Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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cola98765 Oct 8, 2023 @ 2:49am
Helicopter construction office is either bugged or really underpowered
I've set up heli CO, so it can maintain the far away oil pumps, but when ordered to do so, the passenger heli will start lifting off, and then the reconstruction order will be removed form CO.

"perhaps it calculated that it can't reach there with passengers" I thought, but no, the distance is just 6000m in straight line, and as we know normal CO have no problem building 3000m away with cars that go 1/3 of the speed.

Also for some reason passenger heli is somehow preferred for many tasks, despite available dedicated cargo ones.

I would love if heli CO had further settings for auto search and actually working on ranges up to like 10km.
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Showing 1-9 of 9 comments
Vimes Oct 8, 2023 @ 3:04am 
Is this similar to what you have noted..?


https://steamcommunity.com/app/784150/discussions/6/3818544339812416230/

It does not seem to be an issue with building, but that of certain repairs.
Last edited by Vimes; Oct 8, 2023 @ 3:06am
cola98765 Oct 8, 2023 @ 5:21am 
Originally posted by Vimes:
Is this similar to what you have noted..?


https://steamcommunity.com/app/784150/discussions/6/3818544339812416230/

It does not seem to be an issue with building, but that of certain repairs.

It does seem to be the same problem.

In your video it's also the case of Mi-8 (passenger heli) trying to get there before it fails.

I thought the problem was with distance, since heli building was able to do part of repairs on the blocks of flats, tho did not see it unload passengers there.
Vimes Oct 8, 2023 @ 6:08am 
Originally posted by cola98765:
Originally posted by Vimes:
Is this similar to what you have noted..?


https://steamcommunity.com/app/784150/discussions/6/3818544339812416230/

It does not seem to be an issue with building, but that of certain repairs.

It does seem to be the same problem.

In your video it's also the case of Mi-8 (passenger heli) trying to get there before it fails.

I thought the problem was with distance, since heli building was able to do part of repairs on the blocks of flats, tho did not see it unload passengers there.

I do not feel that the problem is distance related. Altho I'm not entirely sure on the triggering effect for it to occur.
Perhaps in that video, but also from a wider experience of noting the problem, beyond that shown, it can be that helicopters going to the assigned places to collect the resources needed for the repairs will arrive at the point, start to collect the resource and then teleport back to their designated CO's.
The sites around the building for repair are suitable for helicopter type landing.

I had sent a saved game at that point it was repeatable, with that video accompanying it.
Last edited by Vimes; Oct 8, 2023 @ 9:16am
Silent_Shadow Oct 8, 2023 @ 9:11am 
I've been able to construct entire airports ~10 km away with just helicopter COs, but sometimes they would prefer to bring material instead of workers or mechanisms.
Vimes Oct 8, 2023 @ 9:23am 
There can be some occasions when the CO's just seem to stop in their process of construction....

https://youtu.be/UScFaJMbONs


........having laid the asphalt etc now they seem to be stuck, in fact never continuing the whole construction in the above case.
Silent_Shadow Oct 8, 2023 @ 9:40am 
Are you sure it isn't an issue with the attached helicopter pads? I recall those being bugged (at least when attached to a normal CO back in the day).
Vimes Oct 8, 2023 @ 10:01am 
Point taken :)

BUT, imo, if that was bugged then it should not allow additional helicopters to be connected. They are attached to a helicopter CO.

In the above video you can see three helicopters that are hovering, one should have placed the bulldozer and the other two the workers to complete the road.
They have collected the workers, well one was hovering for such a long time the workers have teleported back home, and the other collected the bulldozer.
But it does not complete, eventually cancelling the construction by helicopter and finishing it by a road CO.

The same helicopter CO had already done the initial road building, as well as constructing the road cargo station and factory connection.

Thee is room to land, already landing with the asphalt.
Silent_Shadow Oct 8, 2023 @ 3:18pm 
It might just be whatever is causing the bug with remote repairs for helicopters, but you really should test it with vanilla assets on a new save to ensure it isn't due to an old save or mod assets.
Vimes Oct 9, 2023 @ 1:47am 
Originally posted by Silent_Shadow:
It might just be whatever is causing the bug with remote repairs for helicopters, but you really should test it with vanilla assets on a new save to ensure it isn't due to an old save or mod assets.


IIRC the game that I sent for testing included a vanilla helicopter CO etc.
However the point you made is most valid and you have reminded me of what should be done.
To that end I have replaced one of my helicopter CO's with a vanilla one and only using vanilla assets.
With another helicopter CO also being replaced with a vanilla one, inc helicopters, to be used for rebuilds.

I did notice, with the concerns of the construction build of the road, the helicopter landing zone only had one green dot. That should not be a problem, especially if the helicopter CO assigns itself to the build. But just a point.
I need to check but I do not think the landing zones "lights" work as yet when manually assigning a build if you do not directly use the CO and assign from there.
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Date Posted: Oct 8, 2023 @ 2:49am
Posts: 9