Bedford Incident (Locating Report Message 2 Ref Pt)

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DWReese
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Bedford Incident (Locating Report Message 2 Ref Pt)

Post by DWReese »

I am playing the first scenario, "The Bedford Incident", from Red Tide.

At some point in the game (I don't want to give anything away), Reference Point 1 is placed on the map. That works fine.

Later, Reference Point 2 is placed. The problem is, unlike the first one, I don't ever see it show up.

I looked at the Lua coding (I don't know anything about Lua) and it seems to mirror the same used with Reference Point 1, so I don't see any reason for it to not show up.

There is no need for a Save as it is a new scenario, and everyone should have the exact same thing.

If you are playing this scenario, take a look at this and see if it happens for you.
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1nutworld
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RE: Bedford Incident (Locating Report Message 2 Ref Pt)

Post by 1nutworld »

I too never had anything show up as a reference point, so I went in to said location and entered in one manually, but I wasn't sure if that was the designed intent.
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Durendal28
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RE: Bedford Incident (Locating Report Message 2 Ref Pt)

Post by Durendal28 »

There is a Lua script Action for the creation of a reference point, but the action was not added to the Event. It looks like the designer just forgot to add it. There is nothing wrong with script and works as intended once I added the action to the reference point creation event.
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RE: Bedford Incident (Locating Report Message 2 Ref Pt)

Post by DWReese »

It works perfectly for the first one. The second script looks just like the first (except with the different coordinates) and it fires properly, but it does not appear on the map.

I tried using the same code with another scenario, and that works fine for both.

So, it's odd that it wouldn't work for the second one here.

I watched Kushan video play and it didn't show up for the second one either.

Doug
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RE: Bedford Incident (Locating Report Message 2 Ref Pt)

Post by Kushan04 »

Here is a copy of the scenario that fixes the Reporting Location 2 event.
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DWReese
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RE: Bedford Incident (Locating Report Message 2 Ref Pt)

Post by DWReese »

Thanks, B.

Note: I just added a third event to the original copy, and I got it to work just fine, so the issue was something about #2 that was causing the problem.

Obviously, you guys already have it fixed, though. Wow! That's great.

Doug
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nukkxx5058
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RE: Bedford Incident (Locating Report Message 2 Ref Pt)

Post by nukkxx5058 »

Hi, how do you play this scenario ?
The side briefing says:
ORDERS & CONDUCT OF OPERATIONS

USS Bedford and associated air assets are to conduct aggresive ASW Patrols in their allocated areas. Any Submarine contact is to be forced to the surface if detected in the Svalbard Islands TTW. Units are to only fire in self defence.

How do you achieve this ?!?[&:]
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Eggstor
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RE: Bedford Incident (Locating Report Message 2 Ref Pt)

Post by Eggstor »

You can't force a sub to surface in CMO without firing at it and damaging it to the point where it can't stay submerged, at least not yet. However, you will be given new orders that you can execute in CMO should you detect a sub inside the Svalbard TTW.
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HalfLifeExpert
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RE: Bedford Incident (Locating Report Message 2 Ref Pt)

Post by HalfLifeExpert »

ORIGINAL: nukkxx5058

Hi, how do you play this scenario ?
The side briefing says:
ORDERS & CONDUCT OF OPERATIONS

USS Bedford and associated air assets are to conduct aggresive ASW Patrols in their allocated areas. Any Submarine contact is to be forced to the surface if detected in the Svalbard Islands TTW. Units are to only fire in self defence.

How do you achieve this ?!?[&:]

Those orders are worded in a realistic way that don't actually line up with CMO's capabilities.

What is supposed to happen is that while aggressively pursuing the submarine, a pair of Soviet Fitters are supposed to attack, starting a skirmish and allowing you to blast the sub. That is the event that starts the war in this Campaign.


I do hope submarine surfacing and other non-kinetic aggressive actions are modeled in the future though.
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nukkxx5058
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RE: Bedford Incident (Locating Report Message 2 Ref Pt)

Post by nukkxx5058 »

Thanks guys. Reloading the scenario immediately :-)
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RE: Bedford Incident (Locating Report Message 2 Ref Pt)

Post by Kushan04 »

On the two occasions I actually found the sub, I decided to just engage it on my own. Haven't found it early enough in the scenario for the Fitters to attack.
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nukkxx5058
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RE: Bedford Incident (Locating Report Message 2 Ref Pt)

Post by nukkxx5058 »

Just one last thing: what does TTW means ? [&:]
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nukkxx5058
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RE: Bedford Incident (Locating Report Message 2 Ref Pt)

Post by nukkxx5058 »

Thank you ! :-)
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nukkxx5058
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RE: Bedford Incident (Locating Report Message 2 Ref Pt)

Post by nukkxx5058 »

Why do my ships refuse to go in straight line but have these weird trajectories ???
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HalfLifeExpert
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RE: Bedford Incident (Locating Report Message 2 Ref Pt)

Post by HalfLifeExpert »

ORIGINAL: nukkxx5058

Why do my ships refuse to go in straight line but have these weird trajectories ???

It has to do with the geography. Can be hard to see sometimes, but it usually has to do with shallow waters and other obstacles. This is usually an issue in Littoral areas like the area around Svalbard.

Have a close look at the water depths and see if there are and sudden underwater hills and sandbanks that the destroyer is maneuvering to avoid.
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nukkxx5058
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RE: Bedford Incident (Locating Report Message 2 Ref Pt)

Post by nukkxx5058 »

Thanks. Makes sense. I was suspecting something like this but couldn't find any obstacle. Will double check.

Other thing: my Orion fired 2 torpedos at the sub which is still not flagfed as hostile (it's still orange/unfriendly) and we are not yet at war. Is that the way the dev used to simulate the fact that we want the sub to surface ?
12:43:00 PM - Contact Commercial Fishing Boat has been lost.


12:37:08 PM - New contact! Designated BOGEY #39 - Detected by USS Bedford [Sensors: AN/SPS-37] at 59deg - Estimated 204nm


12:34:41 PM - Weapon: Mk46 LWT Mod 2 #1398 has impacted B-59.


12:34:41 PM - Torpedo Mk46 LWT Mod 2 #1398 is attacking B-59 with a base PH of 70%. Final PH: 70%. Result: 48 - HIT


12:34:41 PM - Decoy (Generic Acoustic Decoy; Tech: Early 1970s) from B-59 is attempting to seduce sensor: Torpedo Seeker (Tech: Early 1970s)(Guiding weapon: Mk46 LWT Mod 2 #1398). Final probability: 15%. Result: 19 - FAILURE


12:09:19 PM - Contact: SSB #36 has been classified as: PLRB-629A Golf II - Determined as: Unfriendly (Classification by: 333 Sqn Det #1 (P-3B Orion) [Sensor: KA-74] at 0.5 nm)


12:09:18 PM - Weapon: Mk46 LWT Mod 2 #1396 has detonated, 0m from intended target point.


12:09:12 PM - Contact: GOBLIN #36 has been type-classified as: SSB (Classification by: 333 Sqn Det #1 [Sensor: Mk1 Eyeball] at Estimated 0 nm)


11:51:52 AM - Weapon: Mk46 LWT Mod 2 #1392 has detonated, 0m from intended target point.


11:46:25 AM - Contact: BOGEY #38 has violated Exclusion Zone: Norwegian TTW and is now considered UNFRIENDLY


and who is B59?
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BobTank63
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RE: Bedford Incident (Locating Report Message 2 Ref Pt)

Post by BobTank63 »

Make sure all ROEs are set to TIGHT. Also, deactivated the exclusion zone. It will mark all goblins as unfriendly and send your ships after biologics.
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kevinkins
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RE: Bedford Incident (Locating Report Message 2 Ref Pt)

Post by kevinkins »

Does this game really need biologics? The scenario designer is at their whim to throw blubber out on the map and put them on paths that make no biological sense. I wonder how many Marine Biologists play or play tested Command? Let's take a guess - basically none.
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Kushan04
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RE: Bedford Incident (Locating Report Message 2 Ref Pt)

Post by Kushan04 »

ORIGINAL: kevinkins
Does this game really need biologics? The scenario designer is at their whim to throw blubber out on the map and put them on paths that make no biological sense. I wonder how many Marine Biologists play or play tested Command? Let's take a guess - basically none.

If they are done right; lua to randomly change the speed/depth, then yes I think biologics can muddy the ASW picture enough to worth adding them. Civilian ships though, 95% of the time I think their useless to have.
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