ORIGINAL: bairdlander
Cut the bullshit and admit the game is fucked
Well, I could. But how about I do this instead?
From
Sortie Generation Capacity of Embarked Airwings, Center for Naval Analyses research memorandum published 12/1/98 (boldfacing mine -- I would post a link but the Matrix forums think I'm too much of a newbie to be trusted to do so):
Example 1: Operational conditions. Suppose the operating day was 18 hours long and 1+30 single-cycleswere employed. Non-organic tankers are not available to support air wing operations. Twelve S-3 sorties (one each cycle) can be dedicated to tanker missions in support of strike operations. A minimum of two fuels crews will be working the flight deck concurrently. Each fuels crew can refuel two aircraft simul- taneously. The operational commander has set a cap on the pilot uti- lization rate of 3.0. Each F/A-18 squadron has 17 pilots. The F-14D squadron has 17 pilots and 17 Radar Intercept Officers (RIOs). One F-14 pilot is TAD and two F/A-18 pilots are SIQ. Each squadron requires about 40 hours each day from their aviator work force for duties not directly related to execution of a specific mission. On average, 6 hours are required to prepare (plan, brief, and pre-flight the aircraft) each strike mission, and post-mission debriefs take about 1.5 hours. Eight of the 10 F-14Ds and 30 of the 36 F/A-18s on board are MC for strike warfare at the beginning of the operation. Air plans are designed to achieve at least a 95 percent sortie completion rate. (Note: these operating conditions concur with those of the base case used in this memorandum and described in detail in the next section.)
Now, the mere upload of the munitions is not the only limiting factor, although for certain sortie types the study makes it clear that aircraft turnaround is the predominant limiting factor (and depending on the load and overall flight cycle time turnaround can vary greatly -- smart munitions take more time, loading more than 2 bombs results in a vast increase in time, etc.). And it may be that 6 hours across the board is not appropriate for land-based aircraft or for all loadouts (which is what the game currently imposes). But my point is that like all matters of logistics, this stuff takes longer than you think. The time it takes for you to change the oil in your car is not a reliable yardstick for turning around an airplane.
The scenarios start you with some quantity of pre-loaded aircraft. That is your operational reserve for emergencies. Beyond that, this is what is supposed to keep your operations officer busy. A significant portion of the "game challenge" in an operational airpower game is worrying about exactly this...automate this aspect and you're removing a significant part of the game.