Foothold Syria - Cold War (SETUP THREAD)

I would volunteer as CPG/RIO in any of these! Except I am very much not current in any of these roles.

3 Likes

maverick GIF

2 Likes

I know I’m singing to the choir here (what the hell does that even mean btw) but I really wish we had an A-6 Intruder as a bomb truck. The Phantom, Tomcat and Intruder.. :drooling_face:

6 Likes

Sad Cry GIF by Piñata Farms: The Meme App

3 Likes

So testing the server right now and having trouble getting into the mission. My DCS (my play computer seems stuck on loading). I did just install the Syria theater this morning… but since it’s a server I wouldn’t think it would have to go through all of the compiling shaders and stuff. Anyway… I’m using an unmodified Foothold miz file so maybe I will just find a simpler one and put it on the server and just to see if I can get into it.

2 Likes

This is better yes!

I can see the server being up but it looks like you can’t get in without having the skyhawk mod.

I didn’t know you also like the French half-of-a-Phantom! Let’s do it!

No problem, neither am I! :grin:

Seriously though, the Mi-24P CP/G station is not a very fun role to play. Better left to AI IMO, as you don’t really have the “command” of the attack, nor the freedom to shoot in any direction with a turret.

In the F-14 and the Gazelle it can be very rewarding though! Fair warning: I really really suck at flying the F-14. I’ve been beaten by @Alpine in his F-5 more often than I can count.

I just introduced @Alpine to the Gazelle and instructed him on the Viviane / HOT3 flow from memory. We did a little range practice and shot up a penthouse, 2 SUVs and a yacht with 4 HOT3 missiles. It turned out to be a lot of fun so the Hind has dropped to second place in my helicopter ranking!

Looking forward to putting HOTs into tanks and SAM sites soon!

And we can of course train another Gazelle crew if there is interest (and if the T-80 spotters don’t make sneaking and shooting impossible)

1 Like

It’s up but the password was changed while I test. Removed the mods and running file verification on it first just to see if I can get get a mission to load then I’ll start building back from there. I suspect it has something to do with the Syria map because I’ve never had any issues running other missions..but they have always been Caucuses and PG maps.

OK..removed mods and repaired and now both a generic Caucuses and generic Syria missions both load. Going to try the vanilla Foothold Syria and see what happens.

2 Likes

Well the idea of us rolling out onto the target at 150km/h+, with me fumbling with the missiles and trying to land that unstabilized SACLOS shot is very exciting to me. I’m more than happy to try to spot when you run in with the gun or rockets, and I can of course take over control of the chopper from you to provide some relief. I’ll probably be way less acurate than Petrovich but the man has some aim in my rocky, unsteady as hell Hind. If I would be too bored looking straight front I can always swap to a doorgunner if you’re willing to load that up.

I will definitely also try to learn the second seat in the Gazelle again! The RIO position will be really daunting but I’d love to try and learn it. Just felt useless in SP with iceman being incapable of anything.

1 Like

Success! Foothold Syria loaded. Now to go back in and place mods one by one to see which was the offending one (we know the UH-60L was working in PG). Then I’ll try the Cold War switch..then the modified Cold War file by me. Also will have to do the de-sanitize thing since I repaired DCS World..you have to do than anytime you update the server.

5 Likes

Off to soccer. Be a few hours until I can (hopefully) wrap it up. I moved the Cold War file onto the server and launched it but did not see the Cold War constraints. As I was driving over to pick up my kid… I got to thinking I had launched the standard mission file first… which is the Modern version.. and perhaps that wrote to the SAVE FILE so maybe the Cold War version read inventory from that. So hopefully when I get back I have this figured out. If I do… or even if I don’t I will put a version up for testing tonight. It may be late though.

1 Like

On Hellfires, they entered service in 1984. What about not limiting their availability, but limiting the amount an aircraft can carry? A gentleman’s agreement. I usually die before using them all anyway :grin:

The three stages of Hellfires -

Denial

Bargaining

Acceptance

Anyway:

Depending on exactly what time frame we’re trying to get here, the Hellfire was probably in service. In DCS the HOT functions very similarly to the laser hellfire with a shorter max range (4.3 km versus 8km). The Viviane sight features contrast target tracking with a FLIR and laser range finder just like the Apache. The HOT doesn’t have any issues with multiple laser all on the same code (popped up a few times in the PG) and smoke and fire causing backscatter issues (happened a few times in PG as well). Removing the hellfire relegates the Kiowa to a spotter, unless red decides to field alot infantry or unarmored vehicles (and you’re feeling really brave with how effective the AA fire is). I spotted for Beach a few times, and vice a versa and it’s fun, but it requires A)2 people on the server who are flying complimentary weapon systems and B)the timing for them to be in the combat zone in reasonable temporal proximity to even have a chance to make it happen.

I agree with both @schurem and @chipwich that a better solution for any of the high tech toys is to limit their use rather than outright ban them. A couple of things I was already planning on doing myself:

Kiowa - No restrictions. If you can get off the ground and to the fight with 4 hellfires and have a useful fuel load, we’ll you earned it. Also, with no AI gunner you have to find, lase, and shoot the hellfires yourself, which is enough of a challenge to do even with an 8km standoff. If the SHORAD threat is significantly lower than last time, I might give myself a shorter max range.

Apache - 8 hellfires max, and only then if I bring a “10 A2G missile” crate to the FARP to account for them. Otherwise 2 on each wing, total of 4. For zones, no need to pack in extra ammo to load 8 (assuming we have them in stock), the 20-30 minute flight into combat I feel is probably a big enough trade off. If I am going to be launching at max range, George is pilot, and I’ll do my own spotting and shooting. Otherwise max range shot of 6km (maybe 5km if the threat level turns out to be significantly lower) to try and even out George’s almost supernatural spotting ability. Once I see the enemy force mix, I might go with the 300 rounds of 30mm as 1200 was originally for allowing suppressive fire which we don’t really do in DCS.

KA-50 - If we’re allowing it, same rules as above for the ability to carry vikhr’s, I have to bring my own crate in to load up 12 or I have to launch from a zone. As all the spotting and shooting is a solo endeavor no real plan on nerfing the max range unless the ground fire level is lower.

Hind - Same rule for ATGM’s as the Apache and KA-50, gotta bring a crate to load 8. Otherwise I’ll carry 4 or launch from a zone. No restrictions otherwise.

Gaz - In general take the L so there’s not a FLIR. Beyond that no restrictions, solo managing running fire or solo hover fire is penalty enough. If the time is approaching low light, then the M is permissible.

For fixed wing, I was going to continue the “bring it yourself if you want to shoot it” for any kind of precision ordinance or the “latest” allowed A2A missile. That was going to be tempered by just exactly how robust our logistics pipeline turns out to be. If it’s like the PG where there was really no shortage of fixed wing munitions, then I’ll definitely stick to bringing my own. If we’re on a shoestring logistics train, then a think we’re all pitching in and no reason to restrict it beyond what our supply line actually is.

In general, I was planning on no targeting pods, except if we have a planned event or multiple people need someone to do their lasing (and then I might take a slick Kiowa). If I’m solo and a TGP really is THE answer, then self-designating probably will occur.

I really don’t see what what all this concern is with Hellfires.

1 Like

The Mud Spike Mission Simulation Modification System (MS)^3 version 1.0.

Please let me know of any additional changes, suggestions, you all would like. These are in no way set in stone, just my general musings.

As per @komemiute’s request, here is a rewrite of the suggested house rules for the event with a few changes as suggested by various folks added in.


These all boil down to us agreeing to try and be a little more realistic within the confines of the mission and using older technology as possible to simulate somewhat early to mid 1980’s conflict.

These ideas are mainly for when we have multiple players on the server, as we have more people participating. If people are solo, then we’d all operate in the “spirit of the rules” as much as possible in the limitations of being by yourself. There is no penalty for violating any of the below as we’re all just trying to have fun and operate in good faith.

(1)FACs and Smoke Markers and other target assistance

The intent of this section is to make using the “smoke marker” support option, or other similar target marking support options less “gamey.” This is done by using a ground unit to simulate having a FAC. This would make having good assault helo pilots a major bonus, as we could use smoke right out of the gate for the initial strikes without it being too “gamey" as there are now logistics and mobility concerns to get a FAC into play.

(1)(a) For smoke markers, 9 line calls, etc, we have to buy and ferry in a unit to represent the FAC no further than 6 km from the target area (roughly the max range of an 80mm mortar), and they should roughly be in a spot that would have a line of sight to the target. The FAC unit should be bought at a zone, but may be prepositioned at any location once it’s purchased.

This unit can be infantry or any vehicle that can be transported in your aircraft. If you are in a C-130 LAPES a Bradely if you like, and an infantry section in a Huey would be fine too. Buying the FAC unit at a zone makes it require a little more pre-planning or coordination to employee.

(1)(b) Once the smoke goes away from the support smoke makers (usually takes about 3-5 minutes from what I remember), we use the 9 line call, etc, the unit representing our FAC has to be picked up and re-inserted before we can use a support marking option again. Alternatively a new FAC unit may be purchased at a zone and transported in as in (1)(a).

Our helo pilot (or pilots) will have plenty of flying to keep a FAC team available to spot for us. This also provides motivation for someone to act as an FAC-A with smoke rockets, since they’d be under no limitation on marking and can use their smokes to mark for everyone else acting as strikers.

(1)(c) A human can operate the FAC unit via CA. If they do so, they should in general be marking targets via a smoke munition, laser designating, talking strike aircraft on, tracer etc rather than using the support menu. If that’s not feasible (e.g. an unarmed vehicle) they should reposition (or be repositioned) to a different location between each use the smoke marker support option again.

If you’re gonna be the FAC, try to do it the real world way. Anything where we’re cooperating trying to achieve a goal is an awesome time!

(2)Zone capture

The idea being that most of the time, ground forces move forward supported by other elements to capture territory rather than being a complete afterthought.

(2)(a) A ground unit must capture the zone.

Currently we know infantry can, not sure on other types. This simulates the fact that it takes boots (and sometimes treads) to hold ground. Ideally player ground units should not “solo” a zone capture unless they ended up being last man standing out of a formation that started the assault. We don’t want a War Thunder solo tank rush.

(2)(b) The ground forces in question have to be bought at a zone, and not at a player created FARP. The ground forces can then be ferried to a FARP or other staging location for future use, easier transport to the fight etc.

Yes, this means that ground units are going to be doing some driving, and C-130’s and heavy lifters are going to be more critical in getting the heavy stuff to the front efficiently.

(3)Zone upgrades

(3)(a) Helo’s carry only 1 zone cargo crate internally regardless of its actual cargo capacity, and may carry 1 additional zone cargo crate as a sling load (for a total of 2).

We can always secure the zone for Blue with anything that can carry cargo, but it will take working together or consistently to get it fully upgraded quickly. Realistically it should take a much larger volume of supplies to upgrade a zone, but this will at least slow it down somewhat.

(3)(b) Zone crates are only purchased/created from a warehouse zone, but may be ferried to interim locations for staging if so desired.

Preplanning the capture and having the appropriate crates staged is the goal. If the distance to a warehouse zone is deemed excessive, than a Zone that is closer may be used, just preferably not an adjacent zone.

(4)Player created FARPS

(4)(a) FARP’s may not be purchased at another FARP, only from a zone.

Depending on how things flow, we might look at changing this to only from a warehouse to make them harder to put out in the world.

(4)(b) A helo transporting crates to setup a FARP may NOT carry additional cargo crates for the FARP, except as a sling load.

Right nowm a CH-47 can carry a FARP and 4 cargo crates all internally, all at once. This will help tighten the logistics aspect unless players work together to plus up the FARP from the get go, while still giving the CH-47 the capability to carry more cargo (just not game breakingly so).

(4)(c) The first additional cargo crate to a FARP has to be a “10 of everything” crate. Any follow-on crates may be munition specific.

This simulates the need for everything else besides munitions at a fixed FARP to get it running and helps focus people to have to be frugal with their loadouts lest they run dry.

(4)(d) Only spawn at a FARP to fight from it. If you’re flying logistics you should spawn at Zone.

(5)Supply

Changes may have to be made, see below at Foothold Syria - Cold War (SETUP THREAD) - #92 by jenrick for details about changes to this section.

I have to look at the cargo weights to see if this would work, but I think it does

(5)(a) We only use “10 of everything” crates when running supplies to Zones.

These are heavier than the “10 A2G missile” etc crates, and as such you can carry less of a given munition in a given load. This simulates the need for beans as well as bullets at a given basing location.

(5)(b) If there is a paved runway at the location, a C-130 must land to drop off supplies, if there is not, airdrop is permissible. You can of course always rough field land the C-130 if there’s not a paved runway.

(5)(c) Munition specific crates (10 A2G missiles etc) can be loaded to player created FARPS though per (4)(c) the first crate needs to be a “10 of everything”.

NEW (6)CSAR

This occurred to me this afternoon, and all the simulation possibilities it creates.

(6)(a) All players should eject if possible if they are going to crash.

Sure we all try to limp it back and sometime misjudge if that’s possible. But if you realize you can’t save it, punch out so we can go rescue you!

(6)(b) We should strive to collect all downed pilots prior to attempting to fight for a new zone.

Historically western nations have moved heaven and earth to rescue our own, plus I think it creates great emergent situations.

(6)(c) If a CSAR mission appears like it will be a fight to extract the pilot, succeeding in extracting that pilot should be our primary focus on the server.

Maybe it’s just me, but reading about CSAR actions is always super intense. Having a chance to coordinate something similar sounds awesome.

3 Likes

I’ll get back to some posts in this thread…sorry I’m not glossing over stuff..just trying to jam the round peg through a square hole.. :rofl:

I finally figured out the weapons limitations syntax. BUT..I’m still unsure of the warehouse stuff..so this mission is not the one we will run. I also haven’t yet tried the auto-restart lua..so that will be added in shortly.

Please, please, please…write down what you want changed in the test server mission. It isn’t set in stone and I’m still not sure how it will “work” as we advance across the map and seize other spots. The whole copy/paste unlimited AC RED/BLUE not ships instructions read like a mess and I’m still not sure I understand them.

THAT SAID…

Test server is live right now at 0245UTC

Server Name: KMAS-Mudspike
Direct IP address if it isn’t showing up in the DCS Server List: 98.24.154.237 Port 10308
Password: mudspike71!

I’ll join in a bit. Not sure what I’ll fly. I did test it lightly..and it DID look like it was restricting weapons. I’m not sure if it is restricting RED weapons though..other than for sure I ticked a box about the SA-10/11 not being there. I’m curious what kinds of AA weapons RED will have. So if you see something..say something..as the saying goes.

Have fun..but realize any gains in this test mission will not (probably) carry forward.

2 Likes

I’m getting stutters when panning around. I haven’t played Syria on this new playing machine of mine..so I wonder if it is doing some sort of compiling shaders thing or something (?)…

1 Like

Possibly what is going on since this terrain is new to the server:

1 Like