Port Replenishing Weapons/magazines? (Full Version)

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FTBSS -> Port Replenishing Weapons/magazines? (7/8/2018 12:57:41 AM)

So its possible to refuel and repair ships using naval port facility but can you reload weapons specifically VLS launchers in a port and does the reload priority in weapons tab apply to this function?




michaelm75au -> RE: Port Replenishing Weapons/magazines? (7/8/2018 1:55:53 AM)

Yes. If the port has a magazine with the required weapons, it should rearm. Not sure if the 'reload priority' has affect when replenishing.




FTBSS -> RE: Port Replenishing Weapons/magazines? (7/8/2018 2:22:24 AM)

Thanks for reply. Testing it looks like it tries to reload back to original loadout even if you change the loadout using scenario editor. wish the reload priority worked in port.




stilesw -> RE: Port Replenishing Weapons/magazines? (7/8/2018 1:54:36 PM)

quote:

Testing it looks like it tries to reload back to original loadout


FTBSS,

I've found this to be the case. I spent some time customizing the weapon loadouts for a couple of DDGs in a scenario. When I put them in a port for replenishment they always loaded to the default configuration and ignored all the changes I had made. So, it looks like the values are hard wired into the database for each platform. You could probably develop some Lua code to adjust the loadouts but I just decided to accept the defaults.

Similarly, when you customize a unit(s) and save them as a .inst file the changes are lost if you load the .inst data into another scenario. Specifically, if you have made an Air Base non "auto detectable" and save it, upon restore it comes back as "auto detectable". Again, it seems to default back to its database definition. Note, this applies to .inst files and not changes in a scenario. These can be saved and restored by using .ini files with a scenario.

I surely may have missed something and the CMANO Devs would have more information about these idiosyncrasies.

-Wayne Stiles




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