Ologotai1 Posted February 13, 2013 Report Share Posted February 13, 2013 Guys in v3.9 and above the KC-135 tankers that start at Clark AFB start with 0 fuel and therefore just crash on take-off? I assume this is a bug? Regards Andy Quote Link to comment Share on other sites More sharing options...
Mgellis Posted February 13, 2013 Report Share Posted February 13, 2013 It looks like a flaw in the scenario design itself. When I rebuilt the scenario for the HUD-4, Clark Air Force Base ends up not having long enough runways to even launch the KC-135s (this is an error, but not in the database, I think...it looks like the wrong airstrips were chosen for Clark...the airstrips in the scenario are 8k feet and 6k feet, but historically both of the real airstrips were 10k feet). I have not yet tried rebuilding the base with longer runways, etc., but I suspect that would solve the problem. Quote Link to comment Share on other sites More sharing options...
Gunny Posted February 13, 2013 Report Share Posted February 13, 2013 If they start with 0 fuel, the issue may also be the airbase misses AvGas tanks/farms. FG Quote Link to comment Share on other sites More sharing options...
Mgellis Posted February 14, 2013 Report Share Posted February 14, 2013 I'm testing it now... I took out one airstrip and replaced it with a 10K-foot airstrip, then did both an all units rebuild and an all magazines rebuild before saving. I closed the game down, reopened it, and started the scenario. Clark now reads as having a Very Large Aircraft runway. I launched a KC-135A...it is reading as having about 17 hours of fuel when cruising and about 20 hours of fuel when loitering. So, I'm guessing that solved the problem, although other issues may crop up later. I hope this helps. Let us know what else happens with the scenario. Thanks! Quote Link to comment Share on other sites More sharing options...
Ologotai1 Posted February 14, 2013 Author Report Share Posted February 14, 2013 Many thanks Mgellis - how do I access the revised scenario? Cheers Andy Quote Link to comment Share on other sites More sharing options...
Mgellis Posted February 14, 2013 Report Share Posted February 14, 2013 Many thanks Mgellis - how do I access the revised scenario? Cheers Andy Sorry, I didn't bother to post it. Just open the scenario up in the scenario editor, add the 10K airstrip at Clark, link it to the air base group, do the rebuilds (I'm assuming you're using the HUD-4) and save it and you should be ready to go. And, yes, you should learn to use the scenario editor. Like all forms of trauma, it builds character. Quote Link to comment Share on other sites More sharing options...
Ologotai1 Posted February 15, 2013 Author Report Share Posted February 15, 2013 Mgellis - you make it sound very easy. As a noob - it's a bit daunting. I 've found how to add the runway - but "linking" and "re-building" ??? I think I'll play another scenario :-) Quote Link to comment Share on other sites More sharing options...
Mgellis Posted February 15, 2013 Report Share Posted February 15, 2013 Mgellis - you make it sound very easy. As a noob - it's a bit daunting. I 've found how to add the runway - but "linking" and "re-building" ??? I think I'll play another scenario :-) For future reference, when you're ready to try it out... Linking is fairly easy and rebuilding is very easy. Groups of ships, aircraft, etc. can be shown as individuals or as groups (and in some cases, certain commands work for one but not the other...don't worry about it, if you make a mistake, Harpoon will tell you--for example, if you have aircraft assigned to a group, you have to set a course for the group, not individual aircraft in it). If a group already exists, you can switch between "group view" and "individual units view" with the 9 key. If a group already exists and you want to join something to it, go to group view...you should see the group and the unit(s) you added. Click on the unit in question and drag it to the group, just like you would drag a file to another folder in Windows. That should make it part of the group, saving its current position so when you open it up in the formation editor, you can add specific patrol zones, etc. (assuming the unit can move, like a ship or a plane). To remove an item from a group, you can either just delete it or you can go to the formation editor and in that window click the item and then click the button with two circles and a little arrow; it's the second one from the right and the circles are a sort of blue-purple color. That's the "separate this unit from the group" button. To create an entirely new group, select the unit you want to be the boss unit for the group and hit the G key. That creates a group and sets that unit as the center of the group. I think the only way to reset it is to get rid of the group by separating all units in the group, including that one, and starting over. Linking is important here because you have to link an airstrip to a base if you want planes at the base to be able to use that airstrip. Rebuilding is VERY easy. Use the Edit --> Scenario Edit --> Rebuild All Units menu command and you're done. I used the Use the Edit --> Scenario Edit --> Rebuild All Unit Magazines command this time too only because I was getting an error message about one of the submarines having too many missiles and that seemed to fix it. Normally, you only have to use the first one, the Edit --> Scenario Edit --> Rebuild All Units menu command. Then be sure you Save the rebuilt scenario. This is also what you do if you download a new version of the database. Once you install the new database (or a new version), the game will see that database and won't run a scenario until you rebuild it for the new database, but that's simply a matter of opening the scenario in the editor, rebuilding it, and saving it. Remember, also, the menu screen for Harpoon (the one that starts up at first before you even start the game and lets you select which database you're using, etc.) has links for both of the manuals, which are both pretty good. The advanced manual has a long chapter on scenario design that is quite helpful, and the one on just playing the game has a lot of good information on creating and running specific missions (e.g., Patrol AAW, etc.). Trust me, I'm an English professor and if I can figure this stuff out, anyone can! I hope this helps. Mark Quote Link to comment Share on other sites More sharing options...
Ologotai1 Posted February 21, 2013 Author Report Share Posted February 21, 2013 Thanks Mark. I did it! The tankers take off safely and have successfully refuelled aircraft in flight :-) Out of interest - how do I know how many aircraft a tanker can refuel - or how much "refuelling" fuel it has left? Regards Andy Quote Link to comment Share on other sites More sharing options...
Mgellis Posted February 22, 2013 Report Share Posted February 22, 2013 Thanks Mark. I did it! The tankers take off safely and have successfully refuelled aircraft in flight :-) Out of interest - how do I know how many aircraft a tanker can refuel - or how much "refuelling" fuel it has left? Regards Andy Glad I could help. As for the tankers, I don't really know...it will tell you how much fuel a tanker has left overall, and I think you get a message if it cannot refuel a particular aircraft, but I think that's about it. Quote Link to comment Share on other sites More sharing options...
Mikawa Posted July 14, 2016 Report Share Posted July 14, 2016 I look at the tanker's before and after fuel figures. Say, the tanker has 17hrs flight time left, an F-14 refuels and when done, the tanker now has 14 hrs flight time. Therefore, 1 refuel = 3 hrs from the tankers load. (the numbers mentioned are for demonstration purposes and should not be taken to mean any particular aircraft or situation.) I know I can refuel, 2, maybe 3 more before the tanker will RTB.Hope that helps. Quote Link to comment Share on other sites More sharing options...
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