ORIGINAL: n01487477
With the help of Nemo121; I found a number of errors on the LCUProduction screen. I've cleaned it up a little, standardised some and fixed these bugs:
1. LCU's AV, LoadCost and Percent is now the same as the LCU screen.
2. Removed APLoad.
3a. LCU's with disabled sqd incorrectly showed Manpower use; there is none when they are disabled.
3b. Arm and Veh are correct.
4. Added InPool in the bottom, but I might take is out and show the TOE numbers total instead.
5. Calculations for the Delay and Reinf Need were wrong (shift up)
Some problems still remain and I'm trying to think of some solutions. Here are the problems (I'm still testing and some of this below is just what I think is happening):
1. when a LCU arrives and there are enough devices in pool then no Points are used.
2. When a LCU arrives at less than TOE, the points are removed but as it fills out no more points are expended.
3. When a LCU is damaged, the total points are removed, it fills out over time with no further expenditure.
3. IF there aren't enough points then it draws points each turn until full.
Other things (I think - still testing)
1. Devices built (build rate) cost HI not ARM/VEH points.
Follow up ...
Finally figured it out (slapping hand against head). Devices are added at HI cost - then slowly filter into (used) the LCU.
Will now add up all the devices and make a global calculation of ARM/VEH cost instead of per LCU. Delayed units will remain the same... but I better go back through and check the cost.
