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ToDT V_1 Firing Point Objects Primer


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Posted (edited)

New Firing-Point Artillery V_1 Objects Testing

 

 

 

As this topic has been discussed earlier within this Forum and is sure to resurface as the Normandy Map is now released here is a mission which goes over how to get them firing, their ranges and how to destroy them. On the Kuban map. New V_1 Launcher Firing Point Added

 

ToDT Artillery V_1 Firing Point Testing.zip

 

 

At Kerch (Sector 0609)

   Naval Rifle Guns ToDTs and M272s target Destroyers/LSTs to the South of the Chuska Spit.

Naval Rifle Gun M272_Four holds fire using a CMD: Force Complete "Low" until LSTs landing at Opasnaya (Sector 0610) triggers Checkzone. M272_Four then begins to shell approach.

   LST/Destroyer force targets ToDT positions using CMD: Attack Ground until ToDTs respective Fake Vehicles are vulnerable. Destoyer section LST_3 then uses CMD: Force Complete 'High' and switches to a CMD: Attack to destroy ToDT_1.

After ToDT_1's destruction. Section LST_3 switches again. Both Destroyer sections now continue to attack ToDT positions which may result in ToDTs destruction via its' Fake Vehicles.

 

At Opasnaya (Sector 0610).

   Machine Gun positions H630 and an Activated Group of H634s hold fire until LSTs come into range using a CMD: Attack Area "Target Ground Objects".

 

At Opuk (sector 0907)

   3 Shermans engage a H630 Firing-point pillbox. The Shermans are actually engaging a Fake_Vehicle which is manipulated between invulnerable and vulnerable using a CMD:Behavior MCU in order to be engaged and then destroyed at the mission designers' discretion.

With an Explosion effect and a CMD:Damage MCU along with a subsequent CMD:Behavior MCU changing its' Country setting. The destruction of the H630 is complete.

This method works for any of the Firing-point Objects and Aircraft attacks can of course be used instead of the Shermans.

 

At Zamorsk (Sector 0505).

   Beach attack scenario using ToDTs, M272's and new Firing Point Objects R683 and R699. Two Destroyer sections shell the beachhead in preparation for LCA advance. M272_5 and M272_6 switch targeting to attack close Destroyer section. LCAs then advance coming into R699 range.

 

At Kop-Takyl (Sector 0908).

   V_1 Launch Site fires doddlebug targeting Veselovka (Sector 0812 kp.2)

Procedure for firing:

  1) Place V_1 next to enabled Firing Point / V1_Launcher.

  2) If un-enabled at your discretion Trigger: Activate or Spawn V_1 in either On Parking or On Runway within the plane advanced properties screen.

  3) If set to On Parking - V_1 will spool up and then fire when V_1 is Target linked to a Trigger: Waypoint down range. V_1 will not climb to a set Waypoint altitude in this configuration. Using the ramp angle instead.

  4)  If set to On Runway - V_1 will fire immediately when V_1 is Target linked to a Trigger: Waypoint with set altitude down range. V_1 then climbs at an accelerated angle to the set altitude.

  5) V_1 will cut power at beginning of its Trigger: Waypoint radius and then nose-over to explode on the ground.

 

Good Luck with your Mission Designing,

Tip 

Edited by [DBS]Tx_Tip
V_1 and Beach Invasion Scenario Added
  • Thanks 4
  • [DBS]Tx_Tip changed the title to ToDT Firing Point Objects Primer
Posted

Tip-Top again !

Posted

Q and using your group basically:

 

Posted (edited)
On 1/16/2022 at 5:21 AM, jollyjack said:

Q and using your group basically:

 

 

 

Good question, and one where the Mission Designers creativity and knowledge of how using CMD: Attack and CMD: Attack Ground along with CMD: Force Complete MCUs direct respective ships, vehicles, artillery and aircraft AI. Your destroyers may be too close and/or wrong targeting.

 

Here is the same Firing-point artillery testing mission as in the OP above but amended to answer your question along with how to shift targeting for the new Firing-point objects as well as ships. New V_1 Launcher Firing Point and Beach Scenario added

 

 

ToDT Artillery V_1 Firing Point Testing.zip

 

At Kerch (Sector 0609)

   Naval Rifle Guns ToDTs and M272s target Destroyers/LSTs to the South of the Chuska Spit.

Naval Rifle Gun M272_Four holds fire using a CMD: Force Complete "Low" until LSTs landing at Opasnaya (Sector 0610) triggers Checkzone. M272_Four then begins to shell approach.

   LST/Destroyer force targets ToDT positions using CMD: Attack Ground until ToDTs respective Fake Vehicles are vulnerable. Destoyer section LST_3 then uses CMD: Force Complete 'High' and switches to a CMD: Attack to destroy ToDT_1.

After ToDT_1's destruction. Section LST_3 switches again. Both Destroyer sections now continue to attack ToDT positions which may result in ToDTs destruction via its' Fake Vehicles.

 

At Opasnaya (Sector 0610).

   Machine Gun positions H630 and an Activated Group of H634s hold fire until LSTs come into range using a CMD: Attack Area "Target Ground Objects".

 

At Opuk (sector 0907)

   3 Shermans engage a H630 Firing-point pillbox. The Shermans are actually engaging a Fake_Vehicle which is manipulated between invulnerable and vulnerable using a CMD:Behavior MCU in order to be engaged and then destroyed at the mission designers' discretion.

With an Explosion effect and a CMD:Damage MCU along with a subsequent CMD:Behavior MCU changing its' Country setting. The destruction of the H630 is complete.

This method works for any of the Firing-point Objects and Aircraft attacks can of course be used instead of the Shermans.

 

At Zamorsk (Sector 0505).

   Beach attack scenario using ToDTs, M272's and new Firing Point Objects R683 and R699. Two Destroyer sections shell the beachhead in preparation for LCA advance. M272_5 and M272_6 switch targeting to attack close Destroyer section. LCAs then advance coming into R699 range.

 

At Kop-Takyl (Sector 0908).

   V_1 Launch Site fires doddlebug targeting Veselovka (Sector 0812 kp.2)

Procedure for firing:

  1) Place V_1 next to enabled Firing Point / V1_Launcher.

  2) If un-enabled at your discretion Trigger: Activate or Spawn V_1 in either On Parking or On Runway within the plane advanced properties screen.

  3) If set to On Parking - V_1 will spool up and then fire when V_1 is Target linked to a Trigger: Waypoint down range. V_1 will not climb to a set Waypoint altitude in this configuration. Using the ramp angle instead.

  4)  If set to On Runway - V_1 will fire immediately when V_1 is Target linked to a Trigger: Waypoint with set altitude down range. V_1 then climbs at an accelerated angle to the set altitude.

  5) V_1 will cut power at beginning of its Trigger: Waypoint radius and then nose-over to explode on the ground.

 

Good Luck with your Mission Designing,

Tip 

Edited by [DBS]Tx_Tip
  • Like 1
  • Thanks 1
Posted
4 hours ago, [DBS]Tx_Tip said:

Good question, and one where the Mission Designers creativity and knowledge of how using CMD: Attack and CMD: Attack Ground along with CMD: Force Complete MCUs direct respective ships, vehicles, artillery and aircraft AI. Your destroyers may be too close and/or wrong targeting.

 

Tests: wp set to low (high the destroyers ships don't fire). only the small guns fire at Todt. Distance test: the same behavior.

Ship speeds at 15 or 25 do not affect behavior. In your mission above the main guns fire at something, and the torpedo launchers move.

Guess attracted by other enemy ships.

Posted
2 hours ago, jollyjack said:

 

Tests: wp set to low (high the destroyers ships don't fire). only the small guns fire at Todt. Distance test: the same behavior.

Ship speeds at 15 or 25 do not affect behavior. In your mission above the main guns fire at something, and the torpedo launchers move.

Guess attracted by other enemy ships.

 

What the heck are you on about?

Obviously both destroyer sections main batteries begin to fire on and destroy both ToDT_one and ToDT_Two once their FV's are made vulnerable with section LST_1 switching targeting as advertised. Start up the mission and cycle from Allied to Axis Ground objects views to see the action.

 

Don't confuse people here with your own mission logic test. I'll take a look at your mission when I have a chance and respond in your Destroyer Guns Topic. 

 

Tip

Posted (edited)

OK thanks .. no hurries or worries ..

But yep, you're right, tried your setup again; it works, probably wasn't patient enough to let it run for a longer while.

Edited by jollyjack
  • [DBS]Tx_Tip changed the title to ToDT V_1 Firing Point Objects Primer
Posted (edited)

New Firing-Point Artillery V_1 Objects Testing

 

As this topic has been discussed earlier within this Forum and is sure to resurface as the Normandy Map is now released here is a mission which goes over how to get them firing, their ranges and how to destroy them. The new Normandy Map has Fortifications using Firing Point Artillery. Additionally, the V_1 Launch Firing Point now has been added.

 

On the Kuban map.

 

ToDT Artillery V_1 Firing Point Testing.zip

 

 

At Kerch (Sector 0609)

   Naval Rifle Guns ToDTs and M272s target Destroyers/LSTs to the South of the Chuska Spit.

Naval Rifle Gun M272_Four holds fire using a CMD: Force Complete "Low" until LSTs landing at Opasnaya (Sector 0610) triggers Checkzone. M272_Four then begins to shell approach.

   LST/Destroyer force targets ToDT positions using CMD: Attack Ground until ToDTs respective Fake Vehicles are vulnerable. Destoyer section LST_3 then uses CMD: Force Complete 'High' and switches to a CMD: Attack to destroy ToDT_1.

After ToDT_1's destruction. Section LST_3 switches again. Both Destroyer sections now continue to attack ToDT positions which may result in ToDTs destruction via its' Fake Vehicles.

 

At Opasnaya (Sector 0610).

   Machine Gun positions H630 and an Activated Group of H634s hold fire until LSTs come into range using a CMD: Attack Area "Target Ground Objects".

 

At Opuk (sector 0907)

   3 Shermans engage a H630 Firing-point pillbox. The Shermans are actually engaging a Fake_Vehicle which is manipulated between invulnerable and vulnerable using a CMD:Behavior MCU in order to be engaged and then destroyed at the mission designers' discretion.

With an Explosion effect and a CMD:Damage MCU along with a subsequent CMD:Behavior MCU changing its' Country setting. The destruction of the H630 is complete.

This method works for any of the Firing-point Objects and Aircraft attacks can of course be used instead of the Shermans.

 

At Zamorsk (Sector 0505).

   Beach attack scenario using ToDTs, M272's and new Firing Point Objects R683 and R699. Two Destroyer sections shell the beachhead in preparation for LCA advance. M272_5 and M272_6 switch targeting to attack close Destroyer section. LCAs then advance coming into R699 range.

 

At Kop-Takyl (Sector 0908).

   V_1 Launch Site fires doddlebug targeting Veselovka (Sector 0812 kp.2)

Procedure for firing:

  1) Place V_1 next to enabled Firing Point / V1_Launcher.

  2) If un-enabled at your discretion Trigger: Activate or Spawn V_1 in either On Parking or On Runway within the plane advanced properties screen.

  3) If set to On Parking - V_1 will spool up and then fire when V_1 is Target linked to a Trigger: Waypoint down range. V_1 will not climb to a set Waypoint altitude in this configuration. Using the ramp angle instead.

  4)  If set to On Runway - V_1 will fire immediately when V_1 is Target linked to a Trigger: Waypoint with set altitude down range. V_1 then climbs at an accelerated angle to the set altitude.

  5) V_1 will cut power at beginning of its Trigger: Waypoint radius and then nose-over to explode on the ground.

 

Good Luck with your Mission Designing,

Tip 

Edited by [DBS]Tx_Tip
  • Like 2
Posted
On 9/9/2022 at 3:58 PM, [DBS]Tx_Tip said:

their ranges and how to destroy them

I did make last year a test mission with Todt firing point against destroyers and had three destroyers firing at him. 

He was under a rain of shells from the destroyers, but never was it destroyed. How did you manage to destroy it?

 

Posted
5 hours ago, IckyATLAS said:

I did make last year a test mission with Todt firing point against destroyers and had three destroyers firing at him. 

He was under a rain of shells from the destroyers, but never was it destroyed. How did you manage to destroy it?

 

 

As posted above and within the mission example itself. Place Fake Vehicles within or around the ToDT.

 

"LST/Destroyer force targets ToDT positions using CMD: Attack Ground until ToDTs respective Fake Vehicles are vulnerable. Destroyer section LST_3 then uses CMD: Force Complete 'High' and switches to a CMD: Attack to destroy ToDT_1.

After ToDT_1's destruction. Section LST_3 switches again. Both Destroyer sections now continue to attack ToDT positions which may result in ToDTs destruction via its' Fake Vehicles.

 

   3 Shermans engage a H630 Firing-point pillbox. The Shermans are actually engaging a Fake_Vehicle which is manipulated between invulnerable and vulnerable using a CMD:Behavior MCU in order to be engaged and then destroyed at the mission designers' discretion.

With an Explosion effect and a CMD:Damage MCU along with a subsequent CMD:Behavior MCU changing its' Country setting. The destruction of the H630 is complete.

This method works for any of the Firing-point Objects and Aircraft attacks can of course be used instead of the Shermans."

 

Tip

 

Posted
24 minutes ago, [DBS]Tx_Tip said:

This method works for any of the Firing-point Objects and Aircraft attacks can of course be used instead of the Shermans."

Thanks for the explanations. I suppose this also means that there is a destroyed model of the various firing points including the Todt.

Posted
54 minutes ago, IckyATLAS said:

Thanks for the explanations. I suppose this also means that there is a destroyed model of the various firing points including the Todt.

 

Well yes once destroyed with the MCU: Damage Complete, the interior is destroyed and blackened and it's certainly noticeable from the air on the ToDT and larger caliber guns. However, the concrete roofs and backs do not show damage. Putting smoke or fire for players to see that they're destroyed is the best way.  

  • Upvote 1
  • 1 month later...
Posted (edited)

deleted

Edited by jollyjack

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