import cost/pct for vehicles/aircraft (Full Version)

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alshacke -> import cost/pct for vehicles/aircraft (3/9/2020 3:53:25 PM)

Could someone explain how the percentages set for imports of vehicles or aircraft work when used to upgrade or upkit to newer models? For instance, the Pz IIIh is set to import (presumably upgrade or upkit) Panzer IIIg at the rate of 1/T, ANY #, at the cost of 10 armaments and a PCT of 25%. The 25% is a percentage of what? The number of Pz IIIg's in the Pool? The number of upgraded Pz IIIg's that can be integrated into the total of the Pz IIIh's produced? Thanks up front for any clarification.




Denniss -> RE: import cost/pct for vehicles/aircraft (3/9/2020 4:08:05 PM)

minimum of 1 per turn, not limited by numbers already produced/converted, max 25% of active pool per turn




Telemecus -> RE: import cost/pct for vehicles/aircraft (3/9/2020 4:10:25 PM)

I have not quite backward inducted how the maths work in the scenario data. But I have worked out what it means in practise in many cases.

For example when He111H4 bombers are exported to become Hungarian recon aircraft it will do this even when there are as few as one He111H4 in the pool. On the other hand Fi156c will not be exported to other variants unless there are 20 in the pool. There is also a maximum condition on the receiving end which is a bit more obvious in the scenario data and tends to be a hard number. For example when x 109E3 fighters are exported to Rumania no more are exported after that. To have an export/conversion you need to satisfy both the condition for the original airframe and the condition for where it is going to.

Only a partial answer but hope this helps you to decode what is there.




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