Naval ships in BMS?
-
Is there anyway BMS could put naval ships into the theaters? I noticed that there are nicely detailed shipyards and docks but no pt boats or tankers, I really enjoyed the naval missons in the original falcon4 sim and would like to see them in BMS, this is such a great sim I would love to see naval missons, think this could happen?
-
Yes, you can add ships to campaigns but only pre defined groups similar to ground battalions with Tacedit. These groups have issues. I have no idea how can assign ships to docks and force them to stay here. I have never tried what happens if you place a ship simply on a naval/port objective.
-
Yes, you can add ships to campaigns but only pre defined groups similar to ground battalions with Tacedit. These groups have issues. I have no idea how can assign ships to docks and force them to stay here. I have never tried what happens if you place a ship simply on a naval/port objective.
Two of the group will show as docked. Pretty cool. Been there for as long as I can remember
-
In my modded setup that we also use in 16th I have successfully managed to have individual ships of all kind, cargo, tankers, frigates etc, static next to ports or special areas eg next to close-to-sea airbases, without problems. Moreover for the frigates and warships, these where also implemented in 2 subgroups, one with active systems and radar (hot or “battle ready”) and one with the ship cold (“sleeping”), in order to simulate vessels not prepared for battle, refueling or with crew off. This greatly simulates reality, you can have in a naval port 4 static frigates, 2 hot that will defend their area, and 2 cold that will not do anything. So the pilot will see 4 contacts to his radar SEA mode, but only 2 returns in his RWR… Good luck finding the real threats, specially when other types of civil vessels exist in a same area-port.
-
In my modded setup that we also use in 16th I have successfully managed to have individual ships of all kind, cargo, tankers, frigates etc, static next to ports or special areas eg next to close-to-sea airbases, without problems. Moreover for the frigates and warships, these where also implemented in 2 subgroups, one with active systems and radar (hot or “battle ready”) and one with the ship cold (“sleeping”), in order to simulate vessels not prepared for battle, refueling or with crew off. This greatly simulates reality, you can have in a naval port 4 static frigates, 2 hot that will defend their area, and 2 cold that will not do anything. So the pilot will see 4 contacts to his radar SEA mode, but only 2 returns in his RWR… Good luck finding the real threats, specially when other types of civil vessels exist in a same area-port.
Thats not bad at all….
But just FYI, if a port is in range of a strike, all ships will stay as short as necessary, and even with some of the crew away, loading stuff, or whatever, the rest will still man defence systems and keep the ship ready to take sea. If the ship is refueling, they will cut short the refueling and defend themselves (not immediatly, of course).
A ship in a port is vulnerable (cant manoeuver, fixed target, cannot employ all weapons freely), so the crew will try to minimize this vulnerability by keeping some systems operationnal, and staying as short as possible, at least in a war zone.
In a port with relative safety (away from the enemy, with defense systems, etc), you can have ships in a “cold” state.
-
Of course. The point of the post was - I guess - what tricks can be done by playing and altering the database. This is what I achieved that all the 4 TELARs have to be destroyed in my MOD if you wish fully disable an SA-11/17 battery.
-
Yep, there’s a good amount of stuff that you can do with the DB…. but utlimately, the code itself limits what you can do. And debugging/modifying code is clearly not as user-friendly as playing ith the DB
-
It is good to see that ships can be added to the docks with tacedit, my only question is, what is tac edit? where is it found? and keep in mind that I am not a techie so I would hope that it is not too complicated to install….but how is that done?
-
It is good to see that ships can be added to the docks with tacedit, my only question is, what is tac edit? where is it found? and keep in mind that I am not a techie so I would hope that it is not too complicated to install….but how is that done?
i dont think you need tacedit at all
just add tasskforce in the UI and put the task force very close from the Port.
They will spawn here and stay here
-
You can add naval ships with Mission Commander, it is very simple. Here is a picture, I added a Tanker.
-
Why the hell dont you add them in UI ???
-
Why the hell dont you add them in UI ???
Better yet, why not have the ships triggered to appear as part of a route or when the camp reaches a certain time? Maybe we could see that in 4.33?
-
Dazzle2 where can I find misson commander?…I looked for it online and was unable to find it.
-
Dazzle2 where can I find misson commander?…I looked for it online and was unable to find it.
You can add ships directly in UI . MC not necessary for that .
-
Say him how.
-
Dazzle2 where can I find misson commander?…I looked for it online and was unable to find it.
-
Say him how.
two pissibilities
In UI te editor
Click on ship icon then on the map to place it
Or right click on the map “add naval unit”
-
Only prblem that defined groups are very strange or not useful and as I know in a group only one ship can engage target. They ships are too close too each other, etc. –-> This is why I changed in my DB that as ship battalion consist only one combat ship. Result? You can set real spacing and all can engage target independently.
Of course the side effect I have no idea what happens if you put more than one groun in a port. I never full undersand what is the relation between battalion roster slot number and position when a battalion stopped. With core DB and even with mine sometimes are unit overlapped and are standing in the same position…
-
Only prblem that defined groups are very strange or not useful and as I know in a group only one ship can engage target. They ships are too close too each other, etc. –-> This is why I changed in my DB that as ship battalion consist only one combat ship. Result? You can set real spacing and all can engage target independently.
That’s a valid point.
A task force with a High Value Unit (HVU, often an AC Carrier) will usually be deployed in “screens”. Wikipedia has a quite accurate article on this (I was surprised by the quality of the information, this is quite close to RL) :
http://en.wikipedia.org/wiki/U.S._Carrier_Group_tactics
Basically, you will have an inner defence ring (air defence and anti submarine ships) at 5-10 NM of the HVU, outer defence screen will be more “independent” ASW ships in passive search (sometimes other air defences ships too), at 15 -20-NM, and then you wil have CAPs and Hawkeye looking around for air target well beyond.
The kind of ship formations we see in BMS is the equivalent of a close up formation for aircraft : pretty, but not pratical at all in combat. Ships need space to manoeuver and employ their weapons, at least 1-2NM.
-
Dazzle2 could you explain how I could acceess and use the misson commander?….I tried to locate it but was unable.