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Adding an ammon bunker to a base

 
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All Forums >> [Current Games From Matrix.] >> [Modern] >> Harpoon 3 - Advanced Naval Warfare >> Scenario Design and Modding >> Adding an ammon bunker to a base Page: [1]
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Adding an ammon bunker to a base - 7/15/2006 9:49:33 PM   
YankeeAirRat


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So I am trying my hand at scenario building in this game and realize that the only way that the aircraft I want to fly missions with weapons is to add an ammo bunker and also define how many weapons are to be inserted. However, whenever I do add an ammo bunker and define what weapons I want to be used; then turn to ready my aircraft I still see soemthing similar to this:

F-14A AAM#1 <0> 3000

I know that the zero in there means that there is no more type of weapons to completely fill out that loadout or am I confused? This is thowing me for a little loop and put a hold on my scenario building till I figure this out.

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RE: Adding an ammon bunker to a base - 7/15/2006 9:58:03 PM   
hermanhum


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A common explanation for this may be the fact that you haven't included sufficient quantities of ALL the weapons required on your loadout.

For example, that Tomcat may required weapons such as:

Sensor / Targeting Pods
AAMs
Bombs

All on the same loadout.  If you add the Bombs and AAMs to the ammo dump but forget the Sensor / Targeting Pods, the loadout is incomplete and the "0" availability will remain.

There can be other explanations, but I have found that this is the most commonly encountered one.  I look forward to trying your new scen. 

(in reply to YankeeAirRat)
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RE: Adding an ammon bunker to a base - 7/15/2006 10:30:32 PM   
YankeeAirRat


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Hermann,

Thanks for the help. I will look into that nexy time I take a crack at my scenario.
I am working on a follow-on to my "Battle for the Philippines" scenario that I published about 2-3 years ago. I won't spoil it completely but the story line I have built up in my head is this: Elements of the first American task force came under attack by terrorist forces and a major unit is now laid up being repaired, the American embassy has come under attack along with bars out side of Clark and Subic from rebel forces. So the NCA has decided to remove the 31st MAU from Cobra Gold '86 and have them sail from the Gulf of Bangkok to Manila. The Democratic Republic of Vietnam, People's Republic of China, and possibly even the Union of Soviet Socialist Republics has different ideas where those Marines need to go.

I am also working on another one for the same area same story line that involves the USS Midway (still with her F-4N/S's and A-7's) vs a Kiev class anti-submarine cruiser, some submarines, and a regiement or two of TU-16/H-6's and TU-22's. all in the tight quarters of the South China Sea and water ways off Vietnam and the Republic the Philippines Islands. Where both sides are with in range of land based air. Think of F-4E's, F-4N/S's compeating against some MiG-23's, possible some MiG-29's and enough MiG-21's that you can't fly an EP-3E wihout hitting one. Oh and the American's may not have an AEGIS system near by.



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RE: Adding an ammon bunker to a base - 8/4/2006 9:06:04 PM   
Harpooner

 

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I'm learning how to transfer my DBs and Scens to Harpoon ANW. One mind boggling prob I'm finding is with the landbases I've created. I never did pay attention to adding an ammo dump in the other H3 versions, and I had unlimited everything. Now, when I put them in ANW and play them, I find I can't reload with the weapons I wanted, and the ammo dumps have a Magazine section that has to be filled. I'm going to have to go over my scens and check the land bases and mags.

(in reply to YankeeAirRat)
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RE: Adding an ammon bunker to a base - 8/4/2006 10:10:36 PM   
hermanhum


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Here's a procedure that might be able to help both you and YankeeAirRat in locating the proper weapons to load onto your dumps.

Try opening two reduced windows of ScenEdit side-by-side. In my example, you can use the reduced window on the left to check out what weapons are carried by any particular aircraft. In the "working" window on the right, you add the correct weapons to the ammo dump.

Freek and I have found this process quite useful in loading the dumps for our scenarios and we don't often miss any weapons in a loadout.




Attachment (1)

< Message edited by hermanhum -- 8/4/2006 10:12:57 PM >

(in reply to Harpooner)
Post #: 5
RE: Adding an ammon bunker to a base - 8/5/2006 6:04:38 AM   
jkruny

 

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Biggest thing to remember as Hermann has pointed out in previous posts, make sure you have the proper/enough pods to go with loadouts if needed.

If a jamming/targeting/recon pod is not available in your ammo dump, any a/c loadout using that pod will show 0 available, no matter how many weapons you have in the dump.

Also you may want to check to see if the "Aircraft Logistics" button is checked in the Launcher. You may have been playing previously with this turned off, which gives you unlimited loadouts for your a/c.

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(in reply to hermanhum)
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RE: Adding an ammon bunker to a base - 8/5/2006 7:54:16 AM   
Harpooner

 

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It seems that the ammo dump has more effect on the game than previous versions of H3....

I have a question: suppose I have a SAM or an SSM battalion facility and I group it with an ammo dump in building a base. If I select the correct magazines for the Missile facility, will the unit be able to reload and fire ( assuming it isn't attacked and destroyed)?

(in reply to jkruny)
Post #: 7
RE: Adding an ammo bunker to a base - 8/5/2006 8:09:20 AM   
hermanhum


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That is an interesting question. I wasn't certain, so I made up a test scenario with the PlayersDB to test for it. Unfortunately, the hypothesis did not pan out.

Facilities will only re-load if the magazine is an INTEGRAL part of the facility. Ammo dumps only serve to reload aircraft.

Also, someone is testing what happens if a magazine is added after the fact. For example, if a facility did not have a magazine when it was originally inserted into a scenario and the database editor decids to add one at the future date, will the facility re-build to include the magazine?

Preliminary testing indicates a problem with the re-build process. Hopefully, further testing will confirm / refute this question.

HarpGamer.com - Home of the HCDB.

(in reply to Harpooner)
Post #: 8
RE: Adding an ammo bunker to a base - 8/5/2006 10:23:47 AM   
VistaJohn


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Hello.

I have created and added mags to facilities in existing existing scenarios. As long as you rebuild the fac and its mag, no problems so far. If the weapon was moded, import weapones mod. To do the update for a fac in a base, use the formation editor to select the fac, use "e" for edit, "u" for unit, and "b" for rebuild unit or "g" to rebuild the mag (or add it if that is what has been done). If you use the universal rebuild mags, all your custom unit load outs are lost and it can take some time to fix them all again. Rmember that the weapons record and the mag must have the same "rate of fire" to work properly. Example: WR for mount at 4 and a mag at -30 "rates of fire" will load at 4 seconds instead of 15 minutes. Two WR are needed. Wthis the minus sign used, each unit of 1 is 30 seconds (-30 is 15 munites).

I have been playing Harpoon from the begining and still enjoy it very much. First version fit on one 5 1/4 flopy and did not have a version number! Ran it on a 8 meghz 286 with only 512k mem. What a difference to day!!!

Hope this is useful

VistaJohn

(in reply to hermanhum)
Post #: 9
RE: Adding an ammo bunker to a base - 8/5/2006 12:29:52 PM   
hermanhum


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Most excellent!

Thanks for adding those additional details. I have been wondering quite awhile about discrepancies between the mount ROF and the magazine 'ROF'. This is very helpful.

(in reply to VistaJohn)
Post #: 10
RE: Adding an ammon bunker to a base - 8/28/2006 10:30:24 PM   
bstarr


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From: Texas, by God!
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quote:

ORIGINAL: hermanhum

Here's a procedure that might be able to help both you and YankeeAirRat in locating the proper weapons to load onto your dumps.

Try opening two reduced windows of ScenEdit side-by-side. In my example, you can use the reduced window on the left to check out what weapons are carried by any particular aircraft. In the "working" window on the right, you add the correct weapons to the ammo dump.

Freek and I have found this process quite useful in loading the dumps for our scenarios and we don't often miss any weapons in a loadout.





It's got to be something I'm doing wrong, but I can't for the life of me figure out how to get to that "edit unit weapons" screen.


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Post #: 11
RE: Adding an ammon bunker to a base - 8/28/2006 11:56:11 PM   
hermanhum


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To add munitions to an ammo dump, this can only be done in the Scenario Editor.

1) Ensure NumLock is OFF
2) "9" hotkey to Show Units
3) Select the ammo dump
4) Hit F5 (or click on the icon with the three missiles for logistics)

The proper window should appear.

(in reply to bstarr)
Post #: 12
Three Ammo bunker questions - 9/7/2006 6:51:35 AM   
bstarr


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From: Texas, by God!
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If more than one ammo bunker is added to a base, will they both function? Example - if one bunker has 100 sidewinders available and the other has 50 sidewinders, will the base have 150 sidewinders.

Also, does a unit that changes its armament deposit its unused ammo into the ammo bunker?

And when a unit uses most of its ammo, will it deposit the rest in the bunker? (like an attack jet that doesn't use its AtA missiles)

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Post #: 13
RE: Three Ammo bunker questions - 9/7/2006 8:52:30 AM   
hermanhum


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The aircraft will draw their ammo from the FIRST ammo dump added to the base. Unless it was changed for ANW, the values for the two ammo dumps are NOT combined.

You can put more than one ammo dump / base, but the planes will only load from the first dump unless it is destroyed or otherwise detached (manually) from the base group.

When ammo is unloaded from landing planes, it will be placed into the ammo dump. Only the ammo that the plane actually lands with will be added to the dump.


(in reply to bstarr)
Post #: 14
RE: Three Ammo bunker questions - 9/7/2006 10:36:46 PM   
bstarr


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Thanks, that's what I needed to know.

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Post #: 15
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