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RE: Strike Tutorials - testing

Posted: Fri Jun 23, 2017 7:12 am
by Gunner98
Here is Tutorial #4 - LASER Dance

Short and simple

Let me know what you think.

B

RE: Strike Tutorials - testing

Posted: Fri Jun 23, 2017 7:13 am
by Gunner98
Thanks for that

I suppose I could have used the French for Tutorial 3. Perhaps I'll do a mash-up of a couple things later and squeeze them in.

Cheers

RE: Strike Tutorials - testing

Posted: Sat Jun 24, 2017 11:25 am
by Lihnit23
There are some missing directions for the 1st scenario. At the 7:23:30 mark, after the 1st step which is "Select the aircraft Strike #2", you should say something like "hit <shift> F1" or "from the 'unit orders screen', select 'Attack options', then 'Engage target(s) - Manual'" to idiot-proof the tutorial at this step.

At the 7:47:00 mark, "Game Menu/Side Doctrine" solid bullet, "Here you can change up how your units engage with their weapons: Chose " hollow bullet, choose what?

After 8:06:35, after destroying the 1st group of target #3, I followed your directions to put guns on the 2nd group of target #3. The plane shot 1 of the 5 sets of rounds, and is now circling over the tank group at 36,000 ft. doing nothing else.

I thank you very much for your efforts! This game actually seems approachable now.

RE: Strike Tutorials - testing

Posted: Sat Jun 24, 2017 6:45 pm
by RafaleKiwi
Hi Gunner

I've found myself with some spare time over the weekend and working through your tutes. Just finished 2 for the 2nd time.

There has been a lot of time and thought gone into these. Thanks for the effort; I've learned some new things.

I've taken the liberty of adding a bit to your Word document to add a step that has been missed out or put a bit more detail to clarify.

I can't upload directly so linked to Dropbox: Dropbox

I'll crack on with 3 now.

Regards Paul

RE: Strike Tutorials - testing

Posted: Sat Jun 24, 2017 10:58 pm
by ultradave
One more comment on Scenario 1 to go along with some of the missing instructions. The special messages seemed to get ahead of the mission I was on. While my aircraft was enroute on the Maverick mission for example, I was getting all the instructions for the JASSM mission. I don't know if that had something to do with me playing around with time compression a lot, or something else.

But good instructions and fun playing around with different munitions.

RE: Strike Tutorials - testing

Posted: Sat Jun 24, 2017 11:46 pm
by Gunner98
Thanks for the comments guys.

I need to take a look at one and use different triggers for the messages.

Been tied up building and testing a scenario, will hopefully get to it tomorrow.

Cheers

B

RE: Strike Tutorials - testing

Posted: Sun Jun 25, 2017 3:53 pm
by ClaudeJ
Hey B,

in Tutorial #4 - LASER Dance, I really like the pop-up message on learned lessons when A/C are about to land. May I suggest that you include such summary in all scenarios?

RE: Strike Tutorials - testing

Posted: Mon Jun 26, 2017 1:53 pm
by Dimitris
I like the idea of bundling the scenarios into a training/tutorial campaign.

Is anyone currently working on the AAW or Maritime Ops tutorials ?

RE: Strike Tutorials - testing

Posted: Mon Jun 26, 2017 5:19 pm
by Eggstor
I don't believe so. I'll whip up a very-basic air ops scenario (both manual and mission-editor patrol) and get started on AAW.

RE: Strike Tutorials - testing

Posted: Mon Jun 26, 2017 7:26 pm
by Gunner98
After 8:06:35, after destroying the 1st group of target #3, I followed your directions to put guns on the 2nd group of target #3. The plane shot 1 of the 5 sets of rounds, and is now circling over the tank group at 36,000 ft. doing nothing else.

Lihnit23 - Thanks for your points

I noticed this same behaviour, it may be an issue. You may want to put it up on the tech forum with a save game and explanation. If you're unable I can. Thanks

B

RE: Strike Tutorials - testing

Posted: Mon Jun 26, 2017 7:27 pm
by Gunner98
adding a bit to your Word document

Very worthwhile additions RafaleKiwi

Thanks
B

RE: Strike Tutorials - testing

Posted: Mon Jun 26, 2017 8:15 pm
by Gunner98
OK
Here are Strike tutorials 1-4, cleaned up a bit and in a campaign.

What I would like to do is have some cool video between each tutorial but I'm not quite sure how to do that. Any ideas?

Working on #5 & #6 now. Should be out in a couple days

I think the Doc files are ready to go to PDF. If you see any improvements or grammar issues please let me know.

B

RE: Strike Tutorials - testing

Posted: Mon Jun 26, 2017 8:34 pm
by Eggstor
I've already got that Shift-F1 strafe anomaly up in the tech forum, but a bump might be needed. The F-16 will perform multiple strafing runs if F1 is used instead of Shift-F1 at that point in the scenario, but you can't control the number of strafing runs that way.

Edit - The .campaign file is triggering an exception error when trying to open a camapign. I think the part between the <Description> and </Description> is causing it. Both NI and CoW refer to a HTML file instead of having direct text at that point.

Edit 2 - It's not that. The folder containing the campaign, the campaign name itself, the .campaign file name in the campaign folder, and the 280x135 .png file name in the campaign folder (so the campaign can be selected) all must be the same. I'm not an artist, so don't look at me for a .png file.

As for adding videos, Sirius (Paul) is the only one who has done that.

RE: Strike Tutorials - testing

Posted: Tue Jun 27, 2017 10:09 pm
by Gunner98
Here is Tutorial #5 - gets a bit more interesting

B

RE: Strike Tutorials - testing

Posted: Tue Jun 27, 2017 10:10 pm
by Gunner98
OK thanks Eggstor

I'll work on getting that fixed up.

B

RE: Strike Tutorials - testing

Posted: Thu Jun 29, 2017 3:15 pm
by ClaudeJ
In Scen #5, I've met an interesting situation :

(F/A-18C Hornet) had to jettison its air-to-ground ordnance or else it would not have enough fuel to get back to base due to the increased fuel burn rate caused by the payload weight and drag. To avoid this situation, change the mission 'Fuel/Ordnance' setting to 'Bring A/G ordnance back to base if target cannot be struck'. The extra payload weight and drag on the return leg will then be taken into account when estimating Bingo Fuel. Note that this will reduce the maximum strike radius, since the flightplan generator will take the increased fuel burn rate into account.

It might be interesting to warn the player about it.

Also, unless I wasn't paying attention in the previous scen, it's the first time the player is given the opportunity to use OECM. Maybe that you could an advice on how to use it best?

KUTGJ B

RE: Strike Tutorials - testing

Posted: Thu Jun 29, 2017 3:30 pm
by Gunner98
Cool - I have never had that message! I will give the player a note but it actually underlines the point on short-legged multi-role AC, which is good.

Good point on the OECM - I'll try to add some thoughts but the 'squiggly-amps' tend to confuse me[:D]

Thanks

B

RE: Strike Tutorials - testing

Posted: Thu Jun 29, 2017 9:18 pm
by ultradave
That's a good point on OECM. I had it orbit just out of SA-2 range while the rest of the strike A/C did their thing. But I don't know if that's what is best, or even right.

RE: Strike Tutorials - testing

Posted: Tue Jul 04, 2017 1:27 pm
by Gunner98
Guys here is a message that I will insert into scenario #5 about OECM.

If anyone has any suggestions to add please let me know - I am no expert.

Working on tutorial 6 but got distracted building some IO Fury scenarios. Will get back to this shortly.

B

RE: Strike Tutorials - testing

Posted: Tue Jul 04, 2017 2:03 pm
by Phobosdeimos71
I really enjoy your Strike Tutorials Gunner98. I have learned quite a bit from them.
Hope there are many more to come.