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Thread: Campaign Info

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    Default Campaign Info



    SEOW: Battle of Okinawa



    Start date: Sunday 11.11.2018 (it is not fixed yet, but i hope it will be that Sunday)
    Game mode: Dogfight
    Game server online: from 21 - 01 CET ((yes, this means you can jump in at any time...it is still preferable to join ~21:00 to fly with max numbers of human players from Europe.....if we have more interests from people from other continents it can be adjusted so missions stay up even longer)Respawns: 3 respawns per night. !!!Change!!! - From 13.1.2019. any player can spawn as long as there are planned planes available on his side.
    Number of missions. 14 + 3 on Sakashima map
    Game server: IL2.varpthor.tk:21000
    TeamSpeak: gec.servebeer.com:7777



    MODS:
    1.History
    2.Expert
    3.Okinawa v1.5
    4.Victor sounds
    *optional
    5.EffectsHigh
    *optional
    or
    6.EffectLow *optional




    Campaign slots parameters:
    SEOW mission planner/radar:http://Mp4public.varpthor.tk
    Maps: Okinawa and Sakishima
    Allied air: 160 per mission (ONLY 32 AI flights every 2 hours)
    Allied ground: 40 during landing in mission.
    Allied sea: 45 per mission during landing.

    Axis air: 130 per mission (ONLY 20 AI flights every 2 hours)
    Axis ground: 30 per mission
    Axis sea: 15 per mission

    AI spawn time: on every full hour or every 2 hours (depends on commanders)*

    *Start time are to be stretched over 4 hours and not all units will be moving/flying at the same time



    Design:
    Campaign was designed to historically cover as many details as possible within limitations of the game itself. Most of the units have their historical names and most of the air force was covered too trough squadrons and plane type. Lack of documentation for Japanese side prevented me from going into even bigger details. Of course, i couldn't put all the existing ships which were there in reality, but all the mayor ones like BB, CA, CV, CVE were covered. Along side Battle of Okinawa allied were suppressing Sakishima islands and bombarding Japanese airbases on Kyushu. I've decided to include this suppression on Sakishima islands as a prelude to main battle. Including suppression of Kyushu would have been too much work on top of this so i cut it out. As we know a week after landing IJN sent their proud Yamato BB on the one way trip toward Okinawa. So, this element was included in the campaign and we will have "Operation Ten Go". Since this map ain't that large, it will be on this map, not on historical location some 250km NW.
    If we have historical units on the stage, do we need to follow historical landing positions and troop deployment locations? I think no, otherwise it would be "scripted" and predictable. But it can be. I will leave that to commander freedom of choice. The real landing itself was almost unopposed, but i can not guarantee it here since i have no idea where landing will take place. This means it is up to commander to "soften" landing site.

    Prelude to battle:
    In first three missions the whole British Task Force 57 will be outside of Okinawa area and it has a purpose to suppress Japanese airbases on Sakishima islands and disrupt plane transfers from Formosa too. In total there will be 350 various planes possible to transfer from Formosa and Sakishima to air withdraw. All the planes that are able to get to it will become available for Japanese use on SW corner of Okinawa map. It is an imperative for Allies to destroy as many planes on the ground/air as they can. Allies also need to cover their own fleet. Any plane/ship lost on the Sakishima map can not be replaced on the Okinawa map and it is counted in total losses. British Task Force 57 can return to Okinawa map as early as mission 5, but it doesn't have to if commander decide he don't need it. No Allied ship should come 30km from any of Sakishima islands. All the action need to be air to air or air to ground. Axis side is allowed to perform anti ship actions if they want.

    In meanwhile, while we fly Sakishima map, AI stuff will be doing their part on Okinawa map. Allied side will be allowed to sail around Okinawa island and to shell it from 3 battle ships task group. On the mission planner map it is drown how close to shore this battle ships can come. This will simulate huge bombardment of the island prior the landing. Coming that close to shore will be allowed only in first 2 AI missions. After that All BB and CA need to move additional ~ 5km+ from the purple line marked on the map.

    Allied big bombers should flat the place, and both sides need to gain recon where the enemy is because initial recon is set to 0 on both sides.

    In this 2 AI missions, Allied commander need to put landing ships force in a position from which landing will be executed in mission #1 we gonna play there . Even if Axis gain recon on the American fleet earlier, they are not allowed to attack it prior mission 3 on Okinawa sector when all the small boats are unloaded and ready to sail to shore.

    When it comes to Yamato battle group, they can move around northern part of the map in every mission, but are allowed to go south outside exclusion zone only after mission 5. US recon planes should find the battle group and keep an eye on it. Allied side is not allowed to attack Yamato battle group before Okinawa mission #5.After that they can attack it regardless if the battle group went out exclusion zone or not. BTW, exclusion zones are area marked on the mission planner map where you are unable to send ships because it refuse to finish plot.

    In this 2 AI missions on Okinawa sector both sides can plan fighter cap and escorts, plus Allied side can send bombers to lit up Okinawa island.
    Since commanders need to plan a lot of flights for Sakishima, those 2 AI missions on Okinawa will have only 30 plane slots for Allies, and 20 for Axis. ALL of them should be marked as AI ONLY. Use them wisely.

    Main battle on Okinawa map, guide,rules,tips:
    Allied side:
    Ok, when we come to mission #3, we should see landing executed. There are different units which should execute this. LSD ships are carrying DUKW transports and LVTs and unload them on the sea from where they should be plotted to move independently. LST and LST rocket ships are carrying heavy stuff and they need to come all the way to the beach. Those are the ONLY ships allowed to come that close to the shore! DUKWs and LVTs could be planned to move further inland right away if commander wants. They serve as a land transport too.
    Why i chose DUKW and LVT instead of normal landing crafts? It is because there is quite a lot of this transports and collisions are almost unavoidable. Well, the only problem is that even if your small transport hit the BB or CV, both are gone. This is game limitation. So using land version of the object prevented any crashes between them or between them and capital ships. For all capital ships commander should take really good care not to crash them. What is lost is lost, and no commander error will be repaired. One of the factor for victory are the ship, so please pay attention to it. The only thing which might be repaired is if ship hit damaged ship in front of it which slowed down because of the damage. There is no collision avoidance for the ships in this game. The best solution to avoid collision are task forces with enough separation. I have placed all the ships in task forces as a default state.

    It would be the best that commander make timing so landing crafts hit the beach at the end of the mission. This is because there will be less chance that transports get destroyed by artillery peaces you missed in "softening" process. Make sure that landing fleet is covered from the air to the last second of the mission. After Okinawa mission #3 is over, units packed inside crafts need to be unloaded and after that we are in sort of normal war we had many times before.
    In this campaign, i did not put hard accent on logistic. I mean, it is there but you don't have to balance on the tip of the sword.

    Priority for Allies should be to grab as fast as possible some land based airfield so P38s, P47s, P51s, B25s and B29s could fly in from Marianas and Iwo Jima and provide additional close air support for troops on the ground.
    Allied side need to capture at least one base and one control point to qualify for victory conditions.
    There is finite number of units available and do not make foolish charges. All units will be using simple+bridge movement mode. That means, you can move all around, but rivers need to be crossed on the bridge or you should go around where it is possible. Destroyed bridge will be automatically repaired after 1 mission.

    Axis side:
    It is simple for this side. Not many ships to take care of. Not knowing where enemy will land and not enough force to cover everything simplify things and commander just like in reality can choose where to fight. Still, there are some control points which should be defended as best as possible. Enemy will try to take some of the land bases, so position your artillery so you have plan B. IJA have huge stocks of various artillery.
    There are numerous patrol boats around the island. In reality they have been used as suicide units. Try to use them the same way and ram Allied ships. From mission #6 Axis are allowed to use MXY7-11 from spawns around Okinawa. Keep in mind they fly only 5-8 minutes so chose nearby ships. For distant ships use normal planes with bombs to ram them. Try not to over use Kamikaze, because human losses are worth 1 point at the end. Even though Allied side have huge armada available, IJA have a lot of planes to give them hell in the air and on the sea/ground. Try to use Okinawas planes first so airstarts from Kyushu and Sakashima serve as option 2.....and you are not that sorry if you lose 200 planes if/when Allied capture your airfields.
    Just like for Allies, Axis units are finite, and there is no production nor reinforcements. Use this rock as a attrition ground and make every unit count...just like it was in reality.

    Both sides have a steel runaway added in the middle of the sea inside of exclusion zones. Ships can not be ploted there but planes could go in. However, since this area simulate off map location, play fair and don't camp there waiting for enemy planes on landing to shoot them down. You are allowed to go in, make recon etc.,but sustain yourself from going there attacking planes on landing. Both places are marked with baloon.

    Victory goals and status:

    https://docs.google.com/spreadsheets...it?usp=sharing

    On this link you will find a document which will show you what are the points collecting options for a victory.


    List of units on both sides:
    Sakishima map units and rules:


    Fighters from Formosa have only 20% of fuel. They should be used by AI and all of them should be planned to land and in the next mission sent to Okinawa air withdraw or used by humans. Axis human pilots should use available planes from those 2 islands. In first 2 missions Axis will be available to plan 150 to 200 aircrafts (still need to test tech ability).

    Sakashima units:

    British TF57


    Axis



    Okinawa units:



    Allies:
    IJA:


    This is all there it is all together Allies have 1028 planes in TF58 and another 408 in British TF57. Japanese have 688 planes/suicide bombs plus 24x Ki84IC, 24x N1K1JA in resupply available after mission #5. They can transfer another 350 planes from Formosa/Sakishima.

    Minimum changes to number of units/type are possible when i start to test technics/ships.



    OoB changes

    Sakishima: British Corsairs and Avengers were replaced with English variant MkII, MkIV, and TBM3 and plane type numbers were redistributed a little.


    BPF


    IJA




    Design change: Originally it was planed to have 2 missions in Sakisima area. I made a wrong calculation here and it was impossible to transfer 350 airplanes to Okinawa air withdraw in 2 missions if AI fighters need to land in first mission, than take off in second and go to air withdraw. It would require 180+ planes just for one side per mission.
    I am not sure if server can handle that many at one point of time. So we will rather play 3 Sakishima missions instead of 2. AI planning on Okinawa stay the same, 2 AI missions, then followed by 14 missions with humans. In short, 3x human mission Sakisima, at the same time 2 AI missions Okinawa, than 14 human missions Okinawa.
    All together we will have a chance to fly 17 missions in total (both sectors). However, if one side have no more assets to use and the other side has reached victory condition, we could end it earlier.



    Ship HULL strength:

    All ship guns are unlocked and and most of the ships are set to average skill. There are exceptions. CV/CVLs are set to Veteran level. Yamato and cruiser from IJN battle group are set to Ace level.
    Here are hull strengths. I was testing with torpedos. Every hit have variation. That means once you can have 12% damage and on the second try you could have 23%+ damage. I tested each multiple times and these are results. Bombs are heavier and produce more damage of course.

    Yamato hullyamato ~6 torpedos
    BB hullBattleship ~5 torpedos
    CV hullEnorm ~4.5 torpedos
    CA hullIndianapolis ~4 torpedos
    CVE hullCVLHuge ~3 torpedos
    DD hullLarge ~2 torpedos
    LSD hullLarge ~2 torpedos
    LST hullLarge ~2 torpedos
    LSTR hullLarge ~2 torpedos
    Tanker hullTransport ~1 torpedo
    Hospital hullTransport ~1 torpedo
    Submarine HullSub ~1 torpedo

    EDIT: All BB strength has been reduced ~15%
    Rate of fire has been taken care of on db level and it goes from 1.2 to 1.4 for BB in FMB settings.
    Weather conditions:
    Weather is dynamic in SEOW. However, because of carrier operations, i will set that variations to be within limits of max 3m/s for wind, low turbulence and gust and visibility to hazy.You can look at weather forecast in mission planner, but don't use that data blindly


    Campaign settings:
    Here are all settings for both maps. The only difference is number of parked planes created in the mission. For Okinawa it is 25%, and for Sakishima it is 50%.




    09.11.2018.
    Inside mission planner both sides can see what are their objectives and restrictions. Since we are running Sakishima map first, only that sector has them.




    15.12.2018. Mod v1.4 has been released.
    Changes:
    1. Tanks got more separation in formation
    2. Minor arc tweak for some howitzers
    3. Range cut for JA 75mm AT/AA gun from 6km to 3.5km
    4. Added more delay on Iowa BB for her's main guns
    5. IJN Yamato battle group got high alt big flak guns
    6. Some bunkers got bigger armor, some got thiner
    7. I got confirmations about AutoDiff mod that it's not influencing other flight models, so i took some time to build classes for Helldiver's hayrake. Now navigation is working. Helldiver mod still produces some errors in console, but after extensive tests i could not find anything wrong about it and did not notice fps drops on the server or memory leaks more than usual because of it. So, Helldiver SB2C-5 has been returned to service. 30% of TBF1-C are already replaced with it.

    12.1.2019 Mod v1.5
    Changes:1. Small tweak of fire rangesfor some bunkers.
    2. Torpedo range rised for subs and patrol boats.
    3. Helldiver torpedo has been fixed and plane now use mk13late version with release alt/speed info enabled. Adittional fuel tank and rockets were added to this loadout. Torpedo is still outside because the model itself have too small bombay door to fit torpedo inside.
    4. Server messages have been removed except connecting/disconnecting and cheating.
    5. Hud messages were aditionally removed so check your pitch and mixture controls. Only the ones that are not clearly visible in all planes cockpits were left in the game.Overheat hud info sign changed to "To hot" (i was bored6. Torpedos Mk13late and Type 91 late destructive power has been rised by ~30%.

    ATTENTION ON THIS TWO!!!
    Server now uses the code which will remove plane from the base count each time when you enter the plane and press fly.
    Once you are in cockpit and you again press refly, that plane will not be available anymore in that mission, so it is better that you fly with it!!!
    I've noticed that not all enlisted players actually fly with us, but a at the same time i can see many who would like to fly more than 3 sorties per mission. That forced me to put penalties which is something i don't like to do. So, from the mission on 13.1.2019, i am changing this rule and everyone is allowed to fly for its side as long as they have enough planned planes available. I will leave it to internal group decision who will use something and in what quantities. Player who "over use" them in the mission will report to his commander not to me.


    DESIGN CHANGE 16.01.2019.
    Two Ohka ground start bases added north of red line. All 64 Ohkas are distributed between those 2 bases. For their transportation, 42 G4M2E bombers were added to the same bases. Procedure for joining the bases are shown on the video in the link. It takes less than 3 minutes to prepare the flight where one pilot fly Bety and the other is in Ohka which is much more realistic than airstart.

    To compensate higher demand for slots, axis air slots were rised from 130 to 140.
    Last edited by =VARP=Thor; Yesterday at 21:10.

  2. #2
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    Default Re: Campaign Info

    Da stavim to i izreklamiram na forum , te na SaS forum?

    Tko leti vrijedi, tko vrijedi leti, tko ne leti ne vrijedi!

  3. #3
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    Default Re: Campaign Info

    Postano na više foruma od eskadrila i na ove navedene.....

    Tko leti vrijedi, tko vrijedi leti, tko ne leti ne vrijedi!

  4. #4

    Default Re: Campaign Info

    awesome
    but why dogfight?
    I understand that co-ops often start late and that there is recovery

    but even if you say as rules "3 life per night" there are some who will always find the way to have a life more and this risk is increase if you also open by hyperlobby and srtain do not even understand and refly in ilimited

    I found that 2 coop on Sunday went super good
    because we only have one life and therefore to be careful

    this is my opinion

  5. #5
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    Default Re: Campaign Info

    Well, pros goes way beyond cons. Registration will be required, and no reason to be afraid of someone gaming the game.

  6. #6
    Senior Member  photo LLv34_90x90.png

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    Default Re: Campaign Info

    S!

    Definitely in. I will try to get some finns to join with me.

  7. #7
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    Default Re: Campaign Info

    Moin Thor,

    looks and sounds good!
    And for me it is a good idea to start this campaign in dogfight modus with3 lives per night.
    As usually good work!
    Gruß Amarok

  8. #8
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    Default Re: Campaign Info

    'S

    R.I.P SEOW

    The king is dead, long live the king!
    http://2ndvarp.net/attachment.php?attachmentid=5156&d=1513705491
    "Fighter pilots make movies, Bomber pilots make history!".

  9. #9
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    Default Re: Campaign Info

    Thor,ljudi pitaju na SaS forumu za mod pod broj 3.Okinawa v1.0 mod gdje se to može skinuti?
    Thor,poeple ask on SaS forum for mod no.3 Okinawa v1.0, what is that and where is link for download?
    Last edited by =VARP=Klingon; 12-10-2018 at 01:50.

    Tko leti vrijedi, tko vrijedi leti, tko ne leti ne vrijedi!

  10. #10
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    Default Re: Campaign Info

    Link for download will be available inside first post when i finish it.

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