Aircraft Ready Times (Full Version)

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TimOusley -> Aircraft Ready Times (12/4/2010 12:01:30 AM)

In one of the versions since ANW 3.7, aircraft ready times were made more realistic (longer). But in one version there was a way to return the ready times to 30 minute turnarounds. Seems like it was in the launcher, but it was a way to hurry the re-arm up and make it easier to test scenarios without doing each plane manually in SE and then having to change it back for the final product. Alzheimer's has set in and I can't remember how this was done. Does anybody out there remember this? Is it possible to do it in 3.10 in some sort of global fashion?
Thanks,
Tim O.




Little Beavers -> RE: Aircraft Ready Times (12/4/2010 3:22:31 PM)

Ralf is indeed correct.  This is a database function but there is a way to do it quickly [there is no global feature...well...not quite]

1.  Import your database into the editor [the RE, you can't make major changes quickly in the in-game editor] if you haven't already done so.
2.  Open the Loadout Annex
3.  Switch from 'Form View' to 'Datasheet View'.

This will display the loadout annex in a spreadsheet type format.  You can't alter the loadouts in this view but that's moot since you don't want to do this anyway

4.  You can then copy and paste a series of zeros into the 'Ready Time' field in the datasheet view. 

The trick here is that you can move down the list quickly by using the arrow keys to shift between fields.  You can also copy and paste in one swoop if you have enough zero's to paste.  What I would do is open an excel spread sheet and set up the same number of zeros as there are loadouts and then paste them in data sheet view. 

If you're testing, then you can also set the ready times to less than 30 minutes if you like.  The game will accept values as low as one minute, which is also useful for simulating VETREP. 

There is an article in the Harpoon wiki on this as well:  http://wiki.computerharpoon.com/index.php?title=Custom_ready_times







TimOusley -> RE: Aircraft Ready Times (12/4/2010 6:47:04 PM)

Thanks guys. Maybe I'm just thinking back to the HUD or HUD II or something. Easy enough to do as you describe though, and just rename the altered DB to TESTDB or something like that I guess, then when testing is done just play it in the regular DB.
I'll give it a shot.
Thanks again,
Tim O.




Bucks -> RE: Aircraft Ready Times (12/5/2010 1:58:55 AM)

G'day Tim,

Do you think an "old school", no ready time copy of the HUD3 is worth releasing?

The only loadout behaviour you can change via the H3ANW Launcher, is the Aircraft Logistics option. So you can make every loadout available; unfortunately you can't "remove" the Ready Time values.

Let me know what you think, more than happy to make any changes required to support your efforts.

Cheers

Darren




TimOusley -> RE: Aircraft Ready Times (12/5/2010 7:55:00 AM)

Hi Darren, thanks for the response. Hope things are going well for you.
Your offer is so kind and generous! But please, don't waste any time on it; LB's remarks above are right on point and I would've eventually landed there. It's been years since I've used Jon Reimer's editor and I'm gonna have to buy a 64-bit version of MS Office for my new machine sometime, so it might as well be now. It's like having to replace my music collection every time a new medium comes out. But ya gotta do it, right?
I will do it and learn.
Thank you for your kind offer my friend. And as always, thanks for your efforts in giving us all thousands of hours of entertainment!
Tim O.




mikmykWS -> RE: Aircraft Ready Times (12/8/2010 3:18:49 AM)


quote:

ORIGINAL: Bucks

G'day Tim,

Do you think an "old school", no ready time copy of the HUD3 is worth releasing?

The only loadout behaviour you can change via the H3ANW Launcher, is the Aircraft Logistics option. So you can make every loadout available; unfortunately you can't "remove" the Ready Time values.

Let me know what you think, more than happy to make any changes required to support your efforts.

Cheers

Darren


One of the best rationales behind the change to the ready times was that the true value of warships are the ability to put a lot of capability on station for a long period of time and that if nations could generate the number of sorties equal (capability/striking power) to what the default values yield there would never be a real need to buy an expensive fleet of warships. Yet they all do...so what does that tell you about the default values?

I feel that that realistic ready times coupled with Harpoon 2/3/ANW's airbase weapons logistics model is one of the best innovations for a naval sim in a real long time as it not only displayed some of the limitations of airpower but also the value of a warship. I'm still pretty proud that we were all able to make that happen and give the option not to use it as well[;)]




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