#2083084 - 07/29/05 01:38 PM
The role of supply in a dynamic campaign
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Joined: Feb 2001
Posts: 435
AndyHill
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Oulu, Finland
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I know there are some people with experience and knowledge of how these things are in real life so I thought (with Swingkid's acceptance) to ask for your insights on a subject we discussed here: http://lockoncampaign.com:8811/board/index.php?a=topic&t=61 If you didn't know SK is working (at least if you all threaten to stop breathing or something like that until he finishes the campaign) on a dynamic campaign engine for Lock on and he's interested in certain information about how things are supposed to work in a real conflict. Read the thread from the link above for a better idea of what he's planning. One of the issues is how much of a role would supply play in the setting. Should there be lots of visible supply-related objects appearing on the map most of the time? Trucks running supply to front lines (AFAIK trains are unfortunately a no-go at the moment)? Would CAS aircraft be expected to be tasked to patrol enemy supply lines or find and attack supply units as targets of opportunity? The numbers for the conflict are about 60000 people(everyone included, I think), some 400 tanks and limited NATO vs Rus airpower (I don't have exact numbers on these). The quoted numbers are totals with both sides added together. The area for ground combat is Abkhazia, a relatively small area on the Lock on map and I guess most of the units would be concentrated there. So what would the supply for that kind of an operation look like from the air? My guesstimation is that the operation would be visible and vehicles running from supply zones to the front lines would be seen and need protection, especially wherever there would be large scale troop movements. Swinkid seems to have a thing for realism so any information from people who would know something about these things or tips on good sources of information would be appreciated. It won't hurt to show some interest and appreciation for his work if you think he deserves some.
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#2083086 - 08/01/05 05:42 PM
Re: The role of supply in a dynamic campaign
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Joined: Apr 2002
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Joe
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Bridgewater, NJ
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Originally posted by AndyHill: Would CAS aircraft be expected to be tasked to patrol enemy supply lines or find and attack supply units as targets of opportunity? Absolutely. In Vietnam US aircraft constantly patrolled and attacked targets on the Ho Chi Mihn Trail. North Vietnam got smart and started moving things at night, at which point US airpower effectiveness in that regime was reduced. That didn't stop US planes from bombing the Trail blindly in the middle of the night, though. It was that important.
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#2083088 - 08/01/05 11:39 PM
Re: The role of supply in a dynamic campaign
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**DONOTDELETE**
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Anonymous
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wow - this sounds fantastic! sure hope it sees the light of day...
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#2083089 - 08/02/05 12:06 AM
Re: The role of supply in a dynamic campaign
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Joined: Dec 2000
Posts: 238
grmcle
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Supply in a flight sim can take several forms ---(1) added targets (2) moving targets and (3) effect on the battle
As for numbers 1 and 2 it is not possible to add significant numbers of moving targets without adversely effecting the FPS. This can be easily seen by adding your own ground units in your own missions. I would not expect adding hundreds of ground units to continue to give good fps and most folks would not want to use them for that reason.
However ---- bombing targets such as power plants and any other important infrastructure could be programmed to deplete or hinder the enemys capabilities in a truly dynamic campaign such as the one in Falcon 4. That would certainly add to the realism and afford the player the ability to contribute to his sides war effort with bombing missions --in other words his bombing missions would actually be doing something toward winning the campaign other than just taking out an eye candy target.
But with LOMACs lack of a dynamic campaign destroying the enemys infrastructure would have no effect ---nice bomb explosion but nothing else.
So unless LOMAC does get a dynamic campaign then the only thing left to do is to program in some moving supply vehicles and let the fps suffer as they most likely will.
George
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#2083090 - 08/02/05 01:28 AM
Re: The role of supply in a dynamic campaign
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Joined: Aug 2002
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609 Recon
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This is sounding real good!
S! Recon
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#2083092 - 08/02/05 12:02 PM
Re: The role of supply in a dynamic campaign
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Joined: Aug 2002
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609 Recon
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AndyHill, I suggest you look at Lowengren's DCG *( http://www.lowengrin.com ) for IL2. I've been using the DCG to create a web based online war campaign ( http://www.forgottenskies.com ) for IL2 community. DCG handles resupply, frontline movement, etc... It uses a combination of static objects and moving objects. When certain moving objects, such as a convoy or ship reach a location where a static object was previously destroyed, that static object is 'resupplied' meaning that next mission that static object will 'return'. Additionally, he uses a 'wagon8' object - which is a fuel tanker - these are at airbases, etc... - these represent oil supplies. By destroying the enemies oil supply it reduces the ability for the moving objects to actually move. These are just a few examples. As far a a few representing many - that is typically how it would work. There is no way in these games that we could run these missions if they get too many objects in one mission. Another concept used is the idea of 'troops' - ie. when a 'tank' moves into an enemy city - that city has 'x' amount of troops. For each mission that tank sits in the city, the troops diminish 'x' amount. I can talk via PM or email to explain in details - I've worked with this for awhile now and the more I learn of it - the more I'm impressed with it's underlying well-thought out system.
S! Recon
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#2083093 - 08/02/05 12:10 PM
Re: The role of supply in a dynamic campaign
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609 Recon
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"But with LOMACs lack of a dynamic campaign destroying the enemys infrastructure would have no effect ---nice bomb explosion but nothing else. "
Not sure if this can happen in Lomac, but in Il2, we would place a wagon8 object inside a building. When you destroyed the building it would destroy the wagon8.
This way, you would see in the log that a wagon8 was destroyed at x/y location - which would tell you a building was destroyed.
To further this, in the latest version of Il2, you could 'mark' these building with 'smoke columns' - signifying it's a factory that is 'bombable'.
Works quite well.
S! Recon
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#2083094 - 08/02/05 01:47 PM
Re: The role of supply in a dynamic campaign
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Joined: May 2004
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Oscar_352nd
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You might also want to have SwingKid look at "Scorched Earth" (for IL2) as an example of a "web-based" campaign tool. The guys at RAF74 are working this and they are grapling with the "resupply" function right now also.
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#2083098 - 08/05/05 06:12 PM
Re: The role of supply in a dynamic campaign
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Joined: Oct 2001
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Dusty Rhodes
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From what I remember (also being combat arms for 7 years), moving supplies are moved along routes which are secured by static Air Defense and Military Police and also moving defenses which moved with the convoy. It all depends on the threat of the conflict, such as Iraq has no air or armor threat, but has technicals, roadside bombs, and ambushes. In a "normal" Army vs. Army, it would be more conventional as I mentioned above, but maybe some of our active duty military people can expand on the form of protection without giving away doctrine.
Dusty Rhodes
Fight Fair! Fight to have fun! Fight to WIN!
Win 7 Pro, Intel i7 4790K OC'd to 4.6 Gigs, EVGA GTX Titan 6 GB Memory and ASUS GTX Titan 6 GB Memory, 32 Gigs Tri Channel Ballistix RAM, Thrustmaster HOTAS Warthog and HOTAS Cougar, TrackIR 5, Cougar MFD's, Saitek Combat Rudder Pedals
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#2083099 - 08/05/05 06:30 PM
Re: The role of supply in a dynamic campaign
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Joined: Oct 2001
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Dusty Rhodes
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I am reading the thread at Ross' boards about the discussion you and SK are having. Allow me to brainfart just a bit. I don't want to interfere in discussion there, so I will post it here, unless you would rather it go there On the supply level, each level of unit has it's own supply. Platoons are resupplied by the company, which is resupplied by battalion, to brigade, to division, and so forth. That would be so much traffic, it would bog the system to a stand still. On the American side, why not take out some levels of that supply and only model the Battalion and Division (G4) level supply. That way you have factories, power plants, shipping, and road convoy's effect division level supplies and road convoy's and supply points effecting battalions. This takes out Platoon and company (which you could model company level, rather then Battalion if you chose to), and also brigade and corps level supply. Yet it still allows all those things which in reality would effect supply, to actually effect supply. Does that make sense? I can enter that conversation but would only do so if invited as you guys are really having a good conversation. EDIT: Keeping in mind that the higher up the level of command you go, the more of a Network of supply points that each level of supply has. i.e. Division and Corps level will be a network of supply like ships, factories, ports, supply warehouses, etc. The lower in the supply chain, the more one location you get, such as Battalion will have food hear, ammo there, fuel over there. Down to company level it is dispersed from the company trains directly to those doing the fighting. So the higher up the supply command, the less likely hitting one supply point will effect the combat readiness of the entire command that supply point supplies. EDIT 2: In reading further between the difference between a low intensity and a high intensity conflict, the problem of command levels and locations and supply levels and location would solve either ones requirements by not trying to replicate each level of commands HQ or Supply. That would work for a WW3 type scenario or a limited conflict.
Dusty Rhodes
Fight Fair! Fight to have fun! Fight to WIN!
Win 7 Pro, Intel i7 4790K OC'd to 4.6 Gigs, EVGA GTX Titan 6 GB Memory and ASUS GTX Titan 6 GB Memory, 32 Gigs Tri Channel Ballistix RAM, Thrustmaster HOTAS Warthog and HOTAS Cougar, TrackIR 5, Cougar MFD's, Saitek Combat Rudder Pedals
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#2083100 - 08/05/05 06:39 PM
Re: The role of supply in a dynamic campaign
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Joined: Oct 2001
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Dusty Rhodes
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I just read what SK said about HQ's also. These too have a unit level criteria which must be taken into consideration. These HQ's flow down from the White House, all the way down to Company Level command posts. In theater HQ's can be from Corps level to Division level and flow down from there. (Central Command is in Florida and covers the Middle East, as an example). I would think that Corps (way behind the lines), Division (much closer but still behind enough for effective C&C, and Battalion or Company level CP's should be modelled. If there is only a pocket like the Pusan Perimeter, then maybe start at Division HQ and and then model Battalion or Company HQ. The more territory, the more levels of HQ can be in the theater. Again, making sense here?
Dusty Rhodes
Fight Fair! Fight to have fun! Fight to WIN!
Win 7 Pro, Intel i7 4790K OC'd to 4.6 Gigs, EVGA GTX Titan 6 GB Memory and ASUS GTX Titan 6 GB Memory, 32 Gigs Tri Channel Ballistix RAM, Thrustmaster HOTAS Warthog and HOTAS Cougar, TrackIR 5, Cougar MFD's, Saitek Combat Rudder Pedals
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#2083102 - 08/05/05 07:42 PM
Re: The role of supply in a dynamic campaign
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Joined: Oct 2001
Posts: 1,169
Dusty Rhodes
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Guessing as to the makeup of the Logistics units, bases, and vehicles is impossible unless you take into account the infastructure available and the structure of the units. (Division, Brigade, Battallion, Company, Task Force, Brigade Combat Team etc.)
The bigger the unit, the more networked the logistics and support gets. Depending on the levels of logistics you have for the unit level that are chosen to model within the the campaign, would dictate how you come about the structure of the support units. The key is not representing the numbers to realistic numbers....you COULD NOT possibly do that on any computer today.....but to represent an entity that makes it believable and can have an impact i.e. one maverick taking out one truck would make a battalion have no resupply would suck, where as having 5-6 supply trucks and 5-6 fuel tankers would represent that resupply convoy, taking into account that these trucks are not the only resupply assets as you wouldn't want one convoy being taken out, effect a complete units supply network, however if you take out 2 supply trucks and 2 fuel tankers, that would devestate a company level. So really the other key is having a finite, yet resuppliable number of trucks/transports/ships/etc to recreate the supply and logistics.
Dusty Rhodes
Fight Fair! Fight to have fun! Fight to WIN!
Win 7 Pro, Intel i7 4790K OC'd to 4.6 Gigs, EVGA GTX Titan 6 GB Memory and ASUS GTX Titan 6 GB Memory, 32 Gigs Tri Channel Ballistix RAM, Thrustmaster HOTAS Warthog and HOTAS Cougar, TrackIR 5, Cougar MFD's, Saitek Combat Rudder Pedals
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