We have implemented loadout restrictions based on the deployed shelter at a location along with carriage limits, and rate limits.
Destroying an enemy shelter will necessitate a repair delivery to the location, a player to deploy a new shelter, and wait for the build timer to complete. For a level 3 shelter and associated weapons, this generates at minimum a 30 minute window of opportunity and reduced risk.
You must validate your loadout before departure, or you may lose your life and be returned to spectators.
We automatically run the loadout validation when you start moving (fixed wing) or when you takeoff (rotary wing).
Rotary wing get a 20 second grace period to land before they are kicked to spectators.
If you wish to manually validate your loadout, simply use the F10 command F10 (Other) -> F1 (Status) -> F4 (Validate)
Shelter based restrictions operate based on the presence of a shelter at a given location.
You do not need to worry about these as the shelter will add or remove items from the inventory of the airbase directly - if you can rearm using the ground crew, you will not be impacted in any way
When no shelter is present, smart weapons will not be available, such as:
Due to the potential abuse of some weapons and their unlimited supply we have implemented a combination of carriage limits (the number on any given departure) and rate limiting (the number over time)
At present, this targets more significant items, such as HARMs that result in a war of attrition of who can put out the most SAMs and who can launch the most HARMs / TALDs that severley degrade the enjoyment aspects of the server.
These are both personal and only affect you and not the rest of your team
The carriage limit is a simple maximum number of that weapon you can load on any given flight
On departure (wheels up), you will initiate a countdown on all cool-down restricted weapons for when that item will be back “in-stock”.
This is a personal cool down, and independent of your base of departure.
Example:
Weapon | Carriage Limit | Quantity | Duration (minutes) | Notes |
---|---|---|---|---|
AGM-88 | 4 | 6 | 60 |
We can carry a maximum of 4 on any given sortie, and a maximum usage of 6 in any 60 minute period.
Time | Event | Quantity Available |
---|---|---|
00:00 | Spawn / Spool up | 6 |
00:01 | Takeoff with 4 (take 4 from stock) | 2 |
00:10 | Launch 2 (or jettison) | 2 |
00:20 | Land with 2 (restock 2) | 4 |
00:30 | Takeoff with 4 (take 4 from stock) | 0 |
01:01 | (regen from first takeoff) | 2 |
01:30 | (regen from second takeoff) | 6 |
If you do not return to base with the stores, such as crashing, jettisoning them etc. you will have to wait their regen period.
Category/Weapon | Weapon | Carriage Limit | Quantity | Duration (minutes) | Notes |
---|---|---|---|---|---|
TALD | ADM-141A | 8 | 60 | ||
SOW | 6 | 60 | SAM Draining | ||
AGM-154 | JSOW C (Unitary) TALD | ||||
AGM-154A | JSOW A (CBU) TALD | ||||
AGM-84H | SLAM-ER | ||||
CM-802AKG | |||||
APKWS | 14 | unlimited | |||
AGR_20A | APKWS are effectively TALDs, limited to 2 pods of 7 | ||||
AGR_20_M282 | APKWS are effectively TALDs, limited to 2 pods of 7 | ||||
AGM-84D | 2 | 4 | 60 | AshM | |
C-802AK | 2 | 4 | 60 | AshM | |
CBU-105 | 4 | 60 | Highly Destructive | ||
Rb 04E | 2 | 4 | 60 | AshM | |
Rb 15F | 2 | 4 | 60 | AshM |