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 Post subject: Fun Run Frame 5
PostPosted: Fri Jan 23, 2015 1:56 am 
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Joined: Tue Nov 12, 2013 12:08 am
Posts: 77
Ok Buff Pilots I want to know how this will work out for you and if you guys want to try it. I want you guys to use the same fields as last time and make the same approach but just before feet dry turn back and see if we can draw the LW to burn some fuel. I will send two fighter groups to run the LW all over the place giving you guys time to turn back and head in for your target. Now Which target do you want? I will stick escorts with you and move them forward. Hoping once the LW decide to get some go go juice we can have our fighters set cap and wait for their launch to keep them busy.


Commanding Officer
23rd Fighter Group

Hitman


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 Post subject: Re: Fun Run Frame 5
PostPosted: Fri Jan 23, 2015 5:09 am 
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Joined: Thu Nov 21, 2013 10:58 pm
Posts: 341
hitman wrote:
Ok Buff Pilots I want to know how this will work out for you and if you guys want to try it. I want you guys to use the same fields as last time and make the same approach but just before feet dry turn back and see if we can draw the LW to burn some fuel. I will send two fighter groups to run the LW all over the place giving you guys time to turn back and head in for your target. Now Which target do you want? I will stick escorts with you and move them forward. Hoping once the LW decide to get some go go juice we can have our fighters set cap and wait for their launch to keep them busy.

Target #32 would be my preference. Reason it has all industrial buildings that the AIs are really bad at hitting and us humans are good at it.
On the switch back idea if we leave from F110 like last time it leaves us _almost_ no time to do it. My more experienced colleagues have ruled it out as a matter of fact. Instead if we leave from someplace closer say F1 it might be doable and we spend an additional 15 minutes doing the switch back.

I really need my real computer to work out the details which I will not have till late Friday california time. I will post a time hack then.

In the mean time if something better of a plan develops go for it


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 Post subject: Re: Fun Run Frame 5
PostPosted: Fri Jan 23, 2015 6:27 am 
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Joined: Sat Nov 09, 2013 1:30 am
Posts: 187
noflyz wrote:
On the switch back idea if we leave from F110 like last time it leaves us _almost_ no time to do it. My more experienced colleagues have ruled it out as a matter of fact. Instead if we leave from someplace closer say F1 it might be doable and we spend an additional 15 minutes doing the switch back.



This is what I was asking last week. Would like to see it tried if we can fit it in during the frame.


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 Post subject: Re: Fun Run Frame 5
PostPosted: Fri Jan 23, 2015 6:29 am 
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Joined: Sat Nov 09, 2013 1:30 am
Posts: 187
Best place to engage the strippers is mid-channel as the have no ack to run to. Frame 3 that is where we found them. Frame 4 they didn't engage until we were over their ack. Would like to see a buff route that skirted their concentrated ack areas if we're going to attempt to intercept.


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 Post subject: Re: Fun Run Frame 5
PostPosted: Fri Jan 23, 2015 1:21 pm 
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Joined: Sat Nov 09, 2013 5:28 am
Posts: 144
I would like all the fighter groups in advance of the AI group (send in the drones first.)
After the Axis engages the drones (they love drones) let the real bomber guys go in while the Luftwaffe is refueling after glutting themselves on drones.
Allies cap fields.
First sortie Allied fighters stay over the water.


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 Post subject: Re: Fun Run Frame 5
PostPosted: Fri Jan 23, 2015 4:08 pm 
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Joined: Thu Nov 21, 2013 10:58 pm
Posts: 341
Here's what I came up with so far. Let me know what you all think.

Humans are in B17G - 55% fuel 1000lbs GP bombs
AI is in B24s carrying 1600 pounders.

Human flight times should be fairly accurate, AI is +- few minutes

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 Post subject: Re: Fun Run Frame 5
PostPosted: Fri Jan 23, 2015 4:36 pm 
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Joined: Tue Nov 12, 2013 5:25 pm
Posts: 660
Location: Northern Indiana
rulz say no more attacks after T+160

Quote:
1. Start Times - each frame uses the following schedule;
•T-30 - Flight enabled for bombers only - to assemble and form if they so desire.
•T+0 - Flight enabled for all forces.
•T+160 - Last surface attacks completed all a/c must disengage ASAP.
•T+180 - Dark(12:00), all squads must be in tower or land in the dark.


What if we drop at T+155 then head home. All Axis aircraft are then forced to disengage and head home at T+160 same as us.....just that we have another hour of flight to rtb. yes, gaming the game...but is it within the rules? some lites stay on the runway to give us clues in the dark...


coolon
4th Fighter Group

formerly: -=Night Stalkers=- | 44th FS Vampires | Widowmakers


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 Post subject: Re: Fun Run Frame 5
PostPosted: Fri Jan 23, 2015 6:30 pm 
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Joined: Thu Nov 21, 2013 10:58 pm
Posts: 341
Coolon wrote:
rulz say no more attacks after T+160

Quote:
1. Start Times - each frame uses the following schedule;
•T-30 - Flight enabled for bombers only - to assemble and form if they so desire.
•T+0 - Flight enabled for all forces.
•T+160 - Last surface attacks completed all a/c must disengage ASAP.
•T+180 - Dark(12:00), all squads must be in tower or land in the dark.


What if we drop at T+155 then head home. All Axis aircraft are then forced to disengage and head home at T+160 same as us.....just that we have another hour of flight to rtb. yes, gaming the game...but is it within the rules? some lites stay on the runway to give us clues in the dark...


From the Player Rules wrote:
Frame End - at T+160 all surface attacks must end and anything after this time will not be counted. Pilots will be advised to RTB when clear. It is up to each pilot to make sure they are clear.The frame ends at T+180, you must be in tower or near final approach. Because dark is not so dark anymore you will find the wind may pick up or you start to loose pieces of your plane to failures. There is some leeway for longer missions etc but this will be indicated in the planning stages of a frame.


So unless we have the explicit clearance for an approx T+220 touch down, we risk not being to be able to land at all :shock:


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 Post subject: Re: Fun Run Frame 5
PostPosted: Sat Jan 24, 2015 12:46 am 
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Joined: Sun Nov 24, 2013 5:01 pm
Posts: 300
Location: Waldorf, Maryland
Quote:
So unless we have the explicit clearance for an approx T+220 touch down, we risk not being to be able to land at all :shock:


Beats getting slaughtered the same way each frame! Gutsy & should keep it quiet too!


=weis=
8th FG CO


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 Post subject: Re: Fun Run Frame 5
PostPosted: Sat Jan 24, 2015 12:49 am 
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Joined: Sat Nov 09, 2013 12:29 am
Posts: 230
I ran the route today in realtime noflyz, fairly close to your route but a smaller dogleg..more of a doubleback. It gives a time over target @2:00:00 (or 1:40ish with the headstart). Awaiting hitman's reply and I can send it to you...I love the AI proposed routes, it gives em a decision to make!

noflyz check your pm 8-)

:mrgreen:


Sasquatch"
=sqtc=
23rd Fighter Group
CO


"You know you loaded too much fuel only when you see fire" :P


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