Raid on Tarawa - Page 5 |
Well how did you do? Were you able to avoid the
flak and successfully complete the mission? Did you notice that
the torpedo boat we placed there was firing at you as well? Did
you succeed or were you shot down over and over again? Here’s a
little tip. Before test flying a new mission that you’ve written
go into ‘Settings’ and look under the realism settings. Change
the player’s plane to ‘Invincible’. I would never play the game
at this level but for testing missions it is very helpful. Even
if you’re an Ace you run the risk of a lucky flak shot or an accidental
collision. It can get very frustrating to keep getting shot down
before you can fully test the mission. Switching to invincible
will solve that for you.
Did you notice the radio chatter? As in our first mission, Beginners Luck, the game automatically adds a number of extras, such as canned radio traffic, to the missions. It adds a little realism and keeps us from having to plug it in each time. You’ll probably need to do some tweaking, especially around waypoint #4. It’s a little tricky to get just the right balance between the B-25, the Zeros and you. You want to arrive at the B-25’s location at the same time or just slightly ahead of the Zeros. If they get there first it’s very easy for them to shoot down the B-25 because of the damage it has already suffered. If they do that you can’t successfully complete all of the mission goals. Remember that the B-25 is flying away from you and toward the Zeros. The distances shown in this illustration are approximate but are one combination that seems to work. Work with it and adjust it until the mission flies the way you want it to. |
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OK, let’s finish up by plugging in the narrative information. Click on the ‘Mission setup’ button. In the briefing ‘Overview’ window type in the following: You will lead a flight of Wildcats on a bombing raid against the Japanese airbase on Tarawa. Your mission is to destroy the Betty bombers parked there and return safely to your base. Under ‘Background’ type in: The Japanese bomber missions launched from Tarawa have been wreaking havoc on our airbases and convoys. If you can destroy the Bettys based there it will buy valuable time for our troops. Your ‘Intelligence’ information will be: The Japanese have followed a steady pattern with their bombing raids. Based on this routine, G2 estimates that today’s raid stands an excellent chance of catching their entire bomber fleet on the ground. Remember, when you write these narratives you’re not writing them
for yourself. Write them as though they were going to be read by someone
who knows nothing about the mission. This is especially important for
missions you plan to upload to the Internet or swap with friends. Your
narrative should make sense, help build the story line, and be grammatically
correct. The default date of June 1, 1943 is fine. The U.S. Marines didn’t land on Tarawa until November 20th of that year so any date prior to that is fine. (Although it really doesn’t matter. I have made no attempt to be historically accurate in this mission. This is after all a tutorial, not a history lesson.) Set the time for 09:00. We’ll strike in the morning and have all day to get home. You can set the weather at anything you’d like. Remember though, more clouds means decreased performance. That’s it! We’re done and you’ve now written another successful mission! |
Tips and Thoughts |
Mission Too Hard:
Mission Too Easy:
You can also do any number of other modifications to the mission to suit your tastes. For example, you can replace the ‘infrastructure’ torpedo boat with a moving one and lay out waypoints so that the torpedo boat circles the island while you are bombing. This will give you antiaircraft fire that is constantly moving. If you’d prefer to bomb a convoy instead of ground based targets simply eliminate Tarawa all together. Make your second and third waypoints out in the open ocean. Instead of Bettys place Japanese ships sailing in formation. You can still spawn a flight of Zeros, just have them take off from a carrier instead of the island. In other words, design your missions any way that you want as long as it’s fun for you. Use your imagination and be creative. |
Troubleshooting Raid
on Tarawa First, be sure that you checked ‘Warp to’ on waypoints 2 & 4. That is the easiest fix. If that is OK then the problem lies with your triggers and events. Go back over the section on triggers step by step. Warp is disabled automatically when we reach waypoint #2 because the Zeros spawned. We keep it disabled by creating the trigger/event combination that disables warp as long as we are inside of the Target Area. We MUST turn warp back on when we leave the Target Area for it to work again. If you arrive at waypoint #4 and immediately get the blue “Press ‘X’…
“ message then you didn’t follow the earlier instructions regarding
disabling warp. Warp will be disabled when you reach waypoint #4 because
of the earlier event disabling it when you entered the Target Area
and the appearance of the second flight of Zeros. Make sure you selected the repeat/recalculate feature on the enabling warp event at waypoint #4. To work properly the event enabling warp at waypoint #4 MUST be set to ‘Repeat when action(s) true’. The recalculate time for the enabling event could be anything, but setting it at one second will enable warp immediately after destroying the last Zero. If all else fails, in this or any other mission with lots of things happening, you can always delete all of the triggers and events (you must delete the event first) then start over. It’s not as hard as it sounds, especially if you’ve thought out your mission thoroughly or if you’ve made notes on what you want to have happen. This is good to remember because if you have a big mission with lots of infrastructure, planes, ships and waypoints you don’t have to rewrite the whole thing. Just delete the triggers/events and try again. You may find after warping from waypoint #4 that instead of approaching your base and ending the mission you are over empty ocean with the blue “Press ‘X’…” message and an indication that your engine is sputtering. That happens because you are out of fuel. You need to do one of three things, fly unlimited fuel (not very realistic), move waypoint #4 closer to Ocean Island, or be more conservative on your fuel usage. You will probably notice that your wingmen are very ineffective when it comes to bombing the Bettys. As soon as they see the Zeros they get distracted and forget all about bombing. In my experience this seems to be a bug with them. I can successfully design bombing missions where the AI bombers hit their targets but I can’t seem to get my wingmen to do the same. Even using settings of Ace and high aggressiveness with no enemy planes around they still want to fly over without bombing. I haven’t tried every combination of planes, targets and realism, but I haven’t found one that works yet either. So, use their behavior to your advantage when flying the mission.
As you approach Tarawa order your wingmen to attack. They will go after
the Zeros freeing you up to hit the Bettys. With luck they will destroy
one or both of the Zeros for you. If they shoot them both down, order
them to rejoin you. Even if they don’t drop their bombs on the Bettys
they will draw off some of the antiaircraft fire. You definitely want
to order them to attack when you reach the B-25 as you need all the
help you can get keeping the Zeros off the back of the bomber. |
Summary In Part Three we’ll design a shoot-em-up. You know the kind of mission
I mean, you fly your Corsair against the entire Imperial Japanese Air
Force. Well, ours won’t be quite that bad but there will be lots of
planes, lots of action and lots of choices for you to make plus multiple
ways to end the mission. |
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© Grumpy's Lair 2004