Logistics

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Logistics are carried out by means of CTLD - Complete Troops and Logistics Deployment script instead of sling loading cargo around.

Logistical pilots play a vital role in the teams success. In addition to the ability of capturing closed Airbases, FARPS, SAM Sites and Army Bases 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
  • Deploy mobile temporary FARPS (currently lasting until the end of the current session)

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!

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 10km or ~5,4nm 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. Player deployed assets will persist throughout server restart however only for the maximum duration of 6hrs 30minutes.

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. A kub repair crate will reload the missiles and repair any damaged or destroyed units as long as at least one unit is still alive.

Stinger MANPAD's

One manpad crate is needed to establish a stinger / igla infantry. Manpad has three missiles. An ammo truck can keep the manpad supplied with ammo. Stingers cannot be deployed on static ships or anywhere else over the water.

ZSU-23 AAA Emplacement

One crate is needed to establish a fixed ZSU-23 AAA emplacement.

EWR

One EWR crate is needed to establish an Early Warning Radar. This asset comes in handy when there's no friendly AWACS coverage. EWR contributes for the GCI picture. EWR reports found in the F10 radio menu - updated every 6 minutes are subject to EWR coverage. Player deployed EWR's will additionally contribute for the Flanker datalink.

JTAC

JTACs are deployed in the same fashion as EWR's and AAA. Once deployed, it will automatically search for targets, mark them with a blue smoke and laze them one by one. A server message including the coordinates and a lazer-code is sent to your coalition on targets acquired. Line of sight is required. JTAC will prioritize air defenses and will switch targets automatically upon destruction.

Ammo Crates

Ammo crates can be unpacked from two pieces of crates placed in close proximity of each other. Ammo truck will then re-supply stingers, Kub-sites, Silkworms, ZSU-23's and other friendly ground units whit in distance.

Capturing Airfields & FARP's

To capture an airfield or a FARP, all main ground units of that airfield/FARP must be destroyed. When all main units have been destroyed a wave of defenders will spawn in (Last defender group consists of infantry, one manpad and 3 x ZSU-23 AAA emplacements).

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.

Any type of troops will capture an objective.

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 will take effect upon deployment. 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;


PERSIAN GULF & CAUCASUS

  • 2 x trucks
  • 1 x ZSU-23 AAA emplacement
  • 1 x Outpost


SYRIA has a slightly varied layout:

1 x Bunker

1 x Outpost

File:Repair compound Syria.png

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.

How do I repair the carrier group?

Currently the carrier groups have their own home ports which are not indicated on the gadget map. A repair crate or fuel crate can be delivered to those ports. If the port is destroyed, it will deny the repairs, fuel supply and re-spawning of the carrier group. Carrier group repair timers are longer than usual. One repair compound = 2 - 2,5 hrs | Two repair compounds = 1,5 - 2 hrs

Coordinating an AI Bomber Strike

AI-bombers can be called in by reconnaissance airframes.

Warsaw Coalition: TF-51D, L-39ZA Albatross, Yak-52

NATO Coalition: TF-51D, C-101, SA-342M Gazelle

  1. Maintain any altitude and fly within 7km or 3,78nm distance of a enemy airbase, FARP or SAM-site
  2. Capture INTEL via F10 radio menu while inside the maximum intel-capturing radius
  3. Deliver INTEL via F10 radio menu, airframe does not have to be inside the 7km / 3,78nm radius for delivering.
  4. A server message is broadcasted for both coalitions indicating takeoff airfield and a target area allowing the opposition to send in interceptors and offensive team to provide escort.
  5. An AI-bomber; TU-22M3 Backfire-C for Warsaw coalition and B-1B Lancer for NATO coalition will spawn over the closest friendly airbase that is at least 105 km (56.7 nmi) away from its target, climbing to 13000 m (~42600 ft) and accelerating to a speed of around 450 kts (~830 km/h). Flight time between Intel deliver and bombing is typically 10-20 minutes.
  6. Once the bomber will overfly the enemy target area, a script will destroy about 25% of the assets. A server message is broadcasted whether bombing was successful or if the bomber was intercepted.
  7. Bomber is despawned after about 5 minutes of overflying the target area.


You can think of the INTEL gathering as a slots.There's two available at any given time to a coalition. This means one reconnaissance airframe can gather and hold two INTELS at a time for two different targets.Two seperate reconnaissance airframes can each hold one INTEL at a time for two different areas.Once INTEL is delivered, a slot is vacated for you to pick it up for the second time for the same area or for another friendly recon plane to make use of the slot. Only a single bomber enroute is possible per one objective at a time. Delivering INTEL for the second time for the same objective requires the bomber to be either completely destroyed or de-spawned before INTEL can be delivered again. Due to the nature of scripts, a bomber must be completely destroyed in order to successfully intercept it.