Tom Raisen Publicado 11 de Marzo del 2013 Reportar Share Publicado 11 de Marzo del 2013 Aunque en inglés, recupero los posts más interesantes en los que se explica, debido a la insistencia casi satánica de Endy (un piloto del lugar), cómo funciona, lo más exactamente posible, el sistema de producción y reabastecimiento en modo campaña, todo ello con el RP (Realism Patch) instalado: Lo primero de todo, leer el documento sito en %Falcon BMS 4.32\Docs\Falcon 4 Legacy Manuals\2 - Realism Patch 5. Éste, en su última página, dice: [de momento no lo he podido copiar, si alguien puede, que me lo pase por MP que paso de picarlo a pelo ] As i can see you are going down the rabbit hole here . - does the airlift need to get to every base that contains a squadron for it to get weapons? YES; WHEREAS THEY CAN LAND OR AIRDROP SUPPLIES - VIRTUALLY - how many weapons of each kind get supplied per airlift DEPENDS ON THE SQUADRON STORE SET WHICH IS TO BE FILLED UP - can we create these flights ourselves when it's convenient and when we can protect them for example? IN THEORY YES; NOT IN RF OR BFS AS CREATING AI FLIGHTS IS NOT PERMITTED - are fligths created when one or both airports are damaged? DEPENDS IF ONE RUNWAY IS STILL UN-DAMAGED - are flights created when one or both airports are destroyed, at 0%? NO - in above cases, are the flights not created at all or just queued and we get a burst of airlifts? - how often are the flight created by the ATO engine? DEFINED IN THE CODE OR DEFINED (overruled) IN THE MISSION.DAT FILE (IF EXISTENT) * - what are the flight plans for these planes? COMBINATION OF THREE AREAS - ROLE-SCORES IN DATABASE; FALCON4.AII FILE AND .PRI FILES - if any other factors influence the frequency of supply flights then what are they? NUMBERS OF AVAILABLE FRAMES As far as factories and oil refineries go, the only information I could find in the manual is that factories produce supplies and ol refineries fuel. There is no information if that influences reinforcement levels or even how supply points produced by factories come into play Factories have nothing to do with REINFORCEMENTS. Reinforcements are units (battalions) pre-set in campaign-desing going active after a specific time +/- necessity time determined by the engine. The supply strenght or -flow (or production-rate) is determined as DATARATE in the database. In general, groundunits need to overcome a travel effort in order to move (movement cost or points) and by reaching any kind of objectives with supply or fuel values they restore their move-ability ... like cookies along the road if you will By the way, the manual says factories produce less supplies when they're damaged or underpowered but it doesn't say what you said some time ago, which is that when the enemy strikes our factories THEY get a supply boost. This is in opposition to what the manual says so I'm assuming BFS just works differently in this regard than stock Korea? Lets say enemy factory A has 150 supply points and 80 fuel points. If your side destroys that factory A they loose and your side gains those points. Simple as that. See, this is what I'm talking about, there is either a lot of information that is missing from the manual or the campaign has different rules, and I assume you know this stuff since you tweak the campaign etc. So we sort of need to refer to your knowledge about it, there is no other source that can help us here, you are our only hope. Of course, I could probably spend months or years to find out about it, but that is no good for current campaign... I hear your pain, as we spent month to gather data and most of it came by experiments and tests. There is NO FULL insight into the code unless you have and understand the code, which we dont. So I'd like to kindly ask for you to share that knowledge with us so we can play better and have less problems with the campaign for everyone's benefit. I understand you might not have time to spend on this only but please try to find half an hour to write such a post whenever possible and to answer pressing questions. Please talk to us, explain the rules to us so we are not blind and deaf to what's happening... You are welcome, but the truth is that there are more combined aspects and variables to understand in order to gain full control of and in a campaign-design. I often wish i could just "tell" others how, but then i realize that alone is a lecture requiring lots of time. * A fully description with translation of how the mission.dat file works will be included in the next RF release. Further Note: The graphical "curves" under Force Levels which somewhat try to reflect the the reinforcement, resupply and replacement status should not be taken as "gospel" as they are (never were) 100% accurate. Its better to check the speficic Squadrons in the Order of Battle i.e to understand how many frames there are left. BMS came out as revolutionary free project, but not much - or almost none - work went into database and campaign building. Meaning there is and was alot of work to do in order to make RF and BFS possible in the first place. Creating a 24/7 Force on Force server WITH the full FOG OF WAR environment - meaning ground AND AIR - is a tuff task. Not only to create and balance all but also the FPS considerations of it. This might be a reason why you see other servers running without or almost none AI flights taking place, but our goal was to use the full dynamic environment of falcon (it is falcons best side) and to throw the pilots into this fog of war. PRODUCTION AND SUPPLY SYSTEM The supply system in Falcon 4 is very sophisticated. The production of replacement equipment and supplies is based on the number of factories and their capacity (set in the data rate). The production of fuel is based on the number and capacity of refineries. The more factories a team has and the better their production rates, the bigger the stream of supplies and replacements a team has available. Power stations will affect production as well, when the variable g_bPowerGrid is set to 1 in the “falconsp.cfg†file. Destruction of factories, refineries, or power stations near by factories (i.e. supplying them power) can therefore significantly reduce the enemy’s ability to sustain the war. Unfortunately, prior to SP2, the production and supply system has had a lot of shortcomings, bugs and questionable algorithms that rendered the whole system unrealistic. Here are some examples: Á™ An offensive team received an offensive bonus and could produce four times (!) the replacement aircraft or tanks that the defensive side could produce. This is even if they have the same number of factories with the same capacity. This has the absolutely unrealistic effect of making it extremely difficult to weaken the strength of an offensive team. There existed another offensive bonus that delivered 1000 additional replacements whenever a team went offensive. The result was the well-known “Wall of MiGsâ€. Á™ The supply of units with replacements is governed by their needs. In a loop, every unit reports its particular needs for replacements and receives this request times a factor, which should ensure that, in aggregate, the total number of replacements is never more than the number of replacement units available. Within this loop was a “type bonus†which lead to the situation where a Ground Attack unit got six times (!) of his normal replacement rate (air squadrons only got twice the normal rate). The problem was that the program didn’t check whether the pool of replacements was already exhausted. Whether it is reasonable to favor offensive units in such a dramatic way, this bug provided an offensive team could get more replacements than actually produced (remember that the production of the offensive team was already four times the normal production rate). The consequence in the campaign was an even stronger Wall of MiGs. Since SuperPAK 2, these gross inconsistencies can be corrected: The variable “StartOffBonusRepl†can determine the extent of additional replacements a team gets when it goes offensive (default value was 1000). The similar variables “StartOffBonusSup†and “StartOffBonusFuel†do the same thing with the additional level of supplies and fuel delivered to an offensive team as they begin their push (default values were 5000 for both). The variable “NoActionBonusProd†switches off the 4X replacements bonus for the offensive team: if set to 1, they have the same number of factories with the same capacity. The variable “NoTypeBonusRepl†controls a whole new procedure for supplying units with replacements. Setting it to 1 has several advantages. It removes the bonus for attacking units. It absolutely guarantees that units can not get more replacements than previously produced or available through airlift. A distinction is now also made between ground vehicles and airplanes; you can therefore fine tune the distribution of replacements as aircraft or ground vehicles. The variable “RelSquadBonus†does this last job. These goodies are enabled through the following variables under the [Campaign] header in your falcon4.aii file: StartOffBonusRepl = 150 StartOffBonusSup = 2000 StartOffBonusFuel = 2000 NoActionBonusProd = 1 NoTypeBonusRepl = 1 RelSquadBonus = 4 In addition, there is another important improvement to the supply system: When aircraft return to their base after a mission, unused ordinance and fuel are put back into squadron stores. Prior to SP2, these unused ordinance was simply lost. In my opinion the best and quickest flight to make is interdiction. You can do others but you want to ensure your mission rating is Excellent as this has a significant impact on the moral, supply, and movement of friendly forces. Interdiction is very easy to achieve this rating by pounding mud. 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3Balls Publicado 11 de Marzo del 2013 Reportar Share Publicado 11 de Marzo del 2013 Muy bien Tommy... Si buscas un poco más en discusiones pasadas en los foros de FO encontraras que no es la primera vez que pasa, y un monton de datos más. Durante estos dias pasados los he encontrado y re-leido, como lo del tema de que si destruyes una Industria, no solo les quitas puntos sino que aumnetan los tuyos que hablamos el otro dia, etc etc Hay mucha cosa suelta por ahí. En el fondo no le quito razon al pobre Endy. La gran mayoria de la peña no sabe, mas que de oidas/leidas puntuales y suposiciones empíricas (como las nuestras viendo que las pistas se regeneran por tramos cada 3 horas, y más lento si les has destruido la torre etc), qué es lo que importa/vale/afecta a una campaña. ...Pero es que la espiral en la que se ha metido ya tiene mala pinta... y no se yo como acabará. A ver si hacemos un recopilatorio de todos estos chascarrillos o incluso nos hacemos una mini-guia, que seguro serán muy utiles para todos. Lo dicho Tommy.... Gracias y muy buen aporte!!! :plas: :plas: :crack: :crack: :crack: Citar Enlace al comentario Compartir en otros sitios web More sharing options...
Tom Raisen Publicado 11 de Marzo del 2013 Autor Reportar Share Publicado 11 de Marzo del 2013 sí tío, eso es verdad... a mí también me parece muy bien lo que dice Endy... pero por insistencia pura se ha metido en camisa de once varas... no creo que la cosa acabe demasiado mal, porque ya están cerrando los foros, una vez se ha respondido a los temas, para que la gente no le fustigue... en fin... y sí, lo de los supplies es como dices, está en el documento de RP5... y mira tú, lo de la torre no lo sabía Citar Enlace al comentario Compartir en otros sitios web More sharing options...
Tacom Publicado 12 de Marzo del 2013 Reportar Share Publicado 12 de Marzo del 2013 Muy interesante. Para añadir al paquete de datos obtenidos por ahí, vi un comentario sobre lo interesante de repostar en vuelo a la vuelta, ya que ese fuel se suma al stock de tu base. Lo que no me queda claro es si el fuel que le cojes al tanker se resta del stock de la base de este o se crea de la nada. Citar Enlace al comentario Compartir en otros sitios web More sharing options...
Revientor Publicado 12 de Marzo del 2013 Reportar Share Publicado 12 de Marzo del 2013 Muy interesante.Para añadir al paquete de datos obtenidos por ahí, vi un comentario sobre lo interesante de repostar en vuelo a la vuelta, ya que ese fuel se suma al stock de tu base. Lo que no me queda claro es si el fuel que le cojes al tanker se resta del stock de la base de este o se crea de la nada. No creo que este tan logrado el codigo.. aunque no es tan difcil, lo mismo si.. porque con el fuel que llege el tanker a base es con lo que se queda y como el tanker usa del mismo deposito del que te da.... la cuestion es... el tanque se quedaria sin keroseno si le da fuel a 1 millon de vipers? Porcierto tener en cuenta que esas documentacioens son antiguas y en cada version de BMS falcon , ha podido cambiar valores o incluso la manera de funcionar totalmente Citar Visita mi canal de Youtube: RevientorReborn Enlace al comentario Compartir en otros sitios web More sharing options...
Tacom Publicado 12 de Marzo del 2013 Reportar Share Publicado 12 de Marzo del 2013 la cuestion es... el tanque se quedaria sin keroseno si le da fuel a 1 millon de vipers? ¡Pues habrá que probarlo! Mi mision de graduación consistira en todo el escuadron repostando y dumpeando el fuel hasta secar el tanker Citar Enlace al comentario Compartir en otros sitios web More sharing options...
Tom Raisen Publicado 13 de Marzo del 2013 Autor Reportar Share Publicado 13 de Marzo del 2013 actualizado primer post Citar Enlace al comentario Compartir en otros sitios web More sharing options...
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