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Posted

Salute

I have recently built a tank mission where I wanted to force players to relay on an RRR convoy catching up with them. I did this by locking the fuel and making them start with only 10%.

My issue is that when they then re-fuel it makes the fuel go to 100%. The fact that fuel was locked at 10% is over ridden.

 

Cheers

DD_Friar

Posted

That seems like the way it would work in real life. They start off low on fuel, and once the refueling convoy catches up with them they get a full refill. Why would they still be stuck at 10%?

56RAF_Roblex
Posted
21 minutes ago, MajorMagee said:

That seems like the way it would work in real life. They start off low on fuel, and once the refueling convoy catches up with them they get a full refill. Why would they still be stuck at 10%?

 

"Sorry Chaps.  We are so low on fuel that you can only have 10% of a tank.   However,  just taxi over there and you can have as much as you want""  ?

Posted

My idea was to try and replicate the advance of an army getting too far ahead of its supply, causing it to halt and not over stretch its self.

I am trying to make my multi player missions more strategic.

With sessions being played over an hour or 90 minutes full fuel tanks enable them to last the whole mission where as my intention was to make players have to think about fuel and ammo before advancing too far.

 

If you are building a mission where this is not a consideration, then do not limit fuel, no problem, but what is the point of having the ability to lock the fuel load out when it gets by passed at the first RRR? You can not by pass weapon load outs if they are locked, you only get what is permitted, so why not the same for fuel? 

 

 

  • Upvote 1
Zooropa_Fly
Posted

From memory with planes, they fill up almost in an instant, but if you tap the key for a split second - you could get a smaller amount in.

No control of course, but at least you can get in less than 100%.

 

S!

Posted (edited)

You started the mission with 10% fuel, and you're waiting for the refueling convoy to catch up. Realistic, and seemingly what you were trying to achieve. When you and they arrive at the refueling point, why wouldn't they fill you up? At that point you're good for about four hours of operational maneuver without needing to refill again. Realistic, and consistent with my US Army Logistics experience.

 

If you're trying to simulate some sort of minimal fuel allocation system in place because of critical shortages, then the realistic scenario is that they would fill and rearm a few tanks completely, and the rest would be forced to stay behind with the truck convoy in the rear area. It makes little sense for you to send them all off with a few dribbles of fuel, only to be stopped a mile or two down the road waiting for you to bring them another tiny allocation again, or worse yet, run out of fuel when engaged with the enemy and the whole unit becomes an unrecoverable loss.

 

If your desire is to simply limit their fuel, then don't provide a refueling option. The scenario will naturally be of limited distance and duration forcing the player to make choices about how best to manage his resources as if a real shortage exists. For example, they've been told that the convoy will arrive well after they're likely to run out of fuel trying to complete their full set of mission objectives, so they have to prioritize the time and distance they can travel without getting caught too far forward and becoming stranded.

Edited by MajorMagee
Zooropa_Fly
Posted

I do think the re-fuelling should observe any limits set by the map maker.

This must be a simple and quick thing to implement - reference any max load set in the mission and fill up to that mark.

My ww1 maps have loads locked at around 1/3 - flying the 1C Tripes and DVII's isn't much fun with 100% fuel !

 

  • 1CGS
-DED-Rapidus
Posted

@DD_Friar, keep an eye on the device of the amount of fuel in the tanks and interrupt refueling when you see fit) fuel is at the expense of the institution ;)

Zooropa_Fly
Posted
On 4/25/2022 at 11:04 AM, Zooropa_Fly said:

I do think the re-fuelling should observe any limits set by the map maker.

This must be a simple and quick thing to implement - reference any max load set in the mission and fill up to that mark.

My ww1 maps have loads locked at around 1/3 - flying the 1C Tripes and DVII's isn't much fun with 100% fuel !

 

 

As a follow up to this.. 

The fill / repair rates are controlled in the ME via multipliers (0-1). I believe 1 represents 20 mins. Thus values of 0.025 will give 30 seconds for repair functions, and to fill up - which gives enough control to fill to the desired level using start/stop (thanks Aethelred). 

Obviously this is determined by the map maker. 

 

The solution to the original question would seem to require a dev intervention. 

 

S! 

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