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Air repair pad limits

Posted: 01 Oct 2005, 21:07
by Guessmyname
Is there a limit to the number of air repair pads you can have on a unit? I think there was a limit of 64 in OTA. Is it the same in Spring?

Posted: 02 Oct 2005, 00:47
by Gnomre
I'll try a SWTA one with 8 pads on it momentarily and report back to you on that. If it works, hey, at least we know it handles at least 8 :P

Posted: 02 Oct 2005, 00:53
by MrSpontaneous
wait. . .have repair pads been implemented now? as in they work. . .last I understood was that they still did not work. . .just checking. . . :|

Posted: 02 Oct 2005, 04:38
by FolCan
Well I noticed with aircraft theres a button to set the health that they must goto a repair pad at, so its propably implemented

Posted: 02 Oct 2005, 05:57
by GrOuNd_ZeRo
They work, but they usually land on it a little bit odd, I.E. don't care what angle they land on :P

Posted: 02 Oct 2005, 10:02
by SJ
At the moment you can only have 2 since I dont know how one is supposed to detect that there is more than that on a unit.

Posted: 02 Oct 2005, 16:02
by Guessmyname
crap. Some much for the G662 super-carriers repairing loaded craft. You can still transport aircraft normally, like other units (ie by Load/Unload rather than having them land on air repair pads) right? Though I suppose that, if that Health changing via script thing is implemented in the current version of Spring (I can't remember if it is or not) then you could make stuff repair aircraft just by loading them, and forget about air repair pads all together. The only drawback is that no energy is used in repairs (unless you can change how much energy/metal is being used/created by a unit via the script, which would be really handy actually)

Posted: 02 Oct 2005, 21:50
by GrOuNd_ZeRo
it would be nice if landed aircraft could be loaded from the pad into the bay so you could have a carrier that could unload the unit back on the pad so it could take off :)