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Enable Quick - 12/30/2019 10:17:47 PM   
tonyscrase

 

Posts: 127
Joined: 8/17/2017
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I am struggling to understand "Enable Quick"
I have the following info:
2 sorties at 4hr max airborne time and 30min turnaround. with 3hr stand down ready time.

I think this means they can fly a 2 hr mission return to base for 30mins and then fly another 2hr mission. After this mission they have to stand down for 3hrs before flying again

Is this correct ??
also does the 1st mission have to be 2hrs or less - Will they automatically calculate time needed to return to base and break off any combat duties at that stage

THANK YOU
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RE: Enable Quick - 12/30/2019 10:27:25 PM   
Rory Noonan

 

Posts: 2476
Joined: 12/18/2014
From: Melbourne, Australia
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This is a feature called Quick Turnaround. It's purpose, basically, is to model high intensity, multi-sortie ops that are followed by a stand-down period. Fighters, ASW and CAS aircraft are the most common units that operate like this in the real world.

In the example you describe, you are pretty much spot on with your description of how it works. The first mission--in this case--does need to be 2 hours at the absolute maxiumum, otherwise the 'average sortie time' will be over the limit. With higher sortie numbers the algorithm is a bit more forgiving. And no, it's up to you (for your units) or the scenario designer (for the AI) to make sure these units go home early in order to maximise sorties. From an AI perspective, air intercepts usually work well with this (go fly a quick mission and come back), but you can tweak patrol missions using joker settings and get good results too.

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RE: Enable Quick - 12/30/2019 10:31:14 PM   
Rory Noonan

 

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From: Melbourne, Australia
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There's some more info here: http://www.warfaresims.com/?p=3539

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RE: Enable Quick - 12/31/2019 10:13:47 AM   
Gunner98

 

Posts: 4640
Joined: 4/29/2005
From: The Great White North!
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quote:

but you can tweak patrol missions using joker settings and get good results too.


Now that is a very good idea - thanks!

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