JG7_X_Man Posted March 2, 2016 Report Share Posted March 2, 2016 I am trying to setup Operation Jubilee with one of the maps in CUP ('44 West). I am looking to use the timetable.dcg to have an invasion point at Dieppe harbor. I have read and understand the idea of needing a _Beachhead in my .srd and Dieppe_Harbor in my .rds but do they need the same coordinates? How can I have this happen just for 1 day (even if I have set 3 missions for day). Is there a way to generate 3 missions per day, just for 1 day in the timetable.dcg? Any ideas and suggestions are welcome. Quote Link to comment Share on other sites More sharing options...
idefix44 Posted March 2, 2016 Report Share Posted March 2, 2016 The best way is to look how are designed the stock campaigns. Normandy44 for example... Quote Link to comment Share on other sites More sharing options...
JG7_X_Man Posted March 3, 2016 Author Report Share Posted March 3, 2016 Thanks idefix44 - I got my answer on the SAS forum. Operation Jubilee is different from your run of the mill invasion because it only lasted 12 hours. So I need to make the invasion forces retreat by the start of the next day. Quote Link to comment Share on other sites More sharing options...
idefix44 Posted March 3, 2016 Report Share Posted March 3, 2016 I don't thought about your script but about how DCG works... Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted March 6, 2016 Report Share Posted March 6, 2016 Yes, you can generate 3 missions a day if you force the campaign's SetTimePassage to Extremely Slow. But it's going to take some creativity on your part to make the Canadians (and British commandos) retreat at the end of it. I suspect they'll probably just get wiped out by the end of the day given how bloody IL-2 land battles get. Quote Link to comment Share on other sites More sharing options...
JG7_X_Man Posted March 8, 2016 Author Report Share Posted March 8, 2016 Yes, you can generate 3 missions a day if you force the campaign's SetTimePassage to Extremely Slow. But it's going to take some creativity on your part to make the Canadians (and British commandos) retreat at the end of it. I suspect they'll probably just get wiped out by the end of the day given how bloody IL-2 land battles get. Very interesting Paul! Lonestar suggested I set SetTimePassage to Extremely Slow just for that specific date and reset the beach at the end of the day. Is there a code to remove all objects on the beachhead in the timetable.dcg? Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted March 9, 2016 Report Share Posted March 9, 2016 You could use the TCapture command on the day after to set all the locations back to German. For example: 19410806 TCapture Axis Border_Village I'm just not sure that it removes the Allied vehicles in the process.... I'd use it with BeachheadReset off so the German vehicles remain on the beach rather than respawning. For example: 19410823 BeachheadReset Off Quote Link to comment Share on other sites More sharing options...
Moezilla Posted March 9, 2016 Report Share Posted March 9, 2016 X_Man, don't forget to use: 19410806 TimeTable On before the TCapture commands and then turn TimeTable Off when you want the mission results to control the frontlines again. At least, that's my understanding of those commands based on Lonestar's guide. Ah! My interpretation of the BeachheadReset command was that it affected the defenders reaching the _Beachhead location and also the attackers reaching the _Beach location. Makes more sense that it's only the defenders that are reset since they are beside the ocean. I suppose you could also use RoadBlockOn to isolate the beachhead location and/or use SetTroops to bolster the Axis troopcount at the beachhead temporarily. Also an Axis _camp location close to the _beachhead would increase the flow of Axis forces to the invasion point. Quote Link to comment Share on other sites More sharing options...
JG7_X_Man Posted March 10, 2016 Author Report Share Posted March 10, 2016 Great ideas idea guys! I saw how Paull and Lonestar set DDAY invasion and I set the following in my .rds: [Dieppe_Camp to Red_Beach] [Red_Beach to Red_Beachhead] Looks like I am on the same page with you Moe! (....but I didn't know why the _camp was set up so close). Quote Link to comment Share on other sites More sharing options...
Lonestar Posted March 18, 2016 Report Share Posted March 18, 2016 Great ideas idea guys! I saw how Paull and Lonestar set DDAY invasion and I set the following in my .rds: [Dieppe_Camp to Red_Beach] [Red_Beach to Red_Beachhead] Looks like I am on the same page with you Moe! (....but I didn't know why the _camp was set up so close). Hi X_Man! Because you have with a _camp position a 100% spawn probability for reinforcements! With ships it may can take some missions and you have only a 50% chance that something will spawn! So I have used the first landing via timetable with ships and ground forces (then you have also a 100% chance that all ground vehicles will unload the ships at the beachhead position) and later the _camp positions to have a better supply rate! Quote Link to comment Share on other sites More sharing options...
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