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Posted

I ran a quick test with a SA-6 LN, radar, and a Ural-375 to see if the SAM system would rearm. It didn't but I'm not sure if they are supposed to? The artillery pieces do of course.

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Posted

Last I checked, yes. But only near a warehouse/warehouse unit. Though it was a little weird as I observed two major differences in behavior while testing two different software versions. Its been a long time since I last tested this aside for checking the Patriots re-arm time which was fixed from being none existent to be the same as the S-300 in 1.5. Also I think the Roland values are probably different now.

 

1. If the AI could re-arm they would re-arm. For example after firing 1 missile from a launcher an SA-3 was tracking a target, the target moved outside of engagement range and the 1 launcher decided it was time to rearm.

 

2. If the AI was tracking a target and it had missiles to use, it would wait to re-arm.

 

 

Rearm type definitions.

1. Complete ammo replenishment. AI's entire ammo cache is rearmed in one go, common with MGs)

2. Added one by one. Time to re-arm depends on how many ammo units need to be re-added.

3. Several added in packs. SA-15 adds 4 at a time, and I think it needs to have fired 4 in order to start rearming.

 

This table was compiled in version 1.2.14. Numbers may not still be valid.

[TABLE]Sam Site Re-arm Type Re-arm per Rearm Time Max Ammo Min Rearm Time Max Rearm Time

 

SA-3 3 2 360 4

SA-6 2 1 600 3 1800

SA-8 2 1 300 6 1800

SA-9 2 1 338 4 1352

SA-10 2 1 1800 4 7200

SA-11 2 1 240 4 960

SA-13 2 1 250 8 2000

SA-15 3 4 650 8

SA-18 2 1 43 4 172

SA-19 2 1 134 8 1072

SA-19 Guns 1 2935 1936

 

Patriot 2 1 1800 4 7200

Hawk 3 3 120 3 120

Avenger 2 1 40 16 640

Roland 2 1 70 8 560

Stinger 0

Chaparrel 2 1 8 0

Linebacker 2 1 23 10 230[/TABLE]

 

"min rearm time" is blank for sam sites, but it applies to artillery. Its just a small number that is always added no matter the number of ammo being rearmed.

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Posted

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Posted

Good to know, thank-you!

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