: Air / helo escort of a surface fleet

Post by spinecruncher »

UD I think I need a little more help on the Fast and Furious. I keep losing all my ass(ets).
1) I have searched the PDF manual and still not sure about couple things? 1) how do I know if a unit has been detected? 2) what do all the range rings mean? 3) how do I win in the Fast and Furious. 1 & 2 are more important than 3). Thanks!
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ultradave
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RE: Air / helo escort of a surface fleet

Post by ultradave »

1) You don't. Sometimes you know you've been detected when you see missiles headed your way :-). If you have the surface search range ring turned on then if you are inside their ring you'd have to assume you've probably been spotted. If they have their radar on, in which case you've probably spotted them too.

2) Serious question - have you even looked at the menus in the game? Turned things on and off? Because it's really pretty obvious what all the colors are. And I'm colorblind and I say that.

3) You have to sink some of their landing ships. Use your air assets to find them. They are well protected so be careful. You need to conserve your assets and go after the targets that matter. That should be enough.
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Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"
neno
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RE: Air / helo escort of a surface fleet

Post by neno »

ORIGINAL: ballyhoo

UD I think I need a little more help on the Fast and Furious. I keep losing all my ass(ets).
1) I have searched the PDF manual and still not sure about couple things? 1) how do I know if a unit has been detected? 2) what do all the range rings mean? 3) how do I win in the Fast and Furious. 1 & 2 are more important than 3). Thanks!
1. missiles/torpedoes/etc. rushing towards you are often a good sign
2. map settings menu has all the color codes for different range rings. From there you can also turn on/off each ring and merge them to remove clutter
3. sink them all!
thewood1
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RE: Air / helo escort of a surface fleet

Post by thewood1 »

Just pointing out that 6 or 7 threads ago, I asked that exact same question and had people jumping on me for not being helpful...

"2) Serious question - have you even looked at the menus in the game? Turned things on and off? Because it's really pretty obvious what all the colors are. And I'm colorblind and I say that."
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