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Underway replenishment
Posted: Thu Nov 11, 2010 7:24 pm
by goodwoodrw
Never worked in the original release, many claim it was fixed in later releases, some say it wasn't, the question does it work in the Ultimate release?
RE: Underway replenishment
Posted: Thu Nov 11, 2010 10:58 pm
by TonyE
How about a qualified yes for ANW... It works. Is it perfect, no.
RE: Underway replenishment
Posted: Fri Nov 12, 2010 3:28 am
by goodwoodrw
ORIGINAL: TonyE
How about a qualified yes for ANW... It works. Is it perfect, no.
Do you mind expanding on this!
RE: Underway replenishment
Posted: Fri Nov 12, 2010 11:34 am
by TonyE
Unfortunately I don't have enough hands-on experience with it to speak with any greater detail. It has been around a year since I've done any Unrep in ANW. Others have and hopefully they'll chime in.
RE: Underway replenishment
Posted: Sun Nov 21, 2010 9:27 pm
by Little Beavers
Fueling and weapons reloading both work. The problems are more from a realism and database standpoint than anything else.
1. The supplying ship has to have the weapons in it's magazines [i.e. "USN UnRep Magazine"] and in fact can take weapons from it's own weapons magazines if the two ships have the same weapons.
2. Both the supplying ship and the receiving ship have to have the UnRep flags set.
3. You can control the rate of supply via the ROF settings the weapon records of the database in question. Usually this is set to 1 second per weapon because there is little in the way of information in how long it actually takes to UnRep. This is the realism issue and one that I'm personally willing to put up with.
Uber realistic it's not, but most players, myself included, will be wanting to blow shit up rather than spend time setting up rigging and keeping station.
RE: Underway replenishment
Posted: Tue Nov 23, 2010 1:21 am
by Bucks
ORIGINAL: BASB
Do you mind expanding on this!
Not at all,
The functionality of RAS operations is wholly dictated by the accuracy of the Database. The program code to enable it is fully functional, I've tested it and attempted as time permits to fully enable logistics as accurately as possible in the HUD3.
This is a "Level of Detail" issue. There are a lot of tasks facing the Database Editor some with higher priority than others. There's also the time issue and best guesses when we're looking at the ordnance load a CVN has on board. Mix in aircraft ready times i.e. How many missions flown per aircraft, different ready times, what % of ordnance in brought back from a mission (target destroyed on a focused mission)...
In most cases I've used 15 second per weapon record which I admit is incorrect, however the basic update time/game round is 15 seconds. I was more concerned with making weapons available so you could undertake RAS, than have the time correct for weapon transfers at this point. I'm working on new scenarios, updating the stock scenarios to 3.10.0 and even having some original Harpoon 2 user designed scenarios updated to our current 3.10.0.
Liquids (fuel) is set from data listed in Combat Fleets of the World (various years USNI) and applied based on comparison of various similar platforms. Refueling is 100% effective. The AO - (Artificial Opponent) can't use In-Flight refueling although I'm going to look at developing a script with the new mission editor capabilities in mind that might allow Computer controlled units to undertake refueling. No promises, this is a personal HUD3 project rather than official project (Modified Mission Parameters). As a player however, you can undertake in-flight refueling and micro mange deep strikes by extending your aircraft ranges.
Cheers
Darren