[Logged] Function Request: Robust Aircraft Parking Area

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aked23
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[Logged] Function Request: Robust Aircraft Parking Area

Post by aked23 »

I once made a scenario, of Airbase is under attack by enemy forces and aircraft in the airbase respond to that enemy who attacks. But When my aircraft returns, then there is no fuctional landing zone since enemy attack had destroyed aircraft parking slot.

I think we need either parking slot itself self-repair very quickly or parking slot that is nomally unlikely to lose its function by a normal (non anti- runway nor nuclear) attack, while the aircraft in that parking slot can be found by enemy recon and can be destroyed by parking slot attack.
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ronmexico111
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RE: Function Request: Robust Aircraft Parking Area

Post by ronmexico111 »

But isn't the point of attacking the tarmac spaces to destroy the area so aircraft can't be parked there? If those spaces can be made to repair very quickly then what would be the point in attacking them? A player would have to keep aircraft over the airfield 24/7 to continue attacking the spaces just to keep up with the repairs. That being said, you can destroy any ammo facilities at a given airfield and when planes land that still have ammunition loaded on their aircraft will lose their ammunition after landing and won't be able to get it back unless they fly to another airfield that still has functional ammo facilities.
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ronmexico111
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RE: Function Request: Robust Aircraft Parking Area

Post by ronmexico111 »

When mother nature attacks an airfield she doesn't mess around, of course she doesn't have access to cratering bombs either.

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KnightHawk75
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RE: Function Request: Robust Aircraft Parking Area

Post by KnightHawk75 »

I don't see the problem either, the enemy did exactly what you'd expect it would do for the just the reasons you're annoyed.

Now that said.. if you want to less the chance of that happening or quicken the repair time for a singular or class of units you have some options.
1.) Add more and tougher parking to the base ie..underground hangers or hardened hangers etc.. in the database look at the damage point and armor values. Or just use a single-unit airfield that are short of very specific cases are not attack-able. You could try setting those parking units to ACE proficiency, I might be wrong but it may marginally increase the speed of repair, if not - maybe that's a more useful feature request?.
2.) Script quicker repairs of all or particular tarmac\parking lot units either gradually over time via say every 12hr.
3.) Selectively let the player cheat and repair some units via a special action. You're not wrong that while the game will repair things over time it's a pretty long time. I think that's mostly a good thing, but in certain cases a bunch of concrete trucks filling in holes in parking spots or runways 12-24hr after being hit could be thing.

Attached is a script that does #3, place it in a special action, call it whatever you want, then just make sure it's enabled and repeatable, then just select the unit you want repaired and press the action. It could be adapted with some work for #2 where each pass you remove only some of the damage. This one will only work on units that have air-facilities,but you could remove those checks, or make them even more restrictive to just parking\tarmac spaces.

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michaelm75au
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RE: Function Request: Robust Aircraft Parking Area

Post by michaelm75au »

ORIGINAL: ronmexico111

But isn't the point of attacking the tarmac spaces to destroy the area so aircraft can't be parked there? If those spaces can be made to repair very quickly then what would be the point in attacking them? A player would have to keep aircraft over the airfield 24/7 to continue attacking the spaces just to keep up with the repairs. That being said, you can destroy any ammo facilities at a given airfield and when planes land that still have ammunition loaded on their aircraft will lose their ammunition after landing and won't be able to get it back unless they fly to another airfield that still has functional ammo facilities.

If you have a save showing a landing plane losing its weapons and them not showing in the munitions of the airfield, I can investigate it.
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ronmexico111
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RE: Function Request: Robust Aircraft Parking Area

Post by ronmexico111 »

ORIGINAL: michaelm75au

ORIGINAL: ronmexico111

But isn't the point of attacking the tarmac spaces to destroy the area so aircraft can't be parked there? If those spaces can be made to repair very quickly then what would be the point in attacking them? A player would have to keep aircraft over the airfield 24/7 to continue attacking the spaces just to keep up with the repairs. That being said, you can destroy any ammo facilities at a given airfield and when planes land that still have ammunition loaded on their aircraft will lose their ammunition after landing and won't be able to get it back unless they fly to another airfield that still has functional ammo facilities.

If you have a save showing a landing plane losing its weapons and them not showing in the munitions of the airfield, I can investigate it.

Ok. The aircraft in the air to the south of the base is already ordered to RTB. It will land carrying an air to air loadout. The airfield has had it's ammo facilities removed to simulate battle damage from an enemy strike. After completing it's landing the aircraft will no longer have it's air to air loadout and will revert to a reserve status, the armaments it landed with have simply disappeared with no way to recover them since the airfield no longer has facilities to store ammunition. The aircraft would have to fly to another airfield which had suitable weapons to load on the aircraft. I'm thinking this is just a limitation of the game system but I may be wrong, either way it would be a funny thing to do to an opponent if the opportunity presented itself. My save is attached.

Note: This is true for both CMO and CMANO.
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Rory Noonan
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RE: Function Request: Robust Aircraft Parking Area

Post by Rory Noonan »

Logged for investigation.

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