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Ground units ammunition resupply logic ideas


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Posted (edited)

Hi all,

 

as described in another thread I’m trying to understand how to implement RMS at current state in a multiple days long mission. I tried with success to setup a small oil distribution net, but it will be tested only when RMS will allow us to track and maybe vary warehouse storage by script.

 

Air units storages are even more difficult, since any warehouse need to be prepared in detail and onestly while fuel takes only 8-10 clicks each (and having 200 of them is already difficult), ammunition is fairly too complicated at time.

 

Besides, ground ammunition resupply logic isn’t directly linked to warehouses, instead they work on a different way: any warehouse and mobile-warehouse ground unit (only M818 or Ural-375) act like an infinite shell storage container. When any firing unit goes out of ammo, it will remain out of ammo till a mobile-warehouse unit (from now “MW unit”) get in proximity of it (50-100 mt). At this time, the firing unit gets filled.

 

The first important note is that if a group contain a MW unit, any firing unit inside the 100 mt range has infinite ammo cause as soon it gets empty it will be refilled (till MW unit is alive). This behavior could be a bug or, instead, a feature to allow mission designer to have unit that never goes out of ammo (for whatever reason they need it).

 

The resource management system for oil and air-ammunition are already in the sim, with their limitation. But for ground unit's ammunition there isn’t any such system: anyway, the fact that MW unit exist allow us to effectively use them to model a simplified storage system.

 

The main limitations is that this system need some scripting ability to be scenery dedicated and not only mission dedicated, and I can’t script that good. But I still want to know your thougs about it.

 

Simulated RMS logic – First try, delivery on resupply points (cycling on firing positions)

 

This idea is focusing over 3 main level:

 

1-Ammo dump

2-Resupply points

3-End user (armored units)

 

Ammo dump

Those are exactly ammo dump warehouse structure, usually placed at armybase or dedicated ammo deposit. Those could be in a future part of the ammo RMS for the air&helo ammo logic-counterpart.

 

Resupply points

Those are very small multi-group piece. Every resupply point is made of:

-1x Resupply structure: small “fortification” class structure made of 1 roadblock , 1 armed house

-3x Resupply convoy, made of 3x WM unit each and something else (maybe ZU-23 on ural).

 

Those convoys have a patrol route between an ammo dump and the resupply structure. It continues to move from one to the other location. The last convoy near the resupply point will move only when another one is taking his position or after 30 minutes, to ensure semi-continous availability of WM units at resupply point.

 

End user

Some groups are “bounded” to a specific resupply point, and they will have a patrol route moving to the resupply point, holding 5 min and then coming back to initial position every time they will get out of ammo.

 

Simulated RMS logic – second try, delivery on fixed firing positions (arty)

 

This idea is focusing over 3 main level, to deliver shells directly at firing unit positions:

 

1-Ammo dump

2-Resupply points

3-End user (FLOT, armored units, arty).

 

Ammo dump

Those are exactly ammo dump warehouse structure, usually placed at armybase or dedicated ammo deposit. Those could be in a future part of the ammo RMS for the air&helo ammo logic-counterpart.

 

Resupply points

Those are very small multi-group piece. Every resupply point is made of:

-1x Resupply structure: small “fortification” class structure made of 1 roadblock , 1 armed house

-4x Resupply convoy, made of 3x WM unit each and something else (maybe ZU-23 on ural).

 

2 of 4 convoys, defined as “primary”, have a patrol route between an ammo dump and the resupply structure. It continues to move from one to the other location, holding for 10 minutes each time it’s in proximity of one of those. If both groups are killed, the resupply structure is defined as “unsupplied” by setting it to “AI off”.

 

The other two convoys, defined “secondary”, have patrol route that cycle to the nearest armoured group, to provide continous local resupply to the fixed defence positions. Those convoys hold position for 5 min each time they get in proximity of a firing unit’s position or when they are near the resupply point. If the resupply point is set to AI Off, they will not break the “hold” at the resupply point, and stop patrolling. Obviously, if those groups are dead, the supply won’t come to destination.

 

End user

In this system the firing units are located in fixed positions, so they don’t need anything cause the contact between them and resupply points is provided by secondary convoys.

 

 

Notes

 

I have also a plan to automate the logic between the ammo dump and the resupply points, by using scripting function to auto-create a route between any resupply structure and the nearest ammo dump for the primary convoy, scheduled every 15 minutes (this should redirect supply convoys to another ammo dump if the nearest one is destroyed) This way I will use name “tags” to define who is ammo dump, who is resupply point and who is convoy.

 

 

 

What do you think about that? Will it work as intended or you already know major issue? Which (I’m not thinking about stability issue at the moment: I’m talking about resupply logic issue).

Edited by chromium

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Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

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