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Tracking munitions expended

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It's been a long time dream by many of us to be able to limit the number of munitions available to aircraft. Recent additions to the game by TonyE just migh have us there. This is a screen shot of an early use of the new Stores Consumed feature that tracks most munitions as they are fired. They can be filtered by firing unit class, home base and side (amongst other). The listing is circled in the lower right of the screen. The information can also be exported to a text file for later perusal.
An extension of this could be assigning $ values to munitions giving another dimension to 'scoring'.

StoresExpenditure.thumb.jpg.b6e642c2bc44877180c1db56a32f2590.jpg

  • 3 weeks later...
  • Author

Next development:

I have adapted AARData to act as data base storing store expended information from one session to the next of playing a given scenario.
The stored data shows each sides total expended stores and separately AC expended stores on a home unit basis. THe data is currently viewed in AIWndow but I'll soon trasnfer the code to Toolbox.

Looking like this at start of a saved game:

 

image.thumb.png.c24734d602b2b40b9bcb5875d77b7f40.png

Looking like this at some time into a saved game

image.thumb.png.16a441bcf6c492e32a1f878ff971ad84.png

  • Author

I think a while to go before we reach magnificent, but I think quite promising :P

 

  • Author

Now refined and included in most recent Toolbox in downloads.

  • Author

The next step in developing this I'm not sure about.

I think I can at game start run thru each platform that hosts aircraft and build in them additional magazines with enough of their loadout weapons for say 4 sorties of full weapon expenditure (prob more for larger host platforms. I think this would be cool but the 'use' of the Weapons in thise magazines would need to be at actual use of the weapon by an ac from that host unit, not at take off or making ready which would be more realistic. But then I haven't fathomed a way of halting aircraft loadouts\take offs when the magazine is empty of a weapon used.

Anyway I might think of other ways of doing it that are neater, easier or more realistic, but generally we're headed to wards some form of limiting ac weapon use. If you're keen of course you can now more easily do it yourself if you prepare a limit and jot it down with pencil and paper the old way.

  • Author

I'd be interested in reading other peoples ideas on what might be seen as adequate, eg at game start the player gets a list of available ac munitions and they fill in their limit, the toolbox would then subtract from that as you use them up and announce when a weapon is depleated, it would be upto the player to conform or ignore - a bit like reality I guess..

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