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  #1  
Old May 12th, 2013, 09:35 PM
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Default Unit Loading Problem

OK, I'm utterly at a loss here.

Default USMC OOB, Jan 1958.
On the artillery screen purchase "Lt Mortar Teams".
On the Misc screen purchase "1 Helicopter" (the HRS Sikorsky).

According to the Unit Editor:
#305 60mm Mortar - Crew 3, Size 1, Weight 0
#158 HRS Sikorsky - Carry 10

3-men, no added weight vs 10 carry should fit with room to spare, heck you should be able to load all 3 teams on one Sikorsky.

When I try to load a single 60mm Mortar Team onto an empty Sikorsky I get the message - "60mm Mtr IS TO HEAVY".

Huh?
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Old May 13th, 2013, 04:35 AM
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Default Re: Unit Loading Problem

Bit of brain fade possibly Guessing here but the transporting unit needs a carry capacity of 1XX to let it carry the mortar which is classified as a gun
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  #3  
Old May 13th, 2013, 07:38 AM
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Default Re: Unit Loading Problem

John has the answer....... #305 60mm Mortar is class 201 Mortar(Sub Type B)....... therefore a "gun" and a "gun" needs a 1xx carry capacity for the carrying "vehicle"

Had you bought the Seahorse, you wouldn't have had this problem

SP-101

Don
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Old May 13th, 2013, 11:09 PM
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Default Re: Unit Loading Problem

Have to alter the carry capacity to 110 then.

I'd thought mortars weren't "gun" class units or I'd have known this was the problem.
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Old May 14th, 2013, 07:24 AM
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Default Re: Unit Loading Problem

Well they have been a "gun" class since SP2 was released and helos without 1xx rating could not carry them....... SP101. I guess you'd like us to make all but light helos at least 1xx carrycap then ? Better that than expect players to understand the carry cap rules.........

Don
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Old May 14th, 2013, 03:53 PM

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Default Re: Unit Loading Problem

In Suhiir's defense, it might be neat if some of the lighter mortars didn't need a 1xx carry capacity.
Maybe one of the many mortar sub-classes could be edited to that effect.

But I suspect that would be a lot of effort for a feature that "might be neat."
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Old May 14th, 2013, 04:35 PM
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Default Re: Unit Loading Problem

Quote:
Originally Posted by AMX View Post
In Suhiir's defense, it might be neat if some of the lighter mortars didn't need a 1xx carry capacity.
Maybe one of the many mortar sub-classes could be edited to that effect.

But I suspect that would be a lot of effort for a feature that "might be neat."
Perhaps if you were to calculate the weight of 50 81mm rounds at ~4.5 kilogrammes each (times 2 or 3 if the element is a section), you would be thinking differently?.

It's about a quarter of a ton, if I have done my sums right.

SP has always let the 3 or 4 crew of each mortar hump all those rounds, as well as the tube, baseplate and bipod plus sights. And their packs, rifles and other paraphernalia too. (The AI simply could not handle dealing with 50 rounds in a separate ammo crate, or parcelled out 2 per guy in the third platoon of the rifle coy the section is attached to).

Andy
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Old May 14th, 2013, 10:11 PM
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Default Re: Unit Loading Problem

Actually in my OOB variant I long ago made all but the really small helos (carry=2) 1xx. No anti-tank or aa-guns to worry about in the USMC OOB.

That's probably why I forgot mortars were "gun" class units.
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Old March 16th, 2014, 12:26 PM
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Default Re: Unit Loading Problem

and mrap rifle company they load problems with sniper team of 2 man (usmc)
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Old March 16th, 2014, 08:52 PM

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Potion Re: Unit Loading Problem

Quote:
Originally Posted by Mobhack View Post
Quote:
Originally Posted by AMX View Post
In Suhiir's defense, it might be neat if some of the lighter mortars didn't need a 1xx carry capacity.
Maybe one of the many mortar sub-classes could be edited to that effect.

But I suspect that would be a lot of effort for a feature that "might be neat."
Perhaps if you were to calculate the weight of 50 81mm rounds at ~4.5 kilogrammes each (times 2 or 3 if the element is a section), you would be thinking differently?.

It's about a quarter of a ton, if I have done my sums right.

SP has always let the 3 or 4 crew of each mortar hump all those rounds, as well as the tube, baseplate and bipod plus sights. And their packs, rifles and other paraphernalia too. (The AI simply could not handle dealing with 50 rounds in a separate ammo crate, or parcelled out 2 per guy in the third platoon of the rifle coy the section is attached to).

Andy
Actually I think you made the case for increasing the carry capacity. As you mentioned we cannot separate the crew and ammo from the weapon so, to be able to transport a mortar team we have to move the whole unit as it is in WINSPMBT.

Otherwise, we would need to fly in the crew and maybe the tube and have the ammo on a separate helo or even two. Which we cannot do. The only option is to get a bigger helo. I guess that is ok.

It is kinda like saying all HMMWVs can carry 4-6 and have a crew of 2 and have a carry of 1xx.
Can we carry a 6 man 60mm mortar sec and its ammo in a single HMMWV that also has a main armament. I do not think so. A HMMWV HMG can carry a driver and 3 passengers and one of them would be manning the HMG.

I changed this in my mod. Now only utility HMMWV and a truck version of the HMMWV has a 1xx carry capacity and all other HMMWVs are carry capcity 4 only.
I had to concede on a 4 carry because we cannot dismount and remount the crew.

Also in this same situation is the M2A3 Bradley, which has squad members as part of the crew.

Anyway, I would (and did) make a utility verson of the light helo and give it a carry o 110 and leave the light helo with its current carry or none.

BTW, this why we all love WinSPBMBT, the ability to adapt and offer changes. Don and Andy, we understand no means no, it doesn't stop us from trying to get a maybe or doin it ourselves.

Thanks again for all you have done and taking all our crap, something a programer really mever needs to do. You could easily make the changes (or none) and be done.

Gooseman2448
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