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game play instructions, helo ASW

Featured Replies

Am I correct that there isn't much instruction in the manuals for actual game play, just all the warfare theory (which is valuable)?

Little problems seem to stop me from playing 'successful' games (IE having fun),

my current problem relates to helo ASW game play. I send a helo to attack a sub contact (eg PASON #3 (ASW/ASUW) HUD3 db), it goes so far then hovers outside of the uncertainty area, the unit status window says its 'waiting' but never seems to get a trigger to proceed further.

It seems to make no difference as to how I attack, select the helo and use F1, select the sub and use F6, use the mission editor (no shortcut key?), the same result.

I can't find any specific instructions in the manual to do anything different, what am I missing, what should I be doing? Do you need more information?

Don

PS I browsed the official ANW forums but here seems a better place for questions & info, any comment?

Hi Don,

 

Can you tell me exactly what you did in your scenario? Did you make a sub strike mission? Or was the aircraft on a sub patrol mission at the time? Also was the helo you are using carrying a dipping sonar? Also, was the submarine hostile to your forces or not?

 

Later

D

  • Author
Hi Don,

 

Can you tell me exactly what you did in your scenario? Did you make a sub strike mission? Or was the aircraft on a sub patrol mission at the time? Also was the helo you are using carrying a dipping sonar? Also, was the submarine hostile to your forces or not?

 

Later

D

I'll attach a zip pack with two game saves and explanation note. In this case the helo is on an assigned intercept. Other places in the game helos are on mission defined ASW attacks and seem to be going through the whole thing correctly (except for the guy who miss calculates fuel and crashes).

The GE is version 3.10.1.0, I think it is the packed game in 'Ultimate' (or did I have to do an upgrade to get it to run or was that 'classic'?)

 

PS a separate matter, where should I post questions such as:

in the tutorials (air ops I think) I can't launch a particular A/C as the runway is inadequate;

suggestions for game operation (eg. keyboard short cut for mission edit/ create);

a couple of missing entries in command card within manual (key "K", Ctrl 7, Alt S)?

 

Thanks for help (I need it)

helo_waiting.zip

Ok I just took a look at this.

 

The helicopter is hovering at 100m and listening to the sonobuoy and not engaging the target but when I close the range and drop below 100m in altitude, the helicopter engages, albeit at max range. This is programed performance by the AO [the launch at Rmax I mean]. There are several possible reasons as to why it's not engaging a hostile target:

 

1. The helo is too high for the weapon to launch - air launched weapons have a maximum [and sometimes minimum] launch altitude. In this particular case the maximum launch altitude would be 100m but I don't have a current copy of the HUD check...Darren will be able to answer that question anyway.

 

2. Another unit is tasked to attack - The AO, by default, will only assign one platform to conduct an attack to conserve assets. This can be changed in the '.opt Files' tab of the H3 Launcher. Look for the 'Mission Strike Redundant' option file and enable it. I have mine turned off but it's really a personal preferance. I was able to manually lower the helo's altitude and it engaged automatically then without my input. When I hunt subs, I generally pair up air units while keeping ships as far away as practiable. In 99% of all cases, a sub will hear a surface ship long before the surface ship will hear them and by the time the ship does pick them up they are usually in torpedo range. A pair of helos, hopefully with a dipping sonar, usually does the job. One pinging, and another shooting [both would have torpedoes if I could arrange it, happiness means having lots of ammo on hand....]. I usually do this manually since the AO does a pretty decent job on air defence and surface warfare. Heavy torpedoes are usually more of a killer than SSMs IMHO.

 

3. The 'Focused Strike' option is not enabled for your mission [in this case the manually requested intercept]. I really doubt it's this however since this option only applies to a specific target that you know about before hand [i.e. a mission with that box checked will attack only the target(s) specified by the mission, and nothing else while on that mission, this would avoid using resources on less valuable targets of opportunity].

 

Bottom line, lower your altitude and the helo should engage....that's what it did for me. I know Darren regularly monitors this forum so he'll be able to answer the altitude question.

 

Later

D

Forgot to address this:

 

PS a separate matter, where should I post questions such as:

in the tutorials (air ops I think) I can't launch a particular A/C as the runway is inadequate;

suggestions for game operation (eg. keyboard short cut for mission edit/ create);

a couple of missing entries in command card within manual (key "K", Ctrl 7, Alt S)?

 

Thanks for help (I need it)

 

You can post your questions here. Compared to some other forums, this is probably the best run of the lot.

 

Your runway question will require a modification to the scenario. I think Darren has tailored the scens for his DB.

 

Suggestions are always welcome and I can make sure they'll reach the right people.\

 

Later

D

  • Author
Ok I just took a look at this.

 

The helicopter is hovering at 100m and listening to the sonobuoy and not engaging the target but when I close the range and drop below 100m in altitude, the helicopter engages, albeit at max range. This is programed performance by the AO [the launch at Rmax I mean]. There are several possible reasons as to why it's not engaging a hostile target:

 

1. The helo is too high for the weapon to launch - air launched weapons have a maximum [and sometimes minimum] launch altitude. In this particular case the maximum launch altitude would be 100m but I don't have a current copy of the HUD check...Darren will be able to answer that question anyway.

 

2. Another unit is tasked to attack - The AO, by default, will only assign one platform to conduct an attack to conserve assets. This can be changed in the '.opt Files' tab of the H3 Launcher. Look for the 'Mission Strike Redundant' option file and enable it. I have mine turned off but it's really a personal preferance. I was able to manually lower the helo's altitude and it engaged automatically then without my input. When I hunt subs, I generally pair up air units while keeping ships as far away as practiable. In 99% of all cases, a sub will hear a surface ship long before the surface ship will hear them and by the time the ship does pick them up they are usually in torpedo range. A pair of helos, hopefully with a dipping sonar, usually does the job. One pinging, and another shooting [both would have torpedoes if I could arrange it, happiness means having lots of ammo on hand....]. I usually do this manually since the AO does a pretty decent job on air defence and surface warfare. Heavy torpedoes are usually more of a killer than SSMs IMHO.

 

3. The 'Focused Strike' option is not enabled for your mission [in this case the manually requested intercept]. I really doubt it's this however since this option only applies to a specific target that you know about before hand [i.e. a mission with that box checked will attack only the target(s) specified by the mission, and nothing else while on that mission, this would avoid using resources on less valuable targets of opportunity].

 

Bottom line, lower your altitude and the helo should engage....that's what it did for me. I know Darren regularly monitors this forum so he'll be able to answer the altitude question.

 

Later

D

Thanks so much for all those comments and advice. Quite a few finer points that I can't remember seeing in either of the manuals.

Re pairing up the helos (aircraft in general). I don't seem to be able to do this (in the same manner as I can with surface platforms). I try shift click both units and key "G", I try drag select and key "G", I try dragging one to another, none seem end end up with a "group", which is what I assume you mean (so that they attack as a pair).

So my further question is: by pairing up do you mean a group of two helos, and if so how do you achieve this?

(Gee I feel dumb :huh: )

Don

Thanks so much for all those comments and advice. Quite a few finer points that I can't remember seeing in either of the manuals.

Re pairing up the helos (aircraft in general). I don't seem to be able to do this (in the same manner as I can with surface platforms). I try shift click both units and key "G", I try drag select and key "G", I try dragging one to another, none seem end end up with a "group", which is what I assume you mean (so that they attack as a pair).

So my further question is: by pairing up do you mean a group of two helos, and if so how do you achieve this?

(Gee I feel dumb :huh: )

Don

 

No need to feel that way. This game always had a steep learning curve. I've been playing since 1994 and I have yet to learn all the ins and outs.

 

I generally don't bother with grouping two helos because it adds an extra layer of commands to deal with them. I usually just make a zoom window, set it on track mode relative to the target I'm prosecuting and zoom in and out as necessary. You can't group different types of aircraft in any case. If the two aircraft ARE the same, hit the 9 key on the number pad to toggle between unit and group view. The aircraft may already be grouped but you won't see it in unit mode.

 

But no, I don't attack them as a pair or group. I maneuvered both in close, used on to maintain contact using either sonobuoys or a dipping sonar and then use the other to attack. The AO [not AI] is not smart enough to figure out it's been picked up and relies on the stealthy nature of the sub to get the job done. If they manage to get a shot off then you've already lost the first part of the fight regardless. It will be different in a MP game since the player will be able to detect an active sonar and will most likely attempt to 'do something' [the most effective will be to unload on the target if the sub is in range, change depth, or splash the offending helo with a SAM (Kilo's carry MANPADs and there's several tube launched weapons in development)].

 

Generally the idea is to get a weapon launch close enough to the sub so that it has no change to escape from the torpedo. The AO is smart enough to react to a torpedo so dropping a fish could be a good way to flush the target. Once the AO picks up a torpedo it will turn away from the weapon and run like hell [technically it brings to bear the quietest aspect to the torpedo but it's a little moot if you're cranking up 30 kts on your power plant....] and you'll most likely get a passive detection then.

 

Another thing about tracking subs is that the quieter they are, the harder it will be to localize them. As often as not, the only indication that you'll have than a SSN is in the area will be when they give themselves away by firing. Their launch transient will give a rough indication of their position but by then you'll have torpedo's inbound. It can get fustrating.....seeing this polygon dance around you, knowing that there's a sub around but you can't narrow it down to get a shot. The best solution is the liberal application of active sonar but this can work both ways, especially in an MP game because the player will be able to get a fix on where your helos are and react accordingly.

 

Don't forget decoys too. The AO is about as smart as the 1991 version of Iraqi air defense network in that particular case. ;)

 

Later

D

  • Author
Thanks so much for all those comments and advice. Quite a few finer points that I can't remember seeing in either of the manuals.

Re pairing up the helos (aircraft in general). I don't seem to be able to do this (in the same manner as I can with surface platforms). I try shift click both units and key "G", I try drag select and key "G", I try dragging one to another, none seem end end up with a "group", which is what I assume you mean (so that they attack as a pair).

So my further question is: by pairing up do you mean a group of two helos, and if so how do you achieve this?

(Gee I feel dumb :huh: )

Don

 

No need to feel that way. This game always had a steep learning curve. I've been playing since 1994 and I have yet to learn all the ins and outs.

 

I generally don't bother

 

<SNIP>

 

harder it will be to localize them. As often as not, the only indication that you'll have than a SSN is in the area will be when they give themselves away by firing. Their launch transient will give a rough indication of their position but by then you'll have torpedo's inbound. It can get fustrating.....seeing this polygon dance around you, knowing that there's a sub around but you can't narrow it down to get a shot. The best solution is the liberal application of active sonar but this can work both ways, especially in an MP game because the player will be able to get a fix on where your helos are and react accordingly.

 

Don't forget decoys too. The AO is about as smart as the 1991 version of Iraqi air defense network in that particular case. ;)

 

Later

D

Thanks again for the in depth comments, again you've given me some good tips (manually deploy decoys...hmmm).

Between your advice and playing the Pason scenarios I think I'm getting more of an idea of handling the 'panel'.

Ta Don

PS a separate matter, where should I post questions such as:

in the tutorials (air ops I think) I can't launch a particular A/C as the runway is inadequate;

suggestions for game operation (eg. keyboard short cut for mission edit/ create);

a couple of missing entries in command card within manual (key "K", Ctrl 7, Alt S)?

 

Thanks for help (I need it)

 

Don,

 

What date do you have on the Tutorial file that gives you the inadequate runway notification? I've just opened it here and can't see the issue, not in Tutorial 6 Air operations anyway.

 

The Good Guys base has a, "Very Large Runway" and they don't come any larger than that. Aircraft at the base include a single E-3 Sentry and 4 x F-16A's (they don't need such a large runway. The hangar the Sentry is housed in is too small, but the runway isn't and it should launch, I just did...

Regardless I found a few unrelated minor edits the Tutorial requires.

 

Don, feel free to post your issues here or contact me directly via: dbuckley@advancedgaming.biz

 

Cheers

 

Darren

  • Author
PS a separate matter, where should I post questions such as:

in the tutorials (air ops I think) I can't launch a particular A/C as the runway is inadequate;

suggestions for game operation (eg. keyboard short cut for mission edit/ create);

a couple of missing entries in command card within manual (key "K", Ctrl 7, Alt S)?

 

Thanks for help (I need it)

 

Don,

 

What date do you have on the Tutorial file that gives you the inadequate runway notification? I've just opened it here and can't see the issue, not in Tutorial 6 Air operations anyway.

 

The Good Guys base has a, "Very Large Runway" and they don't come any larger than that. Aircraft at the base include a single E-3 Sentry and 4 x F-16A's (they don't need such a large runway. The hangar the Sentry is housed in is too small, but the runway isn't and it should launch, I just did...

Regardless I found a few unrelated minor edits the Tutorial requires.

 

Don, feel free to post your issues here or contact me directly via: dbuckley@advancedgaming.biz

 

Cheers

 

Darren

Thanks for the reply Darren.

Due to being new with ANW (just got 'ultimate' and thought I'd try out H3/ANW ) I'm still looking at the different versions and have just removed ANW and loaded Harpoon 3.6.3 so can't really answer definitively. It may have been in one of the other packaged database. It was in the air ops tutorial and was only the E-3 (taking off) and I think an airbourne tanker (landing) so if the E-3 is working for you then I assume it was one of the other database. I'll get back to you if I go back to ANW and will track it down.

Thanks

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