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[ANSWERED] 'Time to ready' is not applied correctly when changing A/C's loadouts

 
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[ANSWERED] 'Time to ready' is not applied correctly whe... - 10/6/2017 12:29:17 PM   
peacekeeper118

 

Posts: 110
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This kind of problem occurs every time when I change A/G loadout to AAW loadout - they need 6 hrs for AAW loadouts.


I attached save file - but I doubt this would help because it occurs no matter of scenario file I run


(Look at the F-35s housed in America ARG - They need 4 + @ hours for AMRAAM loadouts)


You guys probably confirm same issue by running and changing loadout option in any scenarios


EDIT : Build 936.11 Confirmed

Attachment (1)

< Message edited by emsoy -- 10/6/2017 6:51:44 PM >
Post #: 1
RE: 'Time to ready' is not applied correctly when chang... - 10/6/2017 12:59:02 PM   
thewood1

 

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Is the problem that it says 4 hours and its taking 6 hours. I'm not sure I understand the issue.

(in reply to peacekeeper118)
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RE: 'Time to ready' is not applied correctly when chang... - 10/6/2017 1:23:56 PM   
thewood1

 

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I just ran Op Bass Drum on 936.21, the latest public version. I had no issues. Had F-35s with GBU-32 loadouts and switched them to AAW loadouts. Three hours ready time is shown, which is the standard, non surge time.

I think the main issue is your game is out of date. I would update and try again.

< Message edited by thewood1 -- 10/6/2017 1:24:28 PM >

(in reply to thewood1)
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RE: 'Time to ready' is not applied correctly when chang... - 10/6/2017 1:28:33 PM   
peacekeeper118

 

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Sorry for describing problem ambiguously.


As you know, the F-35's ready-time for AAW loadout with AMRAAM is 3 hrs.


But I needed to wait 6 hrs for F-35's next flight right after they came back from Land strike mission with GBUs.


When I checked F-35's Air OPs status, right after they returned from first land strike, their ready-time was 6 hrs,


But no matter I paused game and how many times I change loadout for


AAW (AMRAAM) --> A/G strike(JSOW) --> AAW (AMRAAM) --> A/G strike(JSOW) -->.....


They still needed to wait 6 hrs for next flight - and time passed, and they need 4hr+@ for next flight.



This phenomenon also happened in the other missions such as 'tiger rifle' or 'south china clash' =P

(in reply to thewood1)
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RE: 'Time to ready' is not applied correctly when chang... - 10/6/2017 1:30:24 PM   
peacekeeper118

 

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Oh there was newer version - let me try it

(in reply to thewood1)
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RE: 'Time to ready' is not applied correctly when chang... - 10/6/2017 2:24:22 PM   
peacekeeper118

 

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thewood, you're right, but problem still occurs.


I updated to 936.21 and did what you did. F-35's AAW loadouts ready-time changed to 3 hrs correctly when they are not launched yet,


But once they take off, problem occurs.


When you launch them and make RTB immediately, and change to AAW loadout, they need 6 hrs ready-time.





(in reply to thewood1)
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RE: 'Time to ready' is not applied correctly when chang... - 10/6/2017 4:35:19 PM   
JPFisher55

 

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If you change from a strike loadout to a AAW loadout, then it takes 6 hours regardless of AC. Repeating AAW loadout takes 3 hours; or less if you have surge enabled and AC meets requirements.

(in reply to peacekeeper118)
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RE: 'Time to ready' is not applied correctly when chang... - 10/6/2017 6:42:41 PM   
ComDev

 

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This is actually by design, complex missions require maintenance, debriefing, etc. Re-tasking aircraft comes at a cost

Info:

http://www.warfaresims.com/?page_id=3262


quote:

ORIGINAL: peacekeeper

Sorry for describing problem ambiguously.


As you know, the F-35's ready-time for AAW loadout with AMRAAM is 3 hrs.


But I needed to wait 6 hrs for F-35's next flight right after they came back from Land strike mission with GBUs.




< Message edited by emsoy -- 10/6/2017 6:44:26 PM >


_____________________________



Developer "Command: Modern Air/Naval Operations" project!

(in reply to peacekeeper118)
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RE: 'Time to ready' is not applied correctly when chang... - 10/7/2017 4:54:07 AM   
peacekeeper118

 

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Joined: 1/1/2014
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So It was unproblematic feature reflecting realism - Thank you!

(in reply to ComDev)
Post #: 9
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