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WWGeezer

COOP 7-10....back to work!

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Finally some breathing room ( accept the air is unbreathable) and some time on my hands this week and next. Will dust off the Co-ops 1 to 6 and start working on 7 to 10. Would like to come up with a simple Allied / German cheat sheet to go with it that just gives mission goals and plane sets for all ten missions for each side ( like a menu at Denny's)

 

 

 

My hope is it could be an opportunity to pull in some of the JG1 guys to fly against us.

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No need to apologize, your the one keeping the mission building alive.

 

 

 

What I am shooting for is to have the ten COOP missions with a Mission Brief like the sample attached. No secrets everyone knows what everyone is doing, but keep to the stated objectives . It would be run like a Squad versus Squad Scrimmage.

 

 

 

I am hoping to invite JG1 to join us. What I like about Vanders COOP format is you get 12 versus 12 no matter how many people fly, but we can accommodate 16 versus 16 with White flight in the mix.

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Had to look under the hood a bit to remind myself what I had done and what needs to be done. I am going to share an outline of my goals so people can comment if I am missing the mark.

 

 

 

Proposed Change Log

 

 

 

1. Get ten missions in the same condition ( right now 4 thru 6 got cleaned up, 1 thru 3 did not)

 

 

 

2. Will Have a range of start times and weather conditions. Might even do a night flight or full overcast and rain.

 

 

 

3. Plane Sets will be the same thru out for Red and Blue Flight, will change in each mission for Gold Flight and White Flight. White flight will get new aircraft that not everyone has to give people a chance to use them as well. Remember White Flight will sit if no one takes the lead, but you can fly solo if you take a wingman, so lots of choices with that Flight.

 

 

 

3. The COOP will be like a scrimmage. The Mission Brief is the playbook, no freelancing, you have to follow the routes, do your mission, return and land. Only exception is White Flight, which is left a bit vague to allow for some creativity.

 

 

 

Take Off Order

 

When we flew these in the past Spar pointed out that with Gold Flight going first, than Red, than Blue....the Bombers where long gone by the time he tried to provide escort. I am changing the order so Red Flight goes first, than Blue and Gold take off together, White is last. Need to make sure this works for the AI but it will be Gold's responsibility to wait for the package and not take off un-escorted.

 

 

 

Here is what the Scrimmage card will look like when filled out. This is not intended to give you a great hi-res map, just enough to get the gist. The in game maps and info will be more detailed.

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Forget which mission, might be 6. The one where the first time we flew the route backwards, and didn't see much ai.

 

 

 

Next time we flew it, we did the route correctly, but again, not much ai. However, the friendly AI were off somewhere engaged.

 

 

 

So on some (maybe all??) of these missions, we might be better off letting the AI take the lead plane, and follow them. They seem to know where to go.

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Will be a bit of trail and error. The biggest thing is to test the mission with all AI in the lead to see if they all get in the air on both sides. Since we increased the flights to four aircraft each, the fields were to congested at first. Now that I am working on 1 thru 3 forgot how much modification I did on 4 -6. It also is possible that I broke something on 6 that didn't get the AI going the right place.

 

 

 

Want to get the whole set done and then tweek plane sets and weather.

 

 

 

I am glutton for punishment when I have some time off!

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Okay, I have the first six roughed in. Now I have to regroup and test to make sure that all aircraft manage to taxi and take off. After that I will take a closer look at time of day, plane sets to make sure there is a progression of sorts .

 

 

 

After that will move on to 7 thru 10.

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Here is the whole set.....planes aren't right but the maps and mission briefs are correct. Gets interesting when the battle moves north in 7 thru 10.

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