mousepilot Posted October 30, 2024 Posted October 30, 2024 Hi everyone, I'm exploring more the warehousing capabilities in DCS and I believe I found an issue/inconsistency. When we have a "Ramp" slot, the behaviour is to deduct the airframe type, fuel and weapons from the airbase inventory on the first spawn. Unfortunately, if we have a "Ground" slot in the same airbase, the airframe, fuel and weapons are not deducted on the first spawn. Yet, if we "re-arm", both fuel and weapons are deducted from the airbase inventory. I would expect that the behaviour should be the same as a "Ramp" slot, given that the warehouse can be correctly identified the same way it is for the re-arm. I've attached a Miz and Lua code that demonstrates the issue. If you start on the "Ground" slot F15 you'll see that the quantity of airframe and fuel are not affected (this is shown as a message in-game). However, if you start on the "Ramp" slot, the quantities are immediately affected. Thanks in advance. mission.lua Warehouse.miz
-Cipher- Posted October 31, 2024 Posted October 31, 2024 Hi I don't think it is an issue at all, "Spawn from Ground Hot" or the other literally places a unit of your choice out of oblivion so it can be placed anywhere on the map, I think what you need is a tick box option something similar to "link unit" so you can link the unit you ground spawn or ground spawn with the airfield of your desire so it will interact with its inventory. after all it is not a bug because you are hand placing a unit out of nowhere on somewhere called "Airfield" so the game needs to somehow understand the connection between them. I suggest you to ask this option in the Mission Editor Wish list if you want to get a better result. CPU :Intel® Core i5-13600KF | GPU :ASUS RTX 4070 Super OC |RAM : Corsair Vengeance DDR5 32 GB | SSD 500GB & 1TB Samsung | Flight gear : T.16000 FCS Flight Pack | MB : ASUS Z790P Wish-list : F-117 Nighthawk | F-14D Super Tomcat | F-111 Aardvark | P-38M Lightning
mousepilot Posted October 31, 2024 Author Posted October 31, 2024 I understand your point, however, the game already knows where the unit has been placed. It can take weapons and fuel from the correct inventory when you call the re-arm window already. When you exit the slot, it also returns the unit, fuel, and weapons to the "nearest" inventory, so the behaviour seems inconsistent from that point of view. In any case, I think your idea of explicitly stating that there is a link between a certain base and a slot, regardless of the "spawn method," via a Mission Editor setting (and corresponding API option) would be the best solution. Perhaps someone can move this to a "suggestions" or "nice to have" section. Thanks again for your feedback. 1
Recommended Posts