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RE: Cargo Tutorial

 
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RE: Cargo Tutorial - 6/19/2018 3:43:58 PM   
SirAndrew

 

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Joined: 11/27/2017
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I've checked and the San Giorgio ship is closer than 15nm to Sicily, so they should launch. I've worked around that problem by deleting the LCM-6s and adding some LCM-8s.
Now they launch correctly.
A bit unrealistic (the Italian Navy has 3 LCM-6s and 2 LCVPs on each San Giorgio-class, but you can only fit 2 LCVPs and 2 LCM-8s, plus the AAV-7 and M113 should swim by themselves), but finally working!
I've also changed a bit the USMC landing zone, I hope that now LCACs will always unload.
Added the new release here and at the start of the thread.

@Michael: Steam is behaving a bit strangely on my end. I have installed the game via Steam, but I have to manually copy the Workshop scenarios (but some have been copied automatically) and I can't edit the ready time and the fuel of airplanes. I've written a post in the Tech Support, but the problem can't be replicated and it's of unknown origin. Even after re-install, it's still there...

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RE: Cargo Tutorial - 6/23/2018 9:54:42 PM   
michaelm75au


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From: Sydney, Australia
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BTW the range of the mother-ship to the landing site is not based on the distance to the shore, but on the distance to a mid-point in 'landing zone'.
Having a smaller landing zone for the sea-borne invasion would probably make it work from where the ships currently are.

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Michael

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RE: Cargo Tutorial - 9/29/2018 8:59:58 PM   
wesparker

 

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Joined: 8/15/2018
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This was a really helpful tutorial, SirAndrew. The LCAC problem is still there, at least in the version of the tutorial I used, but the fix was trivial. The first time I played it through the C130J I manually assigned just wandered around, and I derped and forgot to look to see whether I had dropped the troops. ("Duh, what does that button that says "Cargo" in the Unit Status window for?")

Thanks for your hard work.

(in reply to SirAndrew)
Post #: 33
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