Kuwait Theater tester version 1 now available
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Made some settings in the mission file.
In the category AMIS_HighThreat added STSTRIKE (Stealth Strike), AMIS_RECONPATROL (this revived the activity of reconnaissance helicopters), AMIS_ONCALLCAS (+AMIS_flyalways)Removed from the same category
- AMIS_OCASTRIKE and AMIS_STRIKE
falcon4.aii reduced:
MaxFlymissionThreat = 65
MaxFlymissionHighThreat = 90All this will reduce the generation of some suicidal missions. I’m testing the 5th day, the result is pretty good.
- Updated Mirage-3/5 and Mirage F-1 models from CCC1tw
- The M-48 tank was replaced with AMX-30 - the main battle tank in the Gulf countries at that time (Qatar, Saudi arabia). models from CCC1tw.
- Added CH-53 transport helicopter - models from CCC1tw
- Airbase 11_29 - model has been replaced (taxiing and runway).
- Changed the order within the divisions and brigades. The division includes up to 6 brigades. A brigade of up to 4 battalions. The concentration of brigades and battalions in Kuwait has been reduced.
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Good morning, Goro.
So, conclusively, can I assume since now that Iraqi’s armed forces are more reactive in campaign than they were in RL for a lot of reasons we can’t care of here?
Not that it can worry me, BTW.With best regards.
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Initially, in the campaign file, the initial initiative was set at 5 to 95. Apparently on this, one of the parties behaved rather sluggishly.
Conducting experiments, I changed the initial initiative 40 to 60. And reduce the initial number of ground forces in Kuwait.
According to falcon4.aii - 20 is the lower limit for the “Min Secure Initiative”.To increase the initiative you need:
Destroy enemy airfields - reducing the value of AirPower - while achieving superiority in the air, the AI begins to initiate the onset of ground forces. Generates BAI missions and more.
The same will happen if you actively destroy military equipment, reducing the value of “ground power”.The campaign ends after the liberation of Kuwait and the capture of the Basrah area.
- The old model F-5e for RSAF has been replaced by the F-5e model from the CCC1tw pack. With texture correction.
- In the database. One of the two battalions of the SAM HAWK - changed to the state of statics. Used for the defense of airfields.Otherwise, even with “set by HQ” disabled, they love to leave the designated point and leave for their business.
In the folder “music” - added tracks (ui1-6) from old flight simulators, can be used for UI.
Link: http://www.mediafire.com/file/ij4ntlb6wzzorni/Add-On_Kuwait434-6.zip/file
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Thanks for this update, Goro.
So, let’s have a look to this too.
With best regards.
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Campaign test(4.34-5 version, not -6) : Blue side wins on Day 11 0:00, after capturing Al Majarr Al Kabir.
i use [add package] to maximized A-G attack, wipe out all Red GUs/AD units before Day 9 0300.
on J-Star map, no Red GU dots left. then i periodically disable all Red AFBs and hit red Army bases to clear the sky. BUT Blue GUs did not move aggressively…tho major offensive targets at Baghdad for a long while…then i start to control GU movment, order some to capture all obj in Kuwait, some toward Al Barsa, and few aim at Baghdad. Tho no air/ground resistance, GUs move pretty slow… it takes a while to capture all obj in Barsa and Baghdad - but the campaign clock keeps ticking. the war finally ends when a GU capture Al majarr al Kabir…sounds like an insignificant obj at NW Barsa?
in short, trigger file may need further tweak, to push all Blue GUs advancing north along all frontline.
the ground op target keeps aiming at Baghdad- may aim at Kuwait first then Barsa, then Baghdad.Apart from A-10 CTD bug, i fly several ac in 3d, no CTD. great job modding…and looking forward to more aggressive GU maneuvor. Actually lots Red GUs did move toward Kuwait in the beginning and neutralized by Blue air power…it’s Blue GUs lack of drive to fight back in later stage.
PS- missing B-1 and B-52, and H-6 in cam.
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this campaign is not realistic at all, this is way different from desert storm, it’s like doing vietnam and calling it WWI
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DISCLAIMER
This theatre is not designed to be an accurate representation of the Gulf region, or an accurate portrayal of the 91 Gulf War. It is my attempt to offer a theatre of Ops based in the Gulf Region. No apologies are made or offered in respect to inaccuracies of either the terrain or the geographic layout of cities, etc. or the placement of combat units in the theatre. If you do not accept this, delete the installation and go back to another of the fine theatres available. -
Campaign test(4.34-5 version, not -6) : Blue side wins on Day 11 0:00, after capturing Al Majarr Al Kabir.
i use [add package] to maximized A-G attack, wipe out all Red GUs/AD units before Day 9 0300.
on J-Star map, no Red GU dots left. then i periodically disable all Red AFBs and hit red Army bases to clear the sky. BUT Blue GUs did not move aggressively…tho major offensive targets at Baghdad for a long while…then i start to control GU movment, order some to capture all obj in Kuwait, some toward Al Barsa, and few aim at Baghdad. Tho no air/ground resistance, GUs move pretty slow… it takes a while to capture all obj in Barsa and Baghdad - but the campaign clock keeps ticking. the war finally ends when a GU capture Al majarr al Kabir…sounds like an insignificant obj at NW Barsa?
in short, trigger file may need further tweak, to push all Blue GUs advancing north along all frontline.
the ground op target keeps aiming at Baghdad- may aim at Kuwait first then Barsa, then Baghdad.Apart from A-10 CTD bug, i fly several ac in 3d, no CTD. great job modding…and looking forward to more aggressive GU maneuvor. Actually lots Red GUs did move toward Kuwait in the beginning and neutralized by Blue air power…it’s Blue GUs lack of drive to fight back in later stage.
PS- missing B-1 and B-52, and H-6 in cam.
In version 4.34-6, the initial number of vehicles was reduced to 8,000. (4.34-5 was 10,000)
The map where the objects to be captured are listed is in the readme.pdf file. The current original trigger is configured as well.
Attempts by the AI to target Baghdad are most likely due to the fact that Baghdad is of 100 percent primary value, as is the city of Kuwait. Basra has 81 percent of the primary value.
I am now conducting tests with the Pak Map: Kuwait = 100, Basra = 95, Baghdad = 91.
The end of the first day, the AI no longer aims in the direction of Baghdad, it is more concentrated around the direction of Kuwait.I will continue to experiment, see what happens in the end.
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and a delete it is indeed
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Lol, that’s not very nice Alfred.
Should add some perpetually burning oil fields
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Initially, in the campaign file, the initial initiative was set at 5 to 95. Apparently on this, one of the parties behaved rather sluggishly.
Conducting experiments, I changed the initial initiative 40 to 60. And reduce the initial number of ground forces in Kuwait.
According to falcon4.aii - 20 is the lower limit for the “Min Secure Initiative”.To increase the initiative you need:
Destroy enemy airfields - reducing the value of AirPower - while achieving superiority in the air, the AI begins to initiate the onset of ground forces. Generates BAI missions and more.
The same will happen if you actively destroy military equipment, reducing the value of “ground power”.The campaign ends after the liberation of Kuwait and the capture of the Basrah area.
- The old model F-5e for RSAF has been replaced by the F-5e model from the CCC1tw pack. With texture correction.
- In the database. One of the two battalions of the SAM HAWK - changed to the state of statics. Used for the defense of airfields.Otherwise, even with “set by HQ” disabled, they love to leave the designated point and leave for their business.
In the folder “music” - added tracks (ui1-6) from old flight simulators, can be used for UI.
Link: http://www.mediafire.com/file/ij4ntlb6wzzorni/Add-On_Kuwait434-6.zip/file
Thanks a lot mate, just an indication that may helps all the fans of this theater, could you please keep updated the first post with all the releases?, it is not easy to follow-up in what page is the latest version of the theater.
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Should add some perpetually burning oil fields
yeah burning oil field objective sounds like a good 3d item!
another idea is… how to use weather system to create sand storm in this theater? very low altitude clouds?
the mod is indeed getting better, thanks SpbGoro!
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I am not an expert on triggers, does anyone know if you can use “Y” type characters in trigger code?
I checked in the trigger for KTO Save1, there are no such characters.
Perhaps there should be a number 7 (objective number), Perhaps a random error., the number 7 and the letter Y are close on the keyboard.
By the way, one of the reasons why at the beginning of the coalition forces are sluggishly active ( not generate missions with strikes on airfields.), the initial state is set in the trigger:
“#SET_EVENT 10” - This marks the Coalition as initially on the offensive (9) or defensive (10)
Thanks a lot mate, just an indication that may helps all the fans of this theater, could you please keep updated the first post with all the releases?, it is not easy to follow-up in what page is the latest version of the theater.
And thank you I do not have possible to edit the first message.
Last version on this page:https://www.benchmarksims.org/forum/showthread.php?21037-Kuwait-Theater-tester-version-1-now-available/page15
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Goro, my recollection says, that y almost definitely should be a 7 - good spot.
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It means: IF TEAM 6 controls A(LL) of 11, 7, 6 (Objects)
So sure ‘y’ must be a typo.
Cheers Obi1
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It gets complicated to update?
Yes it Is, see other theater thread, and they always keep updated the first post.
Navigate in a thread with 30pages just to find the link in one reply… Come on
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Yes it Is, see other theater thread, and they always keep updated the first post.
Navigate in a thread with 30pages just to find the link in one reply… Come on
I have, and will, keep the first posted updated.
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