Difference between revisions of "Logistics"
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To capture an airfield or a FARP, all ground units belonging to the group of that airfield/FARP must be destroyed (including command center), after that, the wave of defenders that spawns in aswell (defenders consist mainly of infantry). | To capture an airfield or a FARP, all ground units belonging to the group of that airfield/FARP must be destroyed (including command center), after that, the wave of defenders that spawns in aswell (defenders consist mainly of infantry). | ||
− | Once the airfield or FARP has no units remaining, it's status will be listed as "closed" and "capturable" in the [[ | + | Once the airfield or FARP has no units remaining, it's status will be listed as "closed" and "capturable" in the [[PAK-info]] menu. |
Now you have to bring in ground troops (infantry, from either helicopters or other specific airplanes) via the [[CTLD-menu]], deploy these close to the center of the runway or close to the command bunker (at FARPs), then they will "capture" the airfield/FARP within a few minutes. | Now you have to bring in ground troops (infantry, from either helicopters or other specific airplanes) via the [[CTLD-menu]], deploy these close to the center of the runway or close to the command bunker (at FARPs), then they will "capture" the airfield/FARP within a few minutes. |
Revision as of 23:52, 28 April 2020
Logistical pilots play a vital role in the teams success. They are able to:
- Deploy air defences
- Deliver Fuel & Repair crates
- Deploy Ammo Trucks
- Deploy EWRs (Early Warning Radar)
- Deploy JTACs (Joint Terminal Attack Controller)
- Collect intelligence for an AI bomber strike
- Deploy assests such as mobile artillery, light tanks, antiship missile batteries (note, 1st person controls via CA slot is currently disabled in pursue of performance issues)
Logistical aircraft can only carry one crate at a time. When deploying multiple crates, or a package that requires more than one crate it is more efficient to have a wingman share the load rather than flying back and forth on your own.
It is useful for your own reference, and other pilots when deploying crates and other items to mark it's location on the F10 map by clicking the circle "marker" icon on the top bar, then clicking on the map to place the marker. You can also give the marker a name to easily see what it denotes. This is especially useful when flying back and forth to a precise location for logistical work, as crates can be very hard to spot until up close.
It is wise to make sure you have CAP on station or air defences operating in the area you are flying in to help keep enemy attackers at bay, logistical pilots are relativley defenceless and also a very lucrative target for an enemy fighter, it can be frustrating flying for a long time, getting close to your location and getting swatted out the sky by an enemy. Don't be afraid to ask for help!
Contents
Setting up Air Defences
Using the CTLD page in the F10 menu, transport and recon airframes are able to load various types of crates into their cargo bay and deploy them in the battlefield. Player created air defences are required to be placed at least 5nm or 9km away from an airfield or FARP. A crate can only be dropped when on the ground using the CTLD commands. It also must be unpacked to become operational.
KUB SA-6 SAM Site
A Kub SAM site requires a single search radar and a single launcher to become operational. It optionally requires two ammo trucks nearby to keep it supplied with missiles. These crates must be placed within close proximity of eachother. Once both Launcher and Search radar crates are dropped near eachother, you can use the "Unpack nearby crate(s)" CTLD command to deploy the SA-6 and it will begin operating automatically. A KUB-site will persist between restarts and a duration of 6hrs 20 minutes
Stinger MANPAD's
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ZSU-23 AAA Emplacement
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EWR
Capturing Airfields & FARP's
To capture an airfield or a FARP, all ground units belonging to the group of that airfield/FARP must be destroyed (including command center), after that, the wave of defenders that spawns in aswell (defenders consist mainly of infantry).
Once the airfield or FARP has no units remaining, it's status will be listed as "closed" and "capturable" in the PAK-info menu.
Now you have to bring in ground troops (infantry, from either helicopters or other specific airplanes) via the CTLD-menu, deploy these close to the center of the runway or close to the command bunker (at FARPs), then they will "capture" the airfield/FARP within a few minutes.
After that, it's recommended to bring in repairs for the airfield/FARP, to repair it's SAM units and the Fuel-Bunker.
Repair mechanics
Airbases, FARPs and SAM-sites are not automatically repaired. Starting from a neutral status, friendly troops must be brought in, in order to bring the airfield or a FARP under your coalitions control - only then the repairs may be brought in. You can check the coalition ownership status via PAK-info.
Load up a repair crate into your logistics airframe via comms menu / CTLD from another airbase or a FARP under your coalitions control. Ferry the crate in the vicinity of the airfield or a FARP/SAM, that needs to be repaired. Unload the repair crate via CTLD menu. One repair compound will be established, consisting of 4 unit template;
- 2 x trucks
- 1 x ZSU-23 AAA emplacement
- 1 x Concrete building
A total of two repair compounds may be established, unpacked total of 8 units for each airbase, FARP or a SAM-site. A timer will start running, spawning in units back in a random order. These templates of 4 units are normally well separated so that you can tell the difference of which units belong to what template.
One compound will repair an airbase from 0% to 100% within in randomized timer between 40-60 minutes.
One compound will repair a FARP/SAM from 0% to 100% within in randomized timer between 30 to 50 minutes.
Two compounds established will cut the repair times in half.
For each repair compound, at least one unit of the repair compound must remain alive to keep the repairs contributing for the repairs. e.g. if the opposing team destroys 4 trucks, the repairs will continue as if there were 2 repair compounds remaining. The whole template of 4 units must be taken out in order to stop the repair timer for each repair compound.
How do I know which AB's, FARPS/SAM's needs to be repaired?
1.Through the PAK-info, look for number of logistics . However, the base must be repaired above 0% for the PAK-info to return the number of logistics established. Therefore a recently captured AB/FARP/SAM-site does not list the logistics while there may be already maximum of two established.
2. A GCI or a player involved in the said AO may be able to check upon verbal request using SRS. Players are always encouraged to communicate their intentions via SRS to avoid overlapping actions and for co-ordinated planning.
3. You may count the units yourself in a JTAC/GCI slot.
What happens if I bring in a redundant repair crate?
The crate can be unloaded, but it won't be established into a repair compound. However, the standard CTLD UAZ crate can be left in the premises, in case one of the repair compounds is taken out. The crate may then be picked up and and unloaded again and a repair compound will be re-established.
Carrier group cannot be repaired by player actions, an auto-repair mechanic applies to them.