Flanker 2.0: Creating Missions in the Mission Editor - Page 1/1
Created on 2005-03-10
Title: Flanker 2.0: Creating Missions in the Mission Editor By: Bob 'Groucho' Marks Date: 1999-12-15 1459 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Building Fear & Making Loathing Over The Crimea
OK, by now it's pretty much official: Flanker 2.0 has THE flight model
for combat sims. Shoot an ILS approach through solid overcast with one
engine shedding parts of the finest socialist workmanship and tell me
different. Complete sim nirvana. Those who don't agree with me will be
shot and sent to Siberia- or perhaps the other way around!
Oops. Maybe I've been playing F2 too much.
As I
was saying- you've heard about the truly amazing FM, the steep learning
curve, and how avionics coolant is best enjoyed on ice with a beer
chaser. There hasn't, however, been a whole lot about the F2 Mission
Editor.
I think there's a pretty huge disconnect here. When the point
comes up about the fact that F2 doesn't have a dynamic force v. force
campaign system like the capitalist tool Falcon sim does, the defending
argument has usually been "Yeah, but at least it works. Sniff." Ooooh-
there's a zinger. I'm avoiding this persistent, pointless little
pissing contest- this simmer prefers to take the overpass. Let's take
this one on now- I really like both, OK?
OK, let's get the system stuff out of the way:
Pentium III 500MHz OC'd to 533
196MB RAM
Voodoo3 3000
A Big Plastic Box with Blinking Lights
Thingies That Go Whirr
F2's lack of a dynamic ground environment has soured some on this
sim - for the most part people who haven't flown it or even held the
box in their hands - and that is unfortunate. I must admit that I was a
bit down about that, initially. It is true; land units don't and can't
move (unless you count the AAA turrets tracking your complacent ass -
they move just fine, thank you very much).
Once you start prying into the Mission Editor, however, the static
ground units irk you less and less. The AI, both bandit and good guy,
is both motivated and formidable. The catalog of stuff you can blow up
and that can shoot you down is downright extensive. Besides- this ain't
Panzer Commander- this here's a pilot sim.
Learning how to use the Mission Editor is almost required in a
sim like F2 in order to get more than a couple of weeks of fun out of
it. There are only so many canned missions and only one branching
campaign, but in using the ME you can stretch out the freshness of the
sim until The Next Big Thing comes along. So get over it- let's go beat
on this Mission Editor thing and see what falls out, shall we?
The Scenario
Before you can build your little corner of hell, you'll have to
dream up a scenario. Who's shooting at whom, and over what? Are you one
of those guys (like myself) who can lose all enjoyment for a movie
because the Japanese "Zeroes" are really T-6 Texans? OK, so maybe it's
only me. Anyway- the details have to ring at least semi-authentic for
me to really enjoy a movie or, indeed, a simulation.
This is true for the flight model and is especially true for the
general scenario for a mission- why are these guys shooting at each
other, and with what? This was always one thing that bothered me and
thus dampened my enthusiasm for DID's F-22 ADF and TAW sims- the
plausibility of the Sudan fielding cutting-edge fighters and equipment
seemed more Dr. Seuss than Tom Clancy.
So, why in the hell are the available countries (Russia, Ukraine,
Turkey, and the US) fighting over some obscure peninsula? It's obvious
why SSI picked it- now it's up to you to figure out what everybody is
tangling over. Here's the Briefing General Situation I came up with for
my example mission.
As the brutal Russian crackdown in Chechnya grinds on and the
economy stumbles aimlessly, anti-Russian sentiment has reached a fever
pitch in the Ukraine. Even with this sentiment in the air, a swift,
bloodless coup of the Ukrainian centrist government by a
military-backed coalition has caught many off guard.
Russian nationals who have not already fled the country are
being arrested by both Ministry of Internal Affairs militia troops and
by self-proclaimed paramilitary squads. Caught on the ground and put
under house arrest in his vacation dacha in the seaside town of
Yevpatoria is Russian Admiral of the Fleet Grigori Velichko and his
family.
A task force is assembled quickly and quietly to get him out. With
Kunetsov carrier group (with AWACS support) off shore supporting a
Marine Infantry unit that has taken and is holding the airfield at
Saki, SPETSNAZ Special Forces enter Yevpatoria to free Velichko and his
family. The plan calls for the SPETSNAZ to take down the small guard
garrison and transport Velichko's entourage to a waiting transport at
Saki Airport.
After the Illyushin is safely out of Ukrainian airspace, the SPETSNAZ
will load up with the Marine Infantry unit on the waiting landing craft
and retreat to the open sea- under the protective cover of the Kunetsov
if necessary. Things seldom go as planned, however, and the SPETSNAZ
team has been slowed down by stiffer than expected resistance. The sun
is about to come up over the Crimean Peninsula as the team and
entourage aboard confiscated IKARUS buses drive south down the narrow
causeway, and the locals are getting restless...
OK, so Dale Brown has nothing to worry about, but you get the idea.
My lust for realism could just be a personal problem. Nothing is
stopping you if your scenario is a Turkish attack on Russia and the
Ukraine, even if the end result would probably be the ability to clean
Istanbul with a tanker of Windex and a squeegee the length of a
football field. But it's a simulation, right?
The Mission Editor Interface
Firing up the ME, you see that the GUI is Windows-esque, very
functional and businesslike, with nothing flashy. Pop-up windows and
pull-down menus abound, and windows are available by hitting ctrl key
modifiers. I love the clean design of the interface here. You can
actually drag your cursor around easily, unlike the slow, stuttering,
frustrating pointer movement of the Jane's USAF UME application.
Another improvement over the USAF UME is the map view.
The theater map of the Crimea is full screen, and the windows are
transparent. This allows the widest possible view of The Big Picture,
while it is also possible to zoom all the way down to the unit level.
Brewing up a good briefing is made a bit difficult, however, by the
lack of place, city, and town names on the Crimean map in the Mission
Editor. I like to know where I'm at, even if I don't have the slightest
clue as to how to pronounce the name.
Good maps are available on several of the Flanker related web sites- I
would suggest downloading one to help you navigate. Another feature
that would be nice is a terrain elevation readout under the cursor like
USAF has; this would make low-level flights through the mountains
easier to plan.
Causing Trouble
OK, now that we have a general idea of what is going on from a
geopolitical standpoint, let's kick some ass. Regardless of your
initial action, a pop-up menu inquires as to what side you will be
fighting on. A very basic question, that. This window allows you to
form coalitions between the four possible belligerents, or just pick on
vs. the other. In our mission here I've selected to be Russian,
primarily because they have the carrier.
Pull down the Briefing window and set the mission Start At /
Till time at the top. This does NOT define when you want the mission to
start and end, as I had thought. This drove me nuts. If you've got a
specific time that you want to launch, as I do for this mission, the
Start At & Till times are set the same. Otherwise, the mission will
start at a random time between the two, regardless of the waypoint set
times for your individual aircraft.
I know, it's in the manual, but it completely drove me up the wall
trying to figure out what was wrong. At this point, you can also enter
in your scenario under GENERAL SITUATION in the Briefing window. Now
that we've got the general picture, let's go stir up some trouble!
Placing Units
Placing units on the map is as easy as selecting the picture
button on the Planning toolbar and clicking where you want them. A
couple of clicks, and we have the Kunetsov carrier group off the west
coast of the Crimea, ready and waiting to get our Admiral home. When
you click the ship placement cursor on the screen, a pop-up menu
prompts you to specify which ship you want to go there.
Static objects are placed in a similar fashion, and while there are no
waypoints to set, obviously, you can set their orientation. This is
especially very important for the carrier; crosswind short field
landings at sea are a whole new kind of hairy.
Now, here is as good a place as any to air my biggest
complaint about the ME: F2's excellent Encyclopedia reference function
is not accessible within the Mission Editor screen. This is horribly
inconvenient- I consider myself a pretty astute plane spotter, but hell
if I know the difference between a S300V 9_82 and 9_84 SAM launcher
variant or what a Bobruisk is.
To dig this info up you need to save the mission, close the ME, launch
the Encyclopedia, get your info, close it, and relaunch the ME. What
this does is take a potentially very useful tool and turns it into
interesting yet next to useless fluff. Hopefully, SSI will look into
doing something about this.
Tasking your aircraft, selecting pilots & wingmen and weapons
load out is pretty straightforward in the Airgroup planning window. The
choice of available stores is defined by the tasking of the aircraft,
i.e. aircraft flying CAP are not given the choice to carry bombs.
While this makes sense in the example I've just given, this can be a
bit restrictive. Since my flight is tasked to take out a runway that is
defended by SAMs or AAA, it would be very advantageous to life and limb
to have the choice of slinging an anti-radar missile under me in
addition to the concrete busting rockets.
Unfortunately, such fine-tuning of your stores is not an option- and I
don't have easy access to a Russian Naval Aviation armament tech so I
don't know if this reflects reality or not. You would have to task
another flight to fly SEAD. My solution to this quandary was to select
only Shilkas near my target, and not fly straight and level for very
long while over Indian country. Ah, the beauty of building your own
missions.
Setting Waypoints
Setting waypoints is simple, a point-click affair. Once again,
this is vastly better than the chore of seting waypoints in Jane's
USAF. Actions for these waypoints are set in the Airgroup planning
window, with time over waypoint (ETO) obviously a factor of launch time
and whatever speed you've set. Once again, make sure that your Mission
Time is set correctly in the Briefing screen. I still have knots on my
forehead from beating my skull against the desk over that little jewel.
Altitude is always AGL, and I have yet to see an AI aircraft pull a
Controlled Flight Into Terrain (CFIT) a'la Jane's USAF AI pilots.
Unless, of course, they are on fire. The manual tries to make this
point clear, but let me reiterate it from personal experience: be sure
and set your "Attack" waypoint far back enough to allow the AI to set
up for the "Attack a Target" waypoint. If you don't give 'em enough
room, they are instant flak bait as the AI switches into Stupid mode.
Trust me.
My tactic is to cut my wingman loose with the, "Do your thing then
regroup" command almost immediately after passing through the attack
waypoint together as the AI is really quite good, almost no
"babysitting" is required. The AI skill level set for the various units
really comes into play here, and there is a substantial difference in
both the AI ability and aggressiveness depending on the level set. This
applies to SAM and AAA units as well as aircraft.
Throwing Wrenches in the Works
Here's some of the extra "spice" that F2 throws into its
mission planner that is missing in other combat sims: the Met Report
and the Failures options. The Met Report is a powerful weather
generator, with the ability to set cloud cover, fog, wind, and even
turbulence variables into your mission. These factors can and will
obviously affect everything from attacks to landings. There is nothing
quite like an unguided rocket attack through the fog to hold your
attention for a spell.
Clouds are also just rendered so well in this sim (in my opinion, only
the clouds in Fly! are better) that they can just make nice eye candy,
in addition to being a tactical challenge for close-in knife fighting.
The Failures option is also a trick thing. In addition to being a handy
"what if" tool to practice such emergencies as avionics failures and
perforated engines, it can also be used on SAMs and radar installations
of either side. The list of possible things that can break is quite
extensive, and is a fun and challenging addition that can change the
flavor of even a milk-run mission very quickly.
Go Kill Something
Well, that's about it for basic mission building, comrade. The
manual is a pretty good guide, and hopefully this article helps
motivate and/or help a bit. The mission I've included with this
article, The Hell Outta Dodge,
is Classified as a Pilot Mission. This means you are locked out- you
cannot change anything. You are simply the grunt pilot who must fly as
ordered. Enemy units are hidden as is intended.
If you want to get under the hood and see how all of this works,
however, go to Edit and hit Declassify. When prompted, the password is
"groucho." Hit Ctrl+H and select all, then hit Hide again. All of the
units are there, ready for inspection and/or modification as you see
fit.
That's it for now, but The Hell Outta Dodge is
intended to be the first part of a Campaign. Stay tuned for Part 2 for
a walkthrough in the wonderful world of if/then branching campaigns and
Mission Conditions. Until then, dos vedanya, and pass the avionics coolant.