Darn, that A-6 cockpit would be very cool to have! Hopefully someday
Latest posts made by CCIP
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RE: Vietnam Theater
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RE: One Day in a Long War (large historical TE)
CCIP, sorry, but the question concerns 2D. Itâs smooth. I suppose you accelerated the footage in addition of the 32x in the UI.
Yep, thatâs correct! Sorry for the odd look - yes, the effective acceleration in the video is 768x (64 x 12). Thatâs why I called it a timelapse - itâs just meant to be a quick snapshot
Falcon comes from an era when just having primitive 8-directional sprites (as opposed to vectors) was common on 2D maps. Not much that can be done about that (although I think itâd be neat if someone made a mod to replace the aircraft silhouettes with NTIDS symbols!) -
RE: One Day in a Long War (large historical TE)
Did you accelerate the footage as well?
I did, thatâs why no sound - sorry about that, kind of a lazy way of capturing video
Itâs 4x accelerated in game plus 4x sped up in video - the real mission was 2 hours long (which wouldâve still been 30 minutes of video without the speed-up!)
Iâll try to do a better video demo when I have some time!Carriers in Vnam are all very functional. I have never seen this many carriers working in one theater.
there are at least 17 working carriers to choose from in TE_NEW.
watching this video with all the planes spawning and taking off is awesome! I couldnât help but notice that RC-5 on deck! One of my favorite new toys from ccc.I love the Vigie as well! Yeah, itâs an impressive sight - it was actually somewhat more impressive earlier, when I ran the full Alpha Strike launch in just 10 minutes. Unfortunately, I then realized that a few planes would âspawnâ wrong and fall off the deck/explode - so to keep it safe, I extended the launch period to 20 minutes instead of 10.
And actually, that reminds me - while the carriers in the mission seem to be working perfectly, I did have a problem earlier where the carriers didnât seem to want to appear in certain combination (for example, the USS Constellation can be added as a carrier, but when I had it along with the two other carriers in the scenario, I would not be able to choose it as a base for some reason.) Itâs not a big issue - but might be worth checking into, I suspect thereâs some sort of overlapping ID. Thatâs why the scenario has Independence in place of the historical Connie at the moment.
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RE: One Day in a Long War (large historical TE)
Thank you CCIPâŚ
The position update of the units on the 2D map is very frequent. Is there any setting about this?
Do you mean in the video? Thatâs running at 12x64x speed (so, 768x in total!), so if it looks a bit too fast thatâs because it is
If you mean something in game - I didnât notice it. The only thing I can think of is the fact you see all the enemy ground units at first, but they disappear from view after just a couple of minutes.
Great job.
and thanks for exploring the possibility of vnam mod.BTW thanks for checking Dragon Jaw issue⌠we really need this objective!
Glad to hear
Yes, the Paul Doumer bridge was a sort of âsecond Dragonâs Jawâ, and arguably more strategically important. It wasnât quite as tough, but still over-engineered and had one upside - a lot more spans, which individually were easier to repair. But this particular strike was damaging enough that it was never fully repaired.
Pretty different from the Thanh Hoa Bridge - but still a very juicy (but hard) target! -
RE: One Day in a Long War (large historical TE)
And just for fun - another timelapse, this time in 3D view!
2 flight hours squeezed into just 8 minutes (with no sound, as intended)
This one is from an A-7E, flying as part of the first Alpha Strike against Haiphong in the morning.(I didnât actually pilot it - it was 100% flown by the AI âcombat autopilotâ for testing. I also set the con layer to 10,000 ft to help make the other flights in the package a little easier to see in the video.)
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RE: One Day in a Long War (large historical TE)
Documentation:
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MISSION DOCUMENT: (work in progress)
https://docs.google.com/document/d/1FzTC2mYDvfSogMgAQUijYZ_CmOfBE6eOou_BV0wbh1U/edit?usp=sharing
Background, briefing information -
SCANNED EXCERPTS: (from Ethell & Price (1989) âOne Day in a Long Warâ)
https://docs.google.com/document/d/1Dxe04ePfL4mN6jWSjokt8MK6igDWT0glmK8j-CyzuWw/edit?usp=sharing
Historical details about the first day of Operation Linebacker
US Strike ATO map showing all the sorties over North Vietnam (not including the Red force, of course!) -
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One Day in a Long War (large historical TE)
One Day in a Long War: May 10, 1972
Following another breakdown of talks in Paris and no ceasefire in sight for the communist offensive in South Vietnam, President Nixon authorizes the first major strikes against North Vietnam in 4 years. Operation Linebacker is about to begin, with both USAF and US Navy aircraft poised to deliver the first attacks.
Well, thatâs basically all there is to this TE - allowing for a few minor changes (type and weapon substitutions, minor game-oriented tweaks), this is essentially a faithful recreation of the action that day, based largely on the book of the same title by J.L. Ethell & A. Price (1989). The scenario is meant to be played from the US perspective, with a total an ATO containing 348 USN and USAF sorties - with mission rosters, loadouts, times and even altitudes based on historical documents from that day. The only objectives at the moment are primary ground targets for all strikes - for a maximum of 100 points (with a score somewhere in the 70s being average for an AI-only run-through).
A few compromises that had to be made include some of the targets - they are in the right areas, but sometimes had to be substituted for other objectives. For example, the most prized target of the day was the Paul Doumer Bridge in Hanoi, which was successfully taken down by an early all-PGM (LGB/EOGB) raid - unfortunately, there is no bridge there in the theater at the moment⌠but there is a factory in basically the exact same location, so I improvised Likewise, the fact that thereâs no EKA-3B (only an EA-3B) on the Navy roster, and buddy refueling on the nearest equivalent (EA-6D) doesnât seem to be working correctly meant that some KC-135s had to be recruited to help the USN. A few other minor type swaps were made, and a couple of missions streamlined to avoid extra confusion. In some cases, flight plans had to be padded out a little to stick to historical T/O and TOT; other timing tweaks included making carrier launch windows for strikes longer than in reality in order to avoid aircraft failing to âspawnâ or falling off the deck.
These are long missions - averaging about 2 hours long for most of the USN strike and fighter flights, and about 3 hours for the Air Force sorties (requiring at least 2 refuelings). With the Navy and Air Force following different doctrines and attacking different target areas, both offer different challenges. I built it specifically as an educational tool to explore the dynamics of that dayâs action - in a way only Falcon 4 can do (what other sim can handle this scale?)
You can take a look at a timelapse of the mission playing out in 2D (in just a couple of minutes) here:
I am still working on tweaks to the mission, and would be grateful for any input!
Documentation is a work-in-progress as well - see next post for the documents - with more to be added laterâŚ
Thanks if you decide to check it out
DOWNLOAD LINK: https://drive.google.com/open?id=1jmdSy1N3NgCRrfGS6GfZuPYqTEKWud2u
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RE: Vietnam theater v1.0 - BMS
where you n SP campaign or MP campaign?
That was in SP campaign. Seems to happen pretty consistently - at least in both the default (and my own modified) '65 campaign.
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RE: Vietnam theater v1.0 - BMS
On another note: I found what may be a bit of a bug!
After midnight on Day 2, the campaign (at least for Rolling Thunder) starts throwing up ânews updatesâ every 5 minutes which read âNOT IN GAMEâ. It makes the screen flash - and also crashes the game if you start running it at a high time compression.
Is it possible to remove those news reports? It will loop infinitely otherwise, or so it seems.
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RE: Vietnam theater v1.0 - BMS
Very good start indeed! Seriously, Iâve been waiting for this for a very long time - and just as I started getting back into BMS, there it is I really hope this is something that can be built on. Thanks again for all your work on that, I know this is not an easy thing to put together!
Meanwhile, hereâs my contribution!
Realistic 1960s Start (campaign+save)
As promised, this is just my quick take on a relatively realistic OOB (as in, real air units, but with a non-specific timeframe), a reworking of territory control, and a North Vietnamese air force with a purely defensive stance (which you can change if you wish). It doesnât represent a specific point in the campaign, and doesnât quite fit with 1965 - but itâs a pretty good representation of typical operations between late 1966 and early 1968, more or less. Could be a good Tet Offensive stand-in!
The download contains a new âsave2.camâ (Rolling Thunder campaign file) and a safe file called â(realistic 1960s start).camâ, both of which must be copied to your Falcom BMS 4.33/Data/Add-on Vietnam/Campaign/ folder. Overwrite the existing save2.cam - donât worry, if you want to go back to the original campaign, thereâs a clean backup in my zip file that you can just copy over it anytime!
For technical reasons (mostly my own limited knowledge of campaign editing), you should NOT start the campaign the usual way (selecting from the 3 choices). Instead, please load the provided â(realistic 1960s start)â save file to start campaign - just pick your squadron there and you can then play as normal. Yes, starting the campaign the ânormalâ way will work, but a bunch of Blue air units will be wildly misplaced at wrong bases and the red sideâs ATO will not be defensive, so I donât recommend it.
I designed this mainly with a Blue player in mind and have no idea how it would do the other way!
For Blue, the campaign might be a bit easy if youâre an avid SAM hunter and airfield bomber. For extra challenge, though, I recommend turning off airfields in target priorities (as airfields were indeed off-limits for much, though not all, of Rolling Thunder).Note:
More realistic doesnât necessarily mean better or more fun! But this might be pretty appealing to certain kinds of players, of which I am one.
If you donât want the North Vietnamese air force to be purely defensive, you can of course go and change its PAKs and Mission Priority by hand.See readme for more details!
DOWNLOAD: https://drive.google.com/open?id=1igfUj1Pw9Y4mjmlHXY3WCDdL_bvuWnC6