TRIDENT BOREAL 2027 V3.47

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Nikel
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Re: TRIDENT BOREAL 2027 V3.41

Post by Nikel »

Commanders Turmoil and Knightpawn did not play to the bitter end :lol:

Overlord Correcaminos, perhaps the next scenario should be shorter, like the 2 previous ones?


Also the triumph has to be much higher, above 20000 points.

The event of the detection of the Nakhimov is not working.

It is active. But the ship is properly detected and the event is not happening.

Edit: it works if you reduce from precise to known class. But only the sound, the message is not displayed.


Another question regarding the defense of the Ford CSG.

2 SM-2 launched to incoming missiles from the Sachsen. The target of those russian missiles is one of the American destroyers that also launched 2 SM-2 in self defense.

The missiles launched from the Sachsen are useless as they will impact the russian missiles, passed the American target, so why to fire them?

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turmoil
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Re: TRIDENT BOREAL 2027 V3.41

Post by turmoil »

Nikel wrote: Tue Mar 03, 2026 9:17 am Commanders Turmoil and Knightpawn did not play to the bitter end :lol:

Overlord Correcaminos, perhaps the next scenario should be shorter, like the 2 previous ones?

Another question regarding the defense of the Ford CSG.

2 SM-2 launched to incoming missiles from the Sachsen. The target of those russian missiles is one of the American destroyers that also launched 2 SM-2 in self defense.

The missiles launched from the Sachsen are useless as they will impact the russian missiles, passed the American target, so why to fire them?
It was said earlier that the mission length was mostly arbitrary, and up to the player so that's just when I felt the objectives I could control were complete. I have no idea how anything got through in my playthrough, I had blanketed the whole GIUK gap in sonobuoys.

As for the duplicate missiles - that's based on WRA and just something that happens with the game fairly often. I believe it's down to self-defense range because at that point they're more like "fire everything" but I could be wrong.
Nikel
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Re: TRIDENT BOREAL 2027 V3.41

Post by Nikel »

turmoil wrote: Tue Mar 03, 2026 12:16 pm
As for the duplicate missiles - that's based on WRA and just something that happens with the game fairly often. I believe it's down to self-defense range because at that point they're more like "fire everything" but I could be wrong.

Thanks.

I removed the American destroyer and the red missiles redirected to the carrier. I guess those extra missiles are needed, just in case :)
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Correcaminos
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Re: TRIDENT BOREAL 2027 V3.41

Post by Correcaminos »

Well, I've had less time these past few days. I know that changing unit names might have messed up some event settings. Changing one small thing can affect several big ones. I'm very focused on what's happening in Iran. I'm taking notes on everything you're saying and testing the events in a test scenario in the meantime. I want to fix the SAR issue because I want that event for my next scenarios. I've tried making the rescue crate visible on the NATO side and disappearing once the pilot is rescued; it seems to work, we'll see when I move it to the main scenario. Reinforcing the Nakihmov's defense with the Slava is a great idea. I also want to get the GPS Jamming defense working from it somehow. Regarding the Triumph issue, it's clear that it needs to be raised to at least 20,000 points based on your games (I don't think I can do better). I appreciate the comments that distinguish between editing errors and possible bugs or game planning issues. I'm going to try to make the stage look as good as possible; I think it's worth it.
"Si vis pacem, para bellum."
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Correcaminos
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Re: TRIDENT BOREAL 2027 V3.41

Post by Correcaminos »

I've made some modifications to the SAR event, and as you can see, it works perfectly. Once a NATO-controlled aircraft is shot down, a surviving pilot is generated based on a probability of survival, a life raft in the water, or a soldier on the ground.


Image

(Yes, I know the text doesn't match what was programmed; it's just a previous version. I'll adjust it. I'm only interested in the correct firing.)


The planes used don't matter, as long as they're airborne. This is just a random example.
Now a rescue area is generated around the survivor and is visible to the player. Here, the player must hover at minimum altitude for a certain amount of time. I'm considering generating more pilots depending on the plane.

Image


As you can see, the rescue works once the conditions are met.


Image


And once the rescue is complete, the area disappears so as not to interfere with the map.

Image

What I've noticed is that if I don't perform a fresh memory load on the scenario, the LUA doesn't load correctly and retains the LUA from the previous mission before the modification. Also, if I use the double flame when a pilot is supposed to spawn, it won't spawn. I'll need to confirm this with you when I release the next version, but I can't do anything else because this could be a bug in the game; we need to confirm it.


The system only generates survivors if the destroyed unit was an aircraft or helicopter (type == "Aircraft"), ignoring ships or installations.

The script checks the altitude at the time of the explosion; if it was less than 5 meters above the ground/sea (e.g., parked on an aircraft carrier), it does not generate a pilot.

For rescue, the helicopter must remain in the area for 35 seconds, with an increased speed limit of 60 knots and an altitude of 150 feet to prevent the AI ​​from aborting the rescue due to inertia.

Once in the water, the pilot has a random survival time of between 30 minutes and 3 hours (Kola Sea's icy waters) before dying, which necessitates an immediate SAR mission.

I haven't published anything yet; I'm waiting for more modifications. But I'm not going to touch this anymore.

Normal speeds (1x to 5x) during combat are recommended for the full SAR experience!
"Si vis pacem, para bellum."
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Correcaminos
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Re: TRIDENT BOREAL 2027 V3.41

Post by Correcaminos »

CHANGELOG 3.46

1.Tactical & AI Adjustments:

The "Eye of Sauron" is active: Following tactical feedback, the Nakhimov SAG will no longer attempt to hide using strict EMCON. The Russian Admiralty knows they cannot hide a 28,000-ton battlecruiser from NATO's AWACS/Satellites in this geography. Their powerful radars are now ACTIVE from the start, creating a terrifying SAM wall.

Victory Threshold: The Final Victory point requirement has been balanced to 20,000 points, which aligns much better with a successful completion of the primary directives.

Final Victory Event: Fixed a trigger issue where the E_FINAL_VICTORY event was not set to repeatable, causing it to prematurely deactivate. It will now actively monitor the status of the Nakhimov and the Yasen-M throughout the entire playthrough.

2. SAR / Downed Pilot System (Overhauled & Fixed): TESTED.

Inertia Fix: Helicopters will now properly rescue pilots even if they enter the zone at speeds up to 60 knots and 150 ft altitude.

New Immersive Messages: The SAR system now features custom HTML emergency broadcasts detailing the environment (Arctic water hypothermia vs. Land capture risks) and clear instructions on how to perform the extraction.

Scoring Rebalance: Rescuing a pilot now grants +100 pts, while letting them die/be captured penalizes you with -200 pts. This stops "suicide tactics" and makes sending a SAR bird a top priority.

Note: Due to how CMO handles extreme time compression, if an aircraft is shot down while running the game at "Flame" speed, the engine might skip the exact altitude calculations and the pilot might not spawn. Normal combat speeds (1x to 5x) are highly recommended.


Example:
Image

3. Briefing & Narrative Polish:

Added the official JTF-42 Command signal to the Stavanger intel flash in the briefing.

Reworded the Submarine (Yasen-M) section to clarify its tactical posture without breaking the mystery of its location.

(Note on Briefing Unicode/Weird Characters: The briefing HTML is coded in pure, clean ASCII. If you see strange characters when reloading the briefing mid-game, please be aware may be a bug in the CMO engine's HTML viewer, not a scenario file issue.)

I'm keeping the Russian airbases deep in the Kola Peninsula fully modeled with their individual facilities. While it adds to the unit count, it leaves the door open for future scenario expansions!

Good hunting, Commanders.
"Si vis pacem, para bellum."
Nikel
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Re: TRIDENT BOREAL 2027 V3.46

Post by Nikel »

Thanks for the last version Correcaminos.

I have started to test v3.46


The victory message appears after the A. Nakhimov is sunk, while the Yasen-M sub is still intact and undetected.

In the message there are total points assigned that do not correspond with what the game assigns.

Also the victory message appears at the same time than the sinking of the Nakhimov (hidden below).

Perhaps should not appear at the same time, because you may miss it, I think it happened to me in a previous test.


The rescue mechanism works. 600 points, because there were 6 survivors.



I will continue to see what happens.
Nikel
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Re: TRIDENT BOREAL 2027 V3.46

Post by Nikel »

When the Yasen-M is sunk, it happens again.

Several more ACs were lost and no more survivors were created, only the first one.
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Correcaminos
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Re: TRIDENT BOREAL 2027 V3.46

Post by Correcaminos »

Nikel wrote: Fri Mar 06, 2026 12:14 pm When the Yasen-M is sunk, it happens again.

Several more ACs were lost and no more survivors were created, only the first one.
Thanks for the report, @Nikel. I've been running extensive tests on my end in a controlled environment (shooting down helicopters, C-130s, F-16s, etc.) and I verified that survivors are being generated correctly and can be rescued multiple times throughout the same playthrough without issues.
​Based on the symptoms you're describing (the SAR event only triggering the first time), I strongly suspect the issue isn't within the LUA code itself, but rather how the CMO engine is handling the session or the event states.
​I'd like to ask you a couple of questions to help isolate the issue ( we know some are evidents) :
​Are you loading an old savegame file? If you are loading a .save file from a previous version just to test the fixes quickly, the game will load the "broken" event states stored in that specific save (for example, with the Repeatable checkboxes still unchecked), meaning the new LUA fixes won't apply. To properly test the updated triggers, you must start a completely fresh playthrough (New Scenario).
​Were you able to check if the "Repeatable" checkbox for the SAR event was still ticked in the editor right after it failed to trigger for you? It would help me a lot to know if the game engine is unchecking it for some weird reason after the first shootdown.
​Aside from that, please keep in mind two important mechanics regarding this specific SAR script:
​The code has a built-in 30% mortality rate on impact. This means not every single shootdown will generate a life raft; sometimes the crew dies instantly, and the event simply won't trigger.
​If you are running the game at extreme time compression ("Flame" speed) when aircraft are shot down, it's a known engine limitation that CMO skips frames and altitude calculations, which completely breaks the LUA unit generation at that exact moment.
​I believe the LUA code is robust and working as intended under normal speeds and conditions. Let me know if you can check the savegame or the event checkbox

I don't think the problem is in LUA; if I can do something myself I will, because as I said the event works, otherwise I won't get involved since this problem is beyond my reach. :roll:
"Si vis pacem, para bellum."
Nikel
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Re: TRIDENT BOREAL 2027 V3.46

Post by Nikel »

I played today only v3.46 and some saves from this v3.46 testing. Not saves from previous versions of your scenario.

Also the gameplay is usually at high speed, because it is a long scenario. At lower speed, when a sub is detected or the Ford CSG is attacked.

What I also did at low speed was the rescue, and it worked.

This is the events list in the editor at the end of the scenario (by time), so that you can see what is active and what is not.

1. Final victory should not be repeatable, and is still active after firing 2 times.

2. Detection of the Nakhimov active, when it was detected and sunk. I did not see this message. I reported this before.

3. The rescue events seem to be active. But again I play at high speed, and the 30% of not generating survivors perhaps were the cause.


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The stuff noticed today:


Minor. Perhaps the format of this text can be improved?

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This is the first victory message when the A. Nakhimov was sunk.

I do not know where these points come from or why are they displayed, by this time I had 6780.

As you see there is a next button activated that is the announcement of the Nakhimov that is sunk.

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I continued, when the Yasen-M was sunk, the victory message appeared again.

The points are not correct either, I had 16530. Also the next message button is active for the Yasen-M sunk announcement.

P3.png
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What I would expect is:

1. One message when Nakhimov or Yasen-M is sunk.

2. One message when the second of the above is sunk.

3. Then, the victory message. If possible with some delay, so that the 2 messages are not displayed at the same time.

4. Remove those points in the messages because they are incorrect.

5. I continued till the end, trying to simulate that any of the above was not sunk. No message and points indicating that the crossing of red subs was avoided, this time I could do it :)


If you need the scoring log or the graphic of v3.46 testing, just tell me.
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Correcaminos
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Re: TRIDENT BOREAL 2027 V3.46

Post by Correcaminos »

Perfect, please send me the scoring log so I can analyze it. Regarding the victory event, it uses a LuA that constantly analyzes the status of those two units. It would probably be better to simplify it. I can test it. As for the rest, they're minor corrections. How well does Nakihnov defend?
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Nikel
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Re: TRIDENT BOREAL 2027 V3.46

Post by Nikel »

Ok. Here is the SL.

Lost one of the American destroyers (already mauled in the first attack) and the Álvaro de Bazán (intact) at the end of the scenario, too aggressive play trying to dominate the North with the Ford CSG :)


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The Nakhimov did not defend properly, what I notice is that other groups manage better and had to send more than one salvo of the LRASMs to sink them, like the group of the Marshall Ustinov.

A pic of the sinking. No ADs. The ACs follow the LRASMs, but they can do nothing.

NS.png
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Correcaminos
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Re: TRIDENT BOREAL 2027 V3.46

Post by Correcaminos »

The Double Messages: There was a conflict because the Final Victory Lua script was trying to do the same job as the two separate individual events I already had for sinking the Nakhimov and the Yasen. I have simplified the Lua script so they don't overlap anymore.

The Ghost Points (13080 & 930): I've removed the score from the final victory message for now. I really liked how it looked in the AAR. I need to look at it more closely and polish it before bringing it back.

The 'Repeatable' Checkbox: The Final Victory event must remain set to Repeatable. The trigger fires every time any Russian unit is destroyed to check the status of those two specific targets. If it's not repeatable, it will turn off permanently after you shoot down the first random fighter.

There's not much more I can do for Nakhimov; he has a terrifying escort in real life. It is what it is. I'll work on the GPS Jamming test scenario, which I have pending and want to practice as a testing exercise. If it works, I'll implement it. I think there's little else to add. Regarding the text that you say looks a bit odd, have you tried making the window a little bigger by dragging a corner? It looks fine to me.


Credits and acknowledgments have been added to the description for the people who collaborated in creating this mission.

Ready for 3.47
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Nikel
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Re: TRIDENT BOREAL 2027 V3.47

Post by Nikel »

OK. No plan for adding points and event for avoiding the sub crossing?

Then I will not request it anymore :)
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Correcaminos
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Re: TRIDENT BOREAL 2027 V3.47

Post by Correcaminos »

That wasn't my intention from the start. Honestly, if you don't focus on preventing those submarines from passing, you're going to lose the game. It's more of a secondary objective that forces you to stay in the game. If you don't achieve it, there's no victory in the main mission.

My initial dea is not about defining how many submarines can or cannot pass to give you a victory, I don't know if I'm explaining myself well, Nikel, this way the defensive line is maintained until the Yasen and the Admiral are sunk.
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Correcaminos
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Re: TRIDENT BOREAL 2027 V3.47

Post by Correcaminos »

New banner for Trident Boreal.
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