Campaign Squadron Logistics
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I’m curious to understand more about campaign supply logistics, specifically, how a squadron’s supply of weapons and stores is depleted/maintained. For example, I have a campaign that I just started (Bear Trap) and the only modification to it was that I added a single human controlled F-16 squadron to it so that we could frag our MP flights without stepping on the campaign engine. After flying a single flight (5 a/c total) and having all aircraft return with their wing bags, TGPs, etc. (everything except the weapons they expended), some stores are nearly depleted!
Here’s an example.
On the left is a snapshot of the squadron’s inventory before the first mission is flow. the package was fragged with 8 aircraft, 4-ship and two 2-ships, so if you look at the 370 gal bags or the ALG-184 as examples, you will see they are depleted by 16 and 8 respectively (those must be on the aircraft waiting to depart).On the right, is a snapshot of that same inventory post flight. We only took 5 a/c (we ground aborted 1 off the 4-ship and we stripped weapons and fuel off one of the 2-ships while in the MP session) and every one came back with both bags and jammer. Yet post flight we are down 17 jammers - that’s more than twice what we initially took and we brought them all back. Same thing with the wing bags; down 36 yet we only took 16 and brought them all back.
Are the stores related to the squadron or the does other activity at the airbase (other squadrons) impact my inventory? Has someone been making deals with the Supply Sargent without me knowing about it?
Any insight into how this works in a campaign would be appreciated. Obviously I can always go in and manually adjust based on what I know we actually used and brought back so this isn’t a critical issue. Just curiosity.
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The campaign files are to be adjusted in U1.
Check if the team has the active flag ticked or not…
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How many hours in campaign ??
I’m not sure that team_active flag has something to do with that. (alone).
. - Because, even in original F4 cam US team was never ACTIVE , but in team with ROK , so - it is active by the team ROK active_flag , as team ROK is active. - and so it is team US also (even its not active_flag per se)What one can check easily with MC is how many “supply points” your team might have.
Squadron resupply was kinda triggering (in-game) 4-6hrs. - depending how many supply points team has - but game must decide “who gets” and who don’t. - maybe kinda random - as there’s probably not enough supply points for all squadrons and battalions - they spend same pool.Also, I don’t know what changes are made (IF) in new logic.
.- eg. Since there’s now even - brigade supply from dedicated supply battalions. - that’s fairly new to meI would say more, but I’m freshly in campaign, only 1 CAP mission flown , so not exactly seen much by now. - but already my squadron is MED/LOW on AIM-120B - in first 2-3h of the campaign. - yes ATO has allocated resources , we’ll see if they replenish in 6hr - if I drew winning ticket
It’s not the first time my squadron was OUT of weapon type, it can happen.
BTW - for fuel tanks , yeah … 80 is kinda low for squadron (plane type) who is actively using it - but if they return them to the base - that should count.There was an old flag in “falcon cfg” - REALISTIC ATTRITION - maybe , take a look in code.
What it does it adds up returned weapons to squadron pool - simple. - I don’t recall which falcon was that … too many …Cheers
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I fear that not active creates issues in resupply code…
By activating the team, it seems that it is better… (to be confirmed)
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@MaxWaldorf - I wasn’t sure if you really meant Team or squadron so I checked both. The squadron looks like this:
And the Team setting looks like this (if I’m interpreting your latest response correctly then this shows "checked " and should be “better” than if not):
Is there anything else I should check? Happy to share the campaign files if you like but to recreate it, it’s literally start the campaign, save it, open MC and add a squadron (only changes were to be not HQ controlled and name/#) and save.
Again, not a big deal as I can manually keep tabs on this especially if its something already fixed or adjusted in U1.
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@white_fang - This was the very first flight of the campaign, literally minutes into it. I don’t think its a resupply issue (although that might be an issue too, we just haven’t gotten that far).
This squadron was specifically created as not under HQ control to minimize and campaign / ATO interference but maybe there is more to it than that. I can tell you for certain that no flights have been fragged other than those we manually created and again, since this is so early in the campaign, it’s not yet related to resupply. But clearly something is draining supplies from our squadron and likely not accounting for us returning stored either.
I can do more testing if needed. For example, start new campaign and add a non-HQ controlled squadron, frag a single 1-ship flight, commit, take-off and land back at base. then compare before and after snapshots of stores.
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So the mystery deepens, at least for me. I did the following to set things up…
- Open a New campaign (Bear Trap), let the clock run a few seconds, save it as “Test”, exit BMS.
- Open Test with MC, add a new squadron; team ROK, non-HQ controlled, save
- Open BMS, open Test, , run clock a few seconds and save as Test2
- verify in MC that all looks normal;
This is now my starting point for tests.
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Time alone
For this test I just ran the clock ahead about 4 hours and saved campaign (Test3). No flights were fragged during this time. Not surprisingly, MC shows all stores remain (nothing stolen). -
Quick flight
Going back to Test2 as a start point, frag a single ship flight with t/o time approx 25 minutes in the future save as Test2B, verify in MC that the only stores “missing” are the ones allocated to that single aircraft (2x120B, 2x9X, 2x370gal, 1xjammer, 4xGBU54). Then fire up the jet, take it around the pattern and land (10 min flight or so). Exit aircraft, verify that flight really ends (AI doesn’t hop in and takeoff, etc.) Save as 3B. MC shows that all stores returned, all inventory back to 100%. -
Full flight
Start from Test2B (single flight already fragged) only this time do a real flight - go out, drop the GBU-54s, come back. Save as Test3C. MC again shows all stores returned except for the 4 GBU-54s that were dropped. This seems 100% correct.
So the only differences I can see between this test and what I saw in my original post were the number of a/c used (1 in this test, 5 in the original) and the fact that the original was MP and this was SP.
I’ll keep testing.
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@Zeus said in Campaign Squadron Logistics:
But clearly something is draining supplies from our squadron and likely not accounting for us returning stored either.
Yes. ATO - If not manually controlled squadron, save and check with MC how many flights generated for the squadron.
If you see something like 16flts … there’s your answer.
.- Seems that flight generation is more aggressive in 4.37, but it depends on campaign priorities also.Confirmed, if manual squadron, no expenditures just as it needs to be.
I’ve checked with my (not manual) squadron, no wonder aim-120 went to med/low, as ATO generated 16 flts - barcap, count 4 aims per barcap plane times 2 or 4 - there’s that. (well it is my fault , didn’t reduce priorities … so , yeah), guess we’ll have to suck it till squadron resupply.- then you make test with team_active flag, since you’ve already modified save , I’ll do without team flag , we’ll see in 6hrs if supply happens
- it shouldn’t be a problem at campaign start as supply points are probably on max (1000) … should be enough… Later, however, can be a problem as points gen are based on good results - good flying successful missions, less looses on the field - (initiative), production , power etc… “dark side” of F4
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@white_fang said in Campaign Squadron Logistics:
Yes. ATO - If not manually controlled squadron, save and check with MC how many flights generated for the squadron.
If you see something like 16flts … there’s your answer.
.- Seems that flight generation is more aggressive in 4.37, but it depends on campaign priorities also.Definitively not ATO as this is a manually controlled squadron. The other thing that’s different about this test and the first is that this squadron was created on team ROK whereas the first example was for US (sure, part of team ROK but possibly different).
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@Zeus
Yeah I understand now. Strange… but who knows… need testing that., multiple saves… tracking flights/values.I have few manual squadrons in SP campaign and they are full to the teeth after day 2 (time accel)… so that’s ok. - never depleting.
Ok. I got my resupply (haven’t exactly watched the clock, we’ll keep it a secret)
My team settings are similar to ROK - active flag enabled , other teams are part of my team with active disabled… (as with ROK).
Also checked on other teams., without active flag, but part of my team,… they also received resupply.Maybe your answer lies then within MP… can’t say.
For SP - this stuff is working … think, always did. -
Just on the empirical side, having teams set to active seems to solve the resupply issue in MP… (tested on the Falcon Lounge).
Now, I don’t have time to dig into the code but anyway…
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@MaxWaldorf
–btw offtopic… Please can you remind me TEAM_PLAYER_PRIO flag …
was it to force priorities to sub-teams from master team priorities or… ?
thx -