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Found 5 results

  1. Hi everyone, I've noticed that I find a little off concerning the locations of the warehouses of Andersen AFB and other WSAs on Guam. Firstly, the ammunition - for some reason it's set to some warehouse building and 2 civilian cars next to it (@ N13°34'38", E144°56'02") but there's nothing set to Andersen's actual weapons storage area which is in the north-north-east of Andersen (@ N13°35'40", E144°56'20"), let alone the massive weapons storage area in between Andersen and the North-West field (@ N13°36'30", E144°53'00"). Secondly the fuel, fortunately here it's set to things that make sense (i.e fuel tanks), but it seems there are a few around Andersen have been left out (if they are indeed fuel tanks for aviation fuel, and not diesel or anything else), there's 8 @ N13°35'25", E144°55'17" and a few more to the south west and a further 10 @ N13°34'00", E144°54'50"). For some reason a light-pole/streetlamp is also set as a fuel warehouse @ N13°34'48.90", E144°56'21.60".
  2. Destroying the ammunition warehouses on airfields does not seem to affect bomb count or gun loading. Upon destroying all ammunition storage warehouses on an airfield, aircraft spawning in will still be fully loaded with ammunition, and be able to load bombs, weapons and other ordinance. On a positive note however, destroying the fuel storage will work correctly, and the aircraft will not be fueled or be able to be fueled. ammunition supply bug.trk ammunition supply bug2.trk
  3. I am trying to find a way to resupply units with MOOSE scripting. The idea is that an airborne infantry would land at an LZ and when it arrives at its destination, the infantry groups and a mortar there would be resupplied. I just need to know if there is any function to resupply these units.
  4. Hi everyone, I've got a few requests for the controls: Firstly, it would be good to see a "toggle sight selection" bind added, which when pressed switches between available sights, where applicable (so it starts on say, a day sight, press the bind and it switches to thermal, press it again and you're back to day). At the moment we only have discrete bindings for toggling night sights on/off and toggling thermal sights on/off. Secondly, I'd like to rework how weapon and ammunition is selected: At the moment there are a few keybinds: there's "turret select", "turret weapon select" and "select ammunition feed 1/2". While "turret select" is typically consistent, sometimes "turret weapon select" will cycle between ammunition types and sometimes "select ammunition feed 1/2" will select different ammunition types. Personally, I'd replace these with the following: "Select next/previous weapon" - this should select between wholly different weapons (i.e cannon/coaxial MG/commanders MG/bow MG/missile launchers etc, regardless if they're on the same turret or not). This should not reach and end point, and should cycle back to beginning with subsequent key presses. "Select ammunition type 1/2/3/4/5" - this should select ammunition types for the same weapon (i.e for tank cannons AP/HE etc). Thirdly, would it be possible to assign mousewheel up/down to zoom in and zoom out for sights? Even better is if it would work as it does currently for numerous cameras, and when using fixed sights it adjusts zoom in/zoom out as described.
  5. Has anyone been able to limit resupply of the Apache's Chaingun ammo via the warehouse system? I was unable to find it under M230, M788, or M789. I tried the one 30mm option in there, but it's for a bushmaster. Things like the Vulcan ammo seem to be there so this seems like a bug / oversight to me.
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