AVGAS farms (Full Version)

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Lubaru -> AVGAS farms (5/28/2017 2:31:26 AM)

I assumed that hitting fuel depots at airfields will affect sortie rates with the new chains of war logistics changes. Is this correct. Just curious.




Dysta -> RE: AVGAS farms (5/28/2017 2:40:00 AM)

You can, but you need to putting them together with LUA scripts manually. I haven't get to the scenario in CoW yet.

http://www.matrixgames.com/forums/tm.asp?m=4280155




Lubaru -> RE: AVGAS farms (5/28/2017 3:30:18 AM)

bummer




Dan109 -> RE: AVGAS farms (5/28/2017 5:33:29 AM)

Yeah, I've noticed this since upgrading to CoW and paying MUCH more attention to logistics. Fuel is not taken away from the mothership for not only aircraft readying, but isn't taken for readying surface or submersible launched craft as well.

I'm surprised at the official CMANO statement, that they removed a feature that was "too real" for people to handle. Well, sure it adds complexity, but why not just have it as an optional feature to enable if you want realism? Does the Pro version get this capability now? As NI was my first play through with this game, now I realize how much time I was wasting trying to destroy fuel depots, when I didn't have precision weapons to go for the runways or access points (I did it, but I had to use my entire airwing, and then BDA is never accurate to boot).

If enabling the capability in the future, I think some dev needs to be done. Surface and Sub units launched from a mothership don't have the full fuel details that normal units have (fuel consumption rate, time to bingo, etc). In addition, I noticed in NI some ships had Helis using AvGas, but the ship ship not carry any AvGas. Land Units showing fuel would also be a future requirement if making a commitment to having a better land model, to help expand the player base (I think more non-owners would prefer Naval/Land to Naval/Air). And of course some units an use multiple types of fuel. All USMC vehicles can use AvGas, as well as diesel. And the LCAC can use both - maintenance rates dropped when the switched from diesel to JP-5. And finally, some logic needs to be added to not allow an aircraft to land at a base where there is no proper fuel available - The only exception I could think of would be Helo Cargo missions (which really don't land, but they NEED to IMO, to have a proper unloading time) and say a Cargo Plane like a C-130 landing to drop off equipment at an improvised airfield, but planners gave it enough fuel to get home (or get to an airborne UNREP point).







Dimitris -> RE: AVGAS farms (5/28/2017 9:00:36 AM)

quote:

ORIGINAL: Dan109
I'm surprised at the official CMANO statement, that they removed a feature that was "too real" for people to handle.


We didn't "remove" it, aircraft fuel-logistics was never there to begin with.

Where is that "official statement" ?




Dan109 -> RE: AVGAS farms (5/28/2017 9:40:23 AM)

From link above. And correct, it never stated that it was removed, but I implied that due to the nature of what CMANO can do today versus having that functionality. The remaining fuel is well known when landing/docking, to me it sounds quite trivial to simply subtract from a gross store of the mothership. Yes, its a bit more complex that that on airfields. More realism is what most people want, as long as it can come with decent automation - and from what I have seen, I think how CMANO would handle base-fuel logistics pretty well. If so, why not allow it, with an option (default off of course).




michaelm75au -> RE: AVGAS farms (5/28/2017 10:20:15 AM)

That was a discussion thread. Not actually 'official'.




mikmykWS -> RE: AVGAS farms (5/28/2017 12:52:30 PM)

This is what I wrote:

quote:

The reason why this was never added was that casual players would be annoyed at the added complexity of an already cerebral game and in most cases air bases are in places where aviation fuel can be shipped in quickly by truck. CMANO already includes a fairly detailed weapons logistics model where players have to account for the number of bombs, missiles and pods they have. The aircraft readiness model captures how many times they can be used in a period of time and the many reasons why in a couple of simpler variables. Casual players have been very vocal about how complicated all of this currently is and would be further pressured by adding fuel to the mix. It makes total sense why this hasn’t been added and probably won’t until a smart but painless way is implemented.


I think think that logic stands true today. Maybe more so if you consider the large influx of casual players.

The rest of my article explained how to do it with lua is you wanted to.

Thanks!

Mike




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