|2012-07-18||DDR Nationale Volksarmee and BAOR FV438 Swingfire, Bedford MJ trucks, Chernarus Gorka area|
Today's update brings more cold-war era content, and new terrain to generate missions for. From Vilas' Project 85 German army add-on, it adds former East Germany (DDR)'s Nationale Volksarmee soldiers and vehicles. Rated as one of the strongest Warsaw Pact armies, the NVA soldiers come with Soviet-made equipment and their distinguishing 'strichtarnmuster' pattern uniforms.
To counter the Warsaw Pact addition, the cold war British Army of the Rhine (BAOR) units have been extended with Trouble's FV438 Swingfire anti-tank vehicles and the Bedford MJ series of trucks. When hcpookie's 'Deployable Camo Nets' add-on for Arma2:CO is enabled, the generated mission orders the Swingfire units to set-up camo-nets for concealment.
In response to popular demand for mission planning on the default Chernarus world, I've added another (large, 6km by 4.4km) Chernarus area to the terrain database: Gorka. Gorka is a small town in the eastern part of Chernarus, in between the eastern coast and the forested hills. Compared to the Vybor area, the Gorka area has more hills and is more cumbersome for wheeled vehicles to move about. Tracked vehicles have less troubles climbing the hills and are recommended to transport infantry in a timely fashion to their destination.
Compared to the Chernogorsk area, the Gorka area has more open areas and smaller towns.
Enjoy your missions!
|2012-04-09||Cold War era British Army of the Rhine (BAOR), and CWR2's Nogova world|
With a combination of Trouble's BAOR vehicles and Vilas' 1982 UK infantry and airborne units, PlannedAssault lets you generate cold war era Arma2 battles for the British Army of the Rhine. As the screen shots in this update show, I've extended the unit database with BAOR infantry, airborne, armor, artillery, recce, transport and helicopter units. Infantry units reflect the cold war composition, with sections consisting of a 3 man gun group and 5 man rifle group. All BAOR vehicles are spawned empty, with Vilas' 1982 UK crew ordered to man the vehicles.
Trouble has created a series of add-ons covering most of the cold war BAOR: Chieftain and Challenger 1 main battle tanks, the FV430 series of APCs, the CVR(T) family of air transportable light armor such as the Scimitar and Scorpion, LandRover 110FFR and 101 forward control utility vehicles, Alvis 'Stolly' and Bedford TM support vehicles, and Westland Scout, Aerospatiale Gazelle and Westland Lynx AH7 helicopters.
Be aware, some of these add-ons currently have rough edges (in terms of error messages and bad textures).
I've combined the BAOR vehicles with Vilas' UK infantry and airborne units from Project '85 - US and UK Army . Vilas has created UK infantry and airborne units with cold war MkIV 'turtle' and MkII para helmets, armed with the SLR, GPMG and L2A3 Sterling, both with and without backpacks. The only thing lacking is the Milan ATGM weapon. I've configured mortar and howitzer units using these soldiers as crew, and added variants wearing face camouflage.
Sticking with the cold war theme: also available for mission generation are two 6km x 4.5km areas on CWR2's Nogova. Being based on Operation Flashpoint: 1985 's Nogova map, these areas contain no problems for the Arma2 vehicle AI and are superb for large armored battles.
I've also updated the world to weather region mapping to cover the new climates defined by the RUBE weather module.
Finally, I've begun experimenting (in the BAOR Challenger and Chieftain tanks) with a new script command available in Arma2 1.60: allowCrewInImmobile. My aim is to improve the behavior of tank crews, having them continue the fight from their immobilized tank (or stay put there) rather than advancing on foot with the mobile armor in their platoon/troop.
|2010-01-08||Arma II support: new task assigned|
Another large update: PlannedAssault now supports Arma II in addition to Armed Assault. This post details what is supported, what's been added to the mission generator, and what is left for future updates.
The following areas were picked for mission planning.
I've experimented with Chernarus' northeast area (Krasnostav - Olsha - Guba bay). The ArmaII AI isn't successful in finding paths from Guba bay to Krasnostav for vehicles, probably because of the dense forests. Missions in that area are likely to dissappoint, so I've not added Kranostav area.
Parsing the ArmaII maps wouldn't be possible without Mikero's work on PboDLL. The PboDLL source code and adapted LZO library provided all the information necessary to adapt my ".wrp" parser for OWRP24 files. Great job!
Vybor's rolling country side
Chernogorsk city between the sea and the hills
ArmaII offers the player a more structured briefing and details the tasks towards mission completion for the player's group. Especially these tasks are a great means to instruct the player on what is expected of his group, as part of a larger coordinated attack. I've extended PlannedAssault's mission generator back-end to generate tasks for all the groups on the player' side, and update the current task based on waypoint progress. The briefing and tasks also reflect team switches, which is illustrated below.
Briefing in ArmaII's diary format.
New task assigned to Bravo on dismounting Delta's LAV-25s.
Tasks for Bravo USMC infantry squad.
Tasks for Charlie USMC LAV-25 IFV section.
Tasks for Echo USMC M1A2 tank section.
Tasks for Foxtrot USMC Avenger air defense section.
An example mission showing the use of briefings and (dynamic) task assignments as part of the generated mission can be downloaded here.
For Armed Assault (Arma I) missions, PlannedAssault uses 'Mando Bombs Arma' scripts for fixed wing ground attacks, and Viper's artillery mod for artillery missions. For Arma II, at this time of writing there are no means to make aircraft perform one or two CAS runs before returning to station. The standard 'seek and destroy' OFP/Arma/ArmaII waypoint behavior makes aircraft linger above the hostile forces until all threats have been taken out, even if the aircraft has run out of its main weapons to engage ground targets. That's not a sound way to deploy multi-million dollar aircraft.
To address this (and the absence of Mando bombs for Arma II), I've added a small script that supervises aircraft on a 'seek and destroy' task and sends them back to station after a given number of bombs and/or ATGMs have been fired.
Artillery support is now integrated in Arma II via the module system. I've post-poned supporting modules for this update (but look forward to dealing with modules soon).
The planner and web site now run versions 0.99 and 1.0.3 respectively.