Targeting Fuel Facilities

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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Knightpawn
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Targeting Fuel Facilities

Post by Knightpawn »

For my understanding:

This is from page 224 of the Manual (Rev 156). Does this mean that if one destroys the fuel facilities of an airbase its operations will nevertheless remain unaffected and will still be able to produce new flights out of aircrafts that return empty after a mission?
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tylerblakebrandon
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Re: Targeting Fuel Facilities

Post by tylerblakebrandon »

I my experience yes. I usually limit strikes to identified A/C on the ground, facilities to park aircraft undercover, access points, and when specific munitions are available, runways.
BDukes
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Re: Targeting Fuel Facilities

Post by BDukes »

I'm overjoyed that he's reading....the manual. 8-)

If this really bugs you-use lua to disable the airbase and then enable it. You could delete or damage the taxiways, runway or taxiway. If lua isn't your jam you could go into the editor and do the same.

Mike
"Smart people just shrug and admit they're dazed and confused. The only ones left with any confidence at all are the New Dumb". HST
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Tcao
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Re: Targeting Fuel Facilities

Post by Tcao »

that's right. So far the CMO has not simulate the fuel storage, fuel facility and air operation yet. However, some of the scenario designer may give you points for destroying the fuel facilities.
Dimitris
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Re: Targeting Fuel Facilities

Post by Dimitris »

Players: This game has a learning cliff, it demands you to keep track of too much OMG!

Also players: Please add one more thing that I will need to keep an eye out for and will grind my ops to a halt if I don't pay attention.

(I know, I know, optional realism features etc. etc. But still. That stuff ain't free, either on the dev or the player side.)
maverick3320
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Re: Targeting Fuel Facilities

Post by maverick3320 »

Dimitris wrote: Wed Jan 07, 2026 5:59 am Players: This game has a learning cliff, it demands you to keep track of too much OMG!

Also players: Please add one more thing that I will need to keep an eye out for and will grind my ops to a halt if I don't pay attention.

(I know, I know, optional realism features etc. etc. But still. That stuff ain't free, either on the dev or the player side.)
I think it was more that the manual, written some years ago, potentially promised the fuel feature in the future. I didn't read the OP's comment as a complaint.
thewood1
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Re: Targeting Fuel Facilities

Post by thewood1 »

I don't remember seeing a "promise". It was just something they were considering. It should be fairly straight forward to do a simple fuel tracking system for an airbase today with events, missions, and a little lua.
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HalfLifeExpert
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Re: Targeting Fuel Facilities

Post by HalfLifeExpert »

tylerblakebrandon wrote: Tue Jan 06, 2026 5:39 pm I my experience yes. I usually limit strikes to identified A/C on the ground, facilities to park aircraft undercover, access points, and when specific munitions are available, runways.
Yeah, when I want to strike an airbase, I prioritize parked aircraft above everything else. I usually don't even bother hitting runways/taxiways/access points unless I have specialized ordinance for that.

If I have a healthy surplus of ordinance, I'll target other facilities like fuel tanks more out of a "roleplaying" perspective than practical gameplay, thinking longer-term outside of the scope of the scenario in question.

I would hit ordinance first over fuel, but experience has shown the magazines to be too resilient to be worth the effort most of the time.
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