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WRA Unit Salvo

 
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WRA Unit Salvo - 2/4/2016 11:12:16 PM   
blahblab

 

Posts: 4
Joined: 9/29/2013
Status: offline
Hi folks, I'm playing Fetlan's fantastic Havana Daydreaming (for about the 20th time, it is so good I really only play this ). Scenario v1.6. build 775.10 DB build 417. I recently rebuilt the scenario against these builds.

Questions is can I use the WRA to stop units firing weapons at a hostile unit when that unit has any allocated weapon count =>2? I have all units setup with WRA Weapons per salvo = 2 and Shooters per Salvo = 1. But as I read it that's per weapon type. So for instance I have a hostile 5th Gen fighter with 8 weapons allocated to it...

By SAM Bty
2x PAC-2
2x PAC-3

By Eagle #9
2x AIM-120D AMRAMM P31.4

By Jaguar #2
2x AIM-120C-7 AMRAMM P31.3


When what I want is a maximum of 2 weapons regardless of type. I thought that Shooters Per Salvo accomplished this but I guess a salvo of 120C-7 is not related to a salvo of 120D within the sim?

Or have I misunderstood the WRA setup.

PS. Separate to this, would rebuilding a scenario (deep rebuild) take precedence over a save game saved from before the scenario was rebuilt?
Post #: 1
RE: WRA Unit Salvo - 2/5/2016 5:00:32 AM   
ComDev

 

Posts: 5735
Joined: 5/12/2006
Status: offline
WRA:
http://www.warfaresims.com/?p=3598

You're using a really old database The newer ones are faster and better, plus they actually have built-in support for WRA instead of using an internally-constructed skeleton WRA. So upgrading is highly adviceable.

As for your questions, it is impossible to say without a savegame showing the situation In fact we never really touch a user post without a savegame hehe.

< Message edited by emsoy -- 2/5/2016 6:03:00 AM >


_____________________________



Developer "Command: Modern Air/Naval Operations" project!

(in reply to blahblab)
Post #: 2
RE: WRA Unit Salvo - 2/6/2016 1:33:27 AM   
blahblab

 

Posts: 4
Joined: 9/29/2013
Status: offline
That DB update (i always thought I had done this earlier) seems to have fixed it. Thanks.

(in reply to ComDev)
Post #: 3
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