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Old September 26th, 2009, 08:43 PM

Mobryan Mobryan is offline
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Default Re: question on Supply trks/depots

[quote=Mobhack;712162]
Quote:
Originally Posted by DRG View Post
(NB, there is no reason to park in the same hex as an ammo unit, as 1 hex has the exact same supply effect as being at 0 hexes. Not unless you desire to be guaranteed to feel the full effect of Bert should he happen to explode, anyhow. Being 1 hex away from an ammo explosion is a little better than being at 0 hexes! )

Andy
Unless, of course, you are taking advantage of some terrain feature that has created a very small LOS shadow. It's rather surprising how many of those 1 hex shadows happen or can be easily created on the European maps.

Matt
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Old September 26th, 2009, 11:42 PM
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gila gila is offline
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Default Re: question on Supply trks/depots

Maybe he is trying to supply too many and too soon for units which may have reduced but adequate ammo?

Most Tanks and infantry have more than enough for a battle, topping them off is a waste of time and strategy,best to leave the ammo units near Arty parks where they belong.
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Old September 27th, 2009, 06:06 AM
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Mobhack Mobhack is offline
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Default Re: question on Supply trks/depots

Quote:
Originally Posted by gila View Post
Maybe he is trying to supply too many and too soon for units which may have reduced but adequate ammo?

Most Tanks and infantry have more than enough for a battle, topping them off is a waste of time and strategy,best to leave the ammo units near Arty parks where they belong.
You may need to have an ammo unit near the front to top up critical ammo though. or simply rip through it so fast that you require such - my BA-20 scout cars are down to 18 or so rounds less than half way through my first LC battle versus the Japanese as Nationalist China for example. And they come with 120 MG bursts!

And that might also be his source of confusion, come to think of it.

Ammo loads in "bin" order, as it is an array of 2 by 4 elements
HE is bin 0, and AP is bin 1.
There are 4 weapon slots, 0-3.

So weapon 0 fills HE, then AP. Followed by weapons 1-3 in ammo bin order.

HEAT and APCR are not in the ammo array - they seem to have been added later on as individual bytes in the unit template data. (That is why they only apply to weapon slot No 1, and why all the kludgery with 222 HEAT codes had to be tacked on later to allow for panzerfausts etc in non slot 1 weapons). I have not checked the code, but the HEAT and APCR bins may well load after the regular ammo array.

Smoke dischargers are attributes, and not considered ammo. They do not load from ammo trucks. (Hmm thinks - they do exist in Mobhack as a template value per-unit so could be reloaded - the code knows what X was originally - I may look into that one).

Same with smoke rounds - they are a unit attribute (like a radio), and not an ammo item tied to any weapon slot as such. So don't get refreshed by ammo units. (Smoke could never be reloaded since the amount of ammo is generated at game start for each unit randomly, and no account is kept of that number. It is not an ammo value stored in unit template data - it is not available in Mobhack as an item. So an ammo unit could never top it up as it does not know what the original X was to top to).

So - if the original poster is waiting for HEAT or HVAP, then he will need to wait on the entire weapons bin filling first. And if he expects smoke or S/D to reload, he will be whistling for a quite a while !.

Cheers
Andy
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