5.> Hangar overload
It is possible to land many more aircraft than the hangar capacity allows.
Correct, the change was made in H3 sometime prior to July 2006. The behaviour exhibited is due to a change in the way aircraft can be stored at a Base type, group of facilities.
Example: In Scenedit, construct an airbase consisting of a runway and a hangar with an aircraft capacity of a single (1) large aircraft. Once these two facilities are grouped using the "G" hotkey, the aircraft capacity of the Base will exactly double the capacity of the "storage" facility (hangar). If two hangars are part of the Base, then the capacity will reach 3 aircraft.
Using the HUD3, the facilities in question to test the situation with are:
AFAC - Runway (6k ft/1.8km) - smallest runway supporting a Large sized aircraft
AFAC - Hangar (1 Lge) - hangar with a capacity of one large aircraft.
If I construct a base consisting of the same runway and a "small building" (no aircraft capacity), the stored aircraft capacity will reflect the size and capacity constraints of the runway alone.
I am led to believe that the change was implemented to allow aircraft returning to a damaged base (aircraft storage facilities destroyed) to land and be stored on the runway rather than land and be removed from play due to the lack of storage capacity. Anyone having visited an airbase will realise there is a great deal of excess capacity in the approaches to a runway and multiple taxiways. The best way to neutralise an airfield is the reduction of the airfield's runways and their aircraft size handling capacity. This would explain the development of specialised anti-runway munitions, where the destruction of hangars et. al. could be accomplished with most munitions.
Cheers
Darren Buckley
- The opinions expressed here are my own and again I see no reason to discuss this issue further. I believe the explantion is both reasonable and makes sense.