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#2718296 - 05/04/09 11:51 PM minimum farp  
Joined: Sep 2007
Posts: 174
white_fang Offline
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white_fang  Offline
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Joined: Sep 2007
Posts: 174
Hey You Evil-cow.... smile

What makes minimum "red" (and blue) farp for repairing helicopter in single/mp custom mission, besides "real" static objects?
(eg. wanna do it like a minimum active group of few vehicles and the darn tent, maybe without farp itself..., on the fly,... like firefox, refueling from the sub in the arctic)

-cp blindage (and/or cp-skp11 truck)
-farp fuel depot (and/or fuel transport - atz5(lubricants, oil) OR atmz10(fuel))
-farp ammo dump (and/or ural375Tr...)
-farp tent AND! (uaz469 OR 4320T ...)
-gpu apa50/80 (or not if you like batteries)

But helo just don't get repaired. (can rearm, refuel, but not repair even after 25 mins, acc. time)

I am having The-uck with the test mission where critical failure kicks in the common, main hydro., or autopilot or whatever, (no battle damage), then whenever I land for repairs, well, nothing happens.

Say again, can refuel, rearm, but NOT repair.

Does it have some relations to the triggers?

Or, does it have to be battle damage? (shot upon)

Oh, and why static objects in "theatre view" (F10) don't have side, eg. they are "blue"? even if their side is RED, until you click on them, and even after they turn red after that first "click", they still say none of the side in the properties.
No big deal to me, but, maybe a bigger bug then it seems.

So, back to the main goal, how to repair copter with deliberate made failures in main/common(general) hydraulics and/or autopilot channels?
What are the minimum reqs.?

Thanks
white_fang

Inline advert (2nd and 3rd post)

#2718328 - 05/05/09 01:14 AM Re: minimum farp [Re: white_fang]  
Joined: Aug 2006
Posts: 426
EvilBivol-1 Offline
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EvilBivol-1  Offline
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Joined: Aug 2006
Posts: 426
LA
Quote:
Hey You Evil-cow..../
! smile
It looks like failures set in the mission editor are not fixed in the game. This may be a bug. Will forward to ED. For damage accrued in the mission, an URAL-375 will work.

Last edited by EvilBivol-1; 05/05/09 01:14 AM.

EB
Belsimtek/TFC Associate
http://www.digitalcombatsimulator.com
#2718427 - 05/05/09 10:08 AM Re: minimum farp [Re: EvilBivol-1]  
Joined: Sep 2007
Posts: 174
white_fang Offline
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white_fang  Offline
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Joined: Sep 2007
Posts: 174
Aha,

Well, then we will have to generate failures in more random way..., nice slow hover above shilka, or vulcan smile ..not, that is impossible, but is entirely, ugh, mazohistic?

Thank You, oh Master, Evil-Bivol smile

white_fang out

#2718429 - 05/05/09 10:16 AM Re: minimum farp [Re: white_fang]  
Joined: May 2001
Posts: 1,943
Nate Offline
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Nate  Offline
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Joined: May 2001
Posts: 1,943
Dublin, Ireland
Obvious question but.. you are turning off your engines and all systems while waiting for repair?

Nate

EDIT:- now that I think about it, do we need to shut down anymore? I seem to remember getting repaired with engines and systems running before.

Last edited by Nate; 05/05/09 10:18 AM.
#2718842 - 05/05/09 10:39 PM Re: minimum farp [Re: Nate]  
Joined: Sep 2007
Posts: 174
white_fang Offline
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white_fang  Offline
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Joined: Sep 2007
Posts: 174
Well, yeah, I do it always.

Not like, from a-z in correct order, but more less, abris, shkval, generators, engines, batteries.

So basically helo is out of power completely, and you can say it is turned off smile

I didn't try NOT to turn it off, will do, we'll see.

But, dunno, it is already unrealistic with 3 mins repair time, not turning off is just like adding fuel on fire. Whether you "live" realism or not.
It saves few more clicks tho smile

white_fang

p.s.

And someone fix that bloody fuel-meter, it cant.. oh nevermind smile

#2719211 - 05/06/09 03:36 PM Re: minimum farp [Re: white_fang]  
Joined: Oct 2007
Posts: 187
El Hefe Offline
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El Hefe  Offline
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Joined: Oct 2007
Posts: 187
what's the radio command to get your helo fixed?

#2719756 - 05/07/09 09:25 AM Re: minimum farp [Re: El Hefe]  
Joined: Jan 2007
Posts: 1,142
Colonel_Kurtz Offline
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Colonel_Kurtz  Offline
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Joined: Jan 2007
Posts: 1,142
Australia
Notes regarding airbase and FARP ground vehicle support equipment

At Forward Arming and Refueling Points (FARP)s, ground equipment resources are tracked to determine the level of support that can be provided to the player. This can include electrical power, radio communications, fuel, and weapons for both AI helicopters and the player. The ground equipment units must be placed within a 150 meters radius from the center of the FARP. The units required vary between eastern and western

Eastern forces:

CP SKP-11 command post, FARP command post for radio communications
GPU APA-50 or GPU APA-80 for electrical power
ATMZ-5, ATZ-10, Transport URAL-375 or FARP Fuel Depot for refueling
URAL-375 transport or FARP Ammo Dump for rearming
UAZ-469, URAL-4320-31, URAL-4320T, ZIL-131 KUNG, KAMAZ, and FARP TENT for aircraft repair. Repairs take 3 minutes after rotors stop.

Western forces:

M1025 HMMWV APC for radio communications
M818 transport for electrical power
M978 HEMTT tanker for refueling
M818 transport for rearming
M818 and FARP TENT for aircraft repair. Repairs take 3 minutes after rotors stop.

If any of the above units are absent or destroyed, the assigned resource will be unavailable.

Note: In case a FARP is attacked and all units are destroyed, you may wish to set up a trigger to move new units within 150 meters of the destroyed base to provide support functions. For airfields, the above vehicles are not required, but if the control tower is destroyed, radio communications will not resume until a M1025 or CP SKP-11 command vehicle is brought into the area. The rearm, refuel, and electric power at the airfields do not depend on vehicles. Again though, the radio communications to request these depend on the tower (the tower must not be destroyed). If the tower is destroyed, the communications can be restored with either the SKP-11 for the red side or the HMMVW M1025 for the blue side. To prepare for such an event, you can set the mission up so that if the tower is destroyed a mobile command vehicle will be dispatched to the airbase.

Source: GUI-Manual

***Copied this text from another thread***

#2722784 - 05/12/09 11:33 AM Re: minimum farp [Re: Colonel_Kurtz]  
Joined: Mar 2009
Posts: 38
Dragon2781 Offline
Junior Member
Dragon2781  Offline
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Joined: Mar 2009
Posts: 38
Tip:

Use a Triggerzone of 90m to simulate the dimensions of the FARP:



Is the FARP adjusted to the north, the left 1/3 is free to possition structures and mobile objects.

My tutorial (german)
-> http://www.lockonforum.de/thread.php?threadid=5008


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