Excessive Ground Elements Production

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56ajax
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Joined: Mon Dec 03, 2007 3:43 am
Location: Cairns, Australia

Excessive Ground Elements Production

Post by 56ajax »

Section 28.2.3 states

If the ‘ar’ is followed by a number then the production system will try to make roughly
that many each turn (subject to available armaments) unless there are 10x that
number of items in the pool.


This implies to me that production will stop if there are 10 x the ar in the pool eg if ar =190 then when the pool reaches 1,900 production will stop until the pool is < 1900.

This does not appear to be the case. Nor does there appear to be any choke on 'need'.
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battlefield91
Posts: 79
Joined: Tue Feb 17, 2015 5:18 am

Re: Excessive Ground Elements Production

Post by battlefield91 »

In one of the patches it was changed to 100x

Reasoning was, that also the transit pool is taken into account and that sometimes that pool got so big that nothing was produced even though there was a shortage.
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Wiedrock
Posts: 1888
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Location: Germany

Re: Excessive Ground Elements Production

Post by Wiedrock »

battlefield91 wrote: Sun Jun 04, 2023 9:33 am In one of the patches it was changed to 100x
In that case it's missing in the Living Manual 1.22.
56ajax wrote: Sun Jun 04, 2023 6:24 am This implies to me that production will stop if there are 10 x the ar in the pool eg if ar =190 then when the pool reaches 1,900 production will stop until the pool is < 1900.
Little note:
The stuff which has a actual number 'Z' behind the
ar (ARmamentpoints(?))
ch (CHassis)
af (AirFrame)
is often being created by taking the amount 'X' which has been produced IRL during the war and divide it by 'Y', which is the time/period/duration of production. So X/Y=Z, if you'd lock this from producing further stuff this would often lead to lower numbers produced than they historically were, since in game consumption/destruction and assignment of equipment is not 100% historic.
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