Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Docking Operations

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> Docking Operations Page: [1]
Login
Message << Older Topic   Newer Topic >>
Docking Operations - 6/16/2016 12:26:33 PM   
pjb1

 

Posts: 676
Joined: 7/10/2013
Status: offline
Its possible to reload mags. Will it someday be possible to load cargo (ie munitions) on cargo ships, this could be an added feature in some long scenarios.
Post #: 1
RE: Docking Operations - 6/16/2016 2:34:02 PM   
USSInchon

 

Posts: 40
Joined: 2/17/2014
Status: offline
I think you already can, you have have to have magazines in the port group that have the associated munitions within.

(in reply to pjb1)
Post #: 2
RE: Docking Operations - 6/16/2016 2:53:44 PM   
pjb1

 

Posts: 676
Joined: 7/10/2013
Status: offline
quote:

ORIGINAL: USSInchon

I think you already can, you have have to have magazines in the port group that have the associated munitions within.

Yes you can add specific munitions, but cargo ships (ie container ship) have no cargo capacity. There are ships with cargo capacity
and those are from what I have seen only T-AK types, not really civilian ships that would be the bulk of ships that make up convoys.




Attachment (1)

< Message edited by pjb1 -- 6/16/2016 3:06:33 PM >

(in reply to USSInchon)
Post #: 3
RE: Docking Operations - 6/19/2016 2:20:24 PM   
USSInchon

 

Posts: 40
Joined: 2/17/2014
Status: offline
quote:

Yes you can add specific munitions, but cargo ships (ie container ship) have no cargo capacity. There are ships with cargo capacity
and those are from what I have seen only T-AK types, not really civilian ships that would be the bulk of ships that make up convoys.


I see what you're saying.. Yeah that could be a great addition. However, a work-around is to have a bunker spawn in, teleport, or change sides with the loadouts you need when the ship is delivered.

(in reply to pjb1)
Post #: 4
RE: Docking Operations - 6/20/2016 10:05:28 AM   
pjb1

 

Posts: 676
Joined: 7/10/2013
Status: offline

quote:

ORIGINAL: USSInchon

quote:

Yes you can add specific munitions, but cargo ships (ie container ship) have no cargo capacity. There are ships with cargo capacity
and those are from what I have seen only T-AK types, not really civilian ships that would be the bulk of ships that make up convoys.


I see what you're saying.. Yeah that could be a great addition. However, a work-around is to have a bunker spawn in, teleport, or change sides with the loadouts you need when the ship is delivered.

My main concern was with the mega scenario NF 12.6, there is no real way to see if a transport is loaded or not.

This is from the scenario description:
"One main thing you will need to keep track of. Cargo ships will need to unload for 3 days in an unloading area, or transfer (2 days at Panama and Gibraltar, 1 day at Cape of Good Hope).
There is really no way I can think of to help with this, you will just need to keep them organized in the unload or transfer areas so you know which ones are done and can therefore leave. Awkward.
You will get a message stating that ‘A ship at XXX has unloaded (or transferred) and is ready for the return journey’."

its also a work around. Haven't gotten that far along in the scenario to see how well it works. There was also a suggestion for a LUA script to change the units name to XXX-Unloaded or Loaded.

(in reply to USSInchon)
Post #: 5
RE: Docking Operations - 6/20/2016 11:44:50 AM   
Dysta


Posts: 1909
Joined: 8/8/2015
Status: offline
Give developers time, the docking feature is just as news as v1.11 itself. Air operations is more polished and have ferry missions to simulate airliner, something I want for cruise liners too.

_____________________________


(in reply to pjb1)
Post #: 6
RE: Docking Operations - 6/20/2016 1:30:01 PM   
Gunner98

 

Posts: 5508
Joined: 4/29/2005
From: The Great White North!
Status: offline
quote:

My main concern was with the mega scenario NF 12.6, there is no real way to see if a transport is loaded or not.


Next update (to NF 12.6) will have a Lua scrip suggested by michaelm to change the name of the ship once loading/unloading is complete. Can't pin down a date when I'll get that release out however, hopefully sometime in the next couple weeks.

B

< Message edited by Gunner98 -- 6/20/2016 1:32:34 PM >

(in reply to pjb1)
Post #: 7
RE: Docking Operations - 6/23/2016 3:57:32 PM   
pjb1

 

Posts: 676
Joined: 7/10/2013
Status: offline

quote:

ORIGINAL: Gunner98

quote:

My main concern was with the mega scenario NF 12.6, there is no real way to see if a transport is loaded or not.


Next update (to NF 12.6) will have a Lua scrip suggested by michaelm to change the name of the ship once loading/unloading is complete. Can't pin down a date when I'll get that release out however, hopefully sometime in the next couple weeks.

B


Awesome, quick question. Are ships considered to be loaded at beginning of scenario?

(in reply to Gunner98)
Post #: 8
RE: Docking Operations - 6/23/2016 4:46:53 PM   
Gunner98

 

Posts: 5508
Joined: 4/29/2005
From: The Great White North!
Status: offline
Yes, basically all that are in scenario at start are loaded. They have been sitting idle for 7-10 days being held in port until the convoy system gets up and running. There should probably be some unloaded ones but I'll try and work that into an update.

B

(in reply to pjb1)
Post #: 9
RE: Docking Operations - 6/24/2016 4:28:18 PM   
JPFisher55

 

Posts: 589
Joined: 11/22/2014
Status: offline
A great idea. Since I'm still in day one, I'll just replay the scenario when the update comes out.

BTW, I'm really enjoying the Caribbean Fury 1 scenario.

(in reply to Gunner98)
Post #: 10
RE: Docking Operations - 6/25/2016 1:19:00 PM   
benefant

 

Posts: 93
Joined: 6/5/2015
From: Austria
Status: offline
Workaround idea. i tested

set a ammo pad on a extrem far away point
with the ammo inside
set it to an neutral side
if the ship enters the right. Position for the duration
Then teleport the ammo pad to the right position and change the side

So you could simulate for every cargo ship or ammo truck


< Message edited by benefant -- 6/25/2016 1:21:43 PM >

(in reply to pjb1)
Post #: 11
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> Docking Operations Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.078