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Medics repair / Revive crewmembers etc....inside the blue circle when they became injured 
Arvs can recover and tow disabled vehicles and lower the time it takes to repair
Fuelers refuel if your vehicles are inside the blue circle on the map this one i cant ever remember to have used as most time there are plenty fuel for the whole mission
and supplies resupply your ammo stocks if you shutdown your engine again inside the blue circle and use the top menu to resupply

MD

  

Edited by Major duck
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For most of it year and the towing is done from F8 view

the little vehicles down in the right-side if you click on the vehicle the first menu is tow then you click on the vehicle you need to to then there has to go a little while while it saids hitching on and then you can tow it away also the towing vehicle needs to be same size or bigger 

Also there have been some bugs with it so we always hand over the ownership to the guy towing so he owns both vehicles 

 

image.png.1786e0557b6a29419b213431aecc8faa.png

 

MD

 

 

Edited by Major duck
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Shutting down the engine is not mandatory. But it helps to prevent vehicle movement due to some spurious AI decisions if you hop to some other vehicle while the resupply is going on. Moving vehicles don't get resupplied, for obvious reasons.

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6 hours ago, Major duck said:

Medics repair / Revive crewmembers etc....inside the blue circle when they became injured 
Arvs can recover and tow disabled vehicles and lower the time it takes to repair
Fuelers refuel if your vehicles are inside the blue circle on the map this one i cant ever remember to have used as most time there are plenty fuel for the whole mission
and supplies resupply your ammo stocks if you shutdown your engine again inside the blue circle and use the top menu to resupply

MD

  

The "blue circle" is present during the planning phase, not once you hit "start".

 

You might also want to look at these topics in this very thread:

 

The only difference between when this was created and now (4.167) is that now most vehicles can tow another as long as the one doing the towing is heavier than the one being towed (e.g. a tank can tow a truck, but a truck can't tow a tank).

 

The Wiki also provides information:

 

https://www.steelbeasts.com/sbwiki/index.php?title=Category:Supply

 

https://www.steelbeasts.com/sbwiki/index.php?title=Category:Maintenance

 

https://www.steelbeasts.com/sbwiki/index.php?title=Category:Medic

 

Edited by Gibsonm
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Is there anyway to speed up the repairs similar to setting the speed for digging battle positions? Right now we've been setting it as a condition where the commander chooses one of the pre-plotted LSA regions created during the mission through a trigger, and then the Log Trains unit must be in the selected LSA. We then set the repair all to 5-10 minutes depending on the mission.

 

thank you for the help

 

Rhyfel.

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37 minutes ago, Rhyfel said:

Is there anyway to speed up the repairs similar to setting the speed for digging battle positions?

No, not really.

 

Track work or a power pack takes a a bit of time in RL and since its a simulator its takes a bit of time in SB too.

 

The only work around would be the creation of some sort of "repair region" by the mission designer where all (or specified) damage is repaired in X minutes as long as you stay in the region - but you are now well and truly on the entertainment side or the entertainment / simulation spectrum.

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We end of using the repair region with a time limit as we only have a certain time window we can all commit to. Usually the LSA is placed far back enough that it still takes dedicated maneuvering and security of support units. Also adds the aspect of reconsolidation and re-organization to the mix. Are vics just piecemealed back into the fight or does the CO take some time to make a tactical pause and think where to re-apply his combat power? We'll stick with the region repairs, though I loath the extra scripting. Also do the same for re-arming at FARPs though this is usually set to a longer, more realistic time. 

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1 hour ago, Rhyfel said:

We'll stick with the region repairs, though I loath the extra scripting. Also do the same for re-arming at FARPs though this is usually set to a longer, more realistic time. 

 

It is of course up to you, but I do find it curious that you want to reduce the time to conduct repairs but you are happy for re-ammunitioning and re-fuelling to take the normal times. :)

 

Anyway hope you have a good Festive break.

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Repair times in SB Pro are set to the most optimistic values we could (barely) justify, and all damages are field-repairable (which is also a somewhat optimistic assumption). If you need it quicker, well, there's the classroom version and Instructor Host magic, or, well, repair zones and similar conditions.

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