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Carrier ran out of AMRAAMs
Posted: Sun Sep 29, 2013 3:07 am
by RadishRabbit
makes all the loadouts unavailable including AG missions.
Can carrier magazine be replenished?
RE: Carrier ran out of AMRAAMs
Posted: Sun Sep 29, 2013 3:25 am
by Primarchx
It can if there's a replenishment ship nearby with the right stores. What scenario?
RE: Carrier ran out of AMRAAMs
Posted: Sun Sep 29, 2013 6:46 am
by Maromak
Probably Operation Bass Drum [:D]
After playing the most recent version though, I haven't needed many AMRAAMs so far. On the first version I ran out completely with around 1/3 of the time remaining!
RE: Carrier ran out of AMRAAMs
Posted: Sun Sep 29, 2013 7:10 am
by RadishRabbit
Yea, Bass Drum.
There's a supply ship in the carrier group, how do i go about replenish the AMRAAMs?
RE: Carrier ran out of AMRAAMs
Posted: Sun Sep 29, 2013 8:17 am
by Maromak
From memory the resupply ship doesn't carry any extra -120s but if you wanted to try, right-click on the ship that needs to be resupplied. Then select UNREP (if possible). If the ship to be resupplied is part of a formation/group, you'll need to hit '9' on the numberpad to switch from group view to unit view.
RE: Carrier ran out of AMRAAMs
Posted: Sun Sep 29, 2013 10:51 am
by JRyan
Yeah I just played a quickie and the AMRAAM's seem better. I ran out also. The one that got me was Tee Up, that one caught me off guard as I ran out of torps. Sneaky move by scen designer

.
RE: Carrier ran out of AMRAAMs
Posted: Sun Sep 29, 2013 11:07 am
by Primarchx
The number of AMRAAMs in Brass Drums is a constraint the player has to deal with. There aren't any AMRAAMs on the AOE, either. There's a reason that one is listed as being difficult. [8D]
RE: Carrier ran out of AMRAAMs
Posted: Sun Sep 29, 2013 5:54 pm
by RadishRabbit
it's a shame, because i have plenty of AG munitions that I can't load
RE: Carrier ran out of AMRAAMs
Posted: Sun Sep 29, 2013 7:33 pm
by Rob322
I kind of like this. It's realistic and it forces players to think about how they allocate ammo. One thing that drove me up the wall with Harpoon was the unlimited ammo at all airfields ans CVs. My friends and I were capable of dealing with this with pen and paper Harpoon and always wondered why the classic computer game couldn't
RE: Carrier ran out of AMRAAMs
Posted: Mon Sep 30, 2013 7:05 am
by Maromak
ORIGINAL: RadishRabbit
it's a shame, because i have plenty of AG munitions that I can't load
In order to get your hands on some more AMRAAMs you could try setting aircraft on the same platform to 'Reserve' or 'Ferry' so that the AMRAAMs on these aircraft will be returned to the munitions pool and become available for other aircraft.
RE: Carrier ran out of AMRAAMs
Posted: Mon Sep 30, 2013 10:52 am
by Primarchx
There are also several "1-AMRAAM" strike loads available.
RE: Carrier ran out of AMRAAMs
Posted: Mon Sep 30, 2013 10:39 pm
by NefariousKoel
ORIGINAL: RadishRabbit
it's a shame, because i have plenty of AG munitions that I can't load
So.. all the loadouts for that aircraft
require AIM-120s in order to load them?
I'd consider this a serious game engine limitation if you have aircraft and plenty of AtG ordnance that you can't load because there is no AtA missiles left.
RE: Carrier ran out of AMRAAMs
Posted: Mon Sep 30, 2013 10:56 pm
by thewood1
I think H3 and HC both had this limitation. It was usually overcome by having a huge number of loadouts that mixed and match weapons to avoid that issue. I don't know if it was corrected later.
RE: Carrier ran out of AMRAAMs
Posted: Mon Sep 30, 2013 11:05 pm
by RoryAndersonCDT
ORIGINAL: thewood1
I think H3 and HC both had this limitation. It was usually overcome by having a huge number of loadouts that mixed and match weapons to avoid that issue. I don't know if it was corrected later.
I think I've seen aircraft launched short of AIM-120 with a full strike load. My next live stream (on Saturday) will focus on Carrier operations; including logistics.
RE: Carrier ran out of AMRAAMs
Posted: Mon Sep 30, 2013 11:40 pm
by thewood1
Playing around with it, it seems this limitation exists. I removed all sidewinders from carrier magazine and I could not use most of the F-14 loadouts at all. Any loadout that required a sidewinder was not allowed.
RE: Carrier ran out of AMRAAMs
Posted: Mon Sep 30, 2013 11:40 pm
by Primarchx
The trouble is that short of having a pylon-by-pylon loading system or having 1000 different load permutations per aircraft, you have to draw the line somewhere. In OBD the player is told up front that they have all the ord they can get. From that point on it's up to them to manage it. When I finished playing the final version of the scenario I had over 75 AMRAAMs remaining. Believe me, it can be done.
RE: Carrier ran out of AMRAAMs
Posted: Tue Oct 01, 2013 3:39 am
by NefariousKoel
Surely there's a better way. I mean .. this is a new program, built from the bottom-up. I had hoped that such limitations of the old Harpoon game engine wouldn't migrate to CMANO. [:(]
RE: Carrier ran out of AMRAAMs
Posted: Tue Oct 01, 2013 4:12 am
by Wiz33
I view this not as a limitation but a bug that need to be fixed. I don't care if you can actually do this scenario without running out of AMRAAM. That's not the point. The point is that you should still be able to have AG loadout without needing AMRAAM. Either fix it or make AG loadout with no ATA missile requirement available.
RE: Carrier ran out of AMRAAMs
Posted: Tue Oct 01, 2013 4:59 am
by Jakob Wedman
Thanks. I've added this to the bug track system.
RE: Carrier ran out of AMRAAMs
Posted: Tue Oct 01, 2013 11:31 am
by Primarchx
In my opinion the point is the player needs to track their resources and play within the limits established by the game and scenario.
I suppose something like a "limited AAM" flag could be included, but frankly there's a reason those self-defense AAMs are on strike loadouts. Air forces are pretty conservative when it comes to mission safety and getting their birds home in one piece.
ORIGINAL: Wiz33
I view this not as a limitation but a bug that need to be fixed. I don't care if you can actually do this scenario without running out of AMRAAM. That's not the point. The point is that you should still be able to have AG loadout without needing AMRAAM. Either fix it or make AG loadout with no ATA missile requirement available.