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 Post subject: Planning Tool
PostPosted: Mon Feb 09, 2015 6:23 pm 
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Joined: Thu Nov 21, 2013 10:58 pm
Posts: 341
Inventory for Field: Dock 4
-------------------------------------
2 BB Vic56 small coastal boat 1000
1 B1 Port base object - TERRAIN SPECIFIC 20000
2 CM Freighter - cargo ship 1500
2 G1 Twin MG position with man. 200
2 EK Large fuel tanks at industry and port locations. 1250
1 C1 DD1 or DD2 Destroyer - capital ship 2000
1 AD Various fortified ammunition storage bunkers at airfields and tactical positions. 1250
2 EF Various very large buildings that store goods at major locations. 3000
1 G2 Small flak position in dirt ring OR medium sandbag ring with MG and man. 200
1 WH Various large buildings that store goods at all locations. 2000

Inventory for Field: Dock 7
-------------------------------------
2 BB Vic56 small coastal boat 1000
2 B1 Port base object - TERRAIN SPECIFIC 20000
2 CM Freighter - cargo ship 1500
2 G1 Twin MG position with man. 200
2 EK Large fuel tanks at industry and port locations. 1250
1 C1 DD1 or DD2 Destroyer - capital ship 2000
1 AD Various fortified ammunition storage bunkers at airfields and tactical positions. 1250
2 EF Various very large buildings that store goods at major locations. 3000
1 G2 Small flak position in dirt ring OR medium sandbag ring with MG and man. 200
1 WH Various large buildings that store goods at all locations. 2000

Inventory for Field: Dock 17
-------------------------------------
1 EI Medium refinery building at industry locations. 4000
1 B1 Port base object - TERRAIN SPECIFIC 20000
2 EK Large fuel tanks at industry and port locations. 1250
2 AD Various fortified ammunition storage bunkers at airfields and tactical positions. 1250
2 EF Various very large buildings that store goods at major locations. 3000
2 EA Various large factory buildings at industry locations. 3000
1 EG Cranes at ports, industry and railway yards - two types. 1000
2 G2 Small flak position in dirt ring OR medium sandbag ring with MG and man. 200

Inventory for Field: Dock 18
-------------------------------------
4 BB Vic56 small coastal boat 1000
2 EG Cranes at ports, industry and railway yards - two types. 1000
4 EF Various very large buildings that store goods at major locations. 3000
1 EA Various large factory buildings at industry locations. 3000
2 WH Various large buildings that store goods at all locations. 2000
2 FD Small fuel tanks at airfields and other locations. 500
2 ET Various large buildings that house troops at airfields, bases and ports. 2000
1 ER Large concrete sub hangars at ports OR dam sections across rivers. 3000
5 CM Freighter - cargo ship 1500
1 G1 Twin MG position with man. 200
1 B1 Port base object - TERRAIN SPECIFIC 20000
1 C1 DD1 or DD2 Destroyer - capital ship 2000

Inventory for Field: SEA Port 14
-------------------------------------
5 PA Parked a/c types - various types specific to terrains. 350
1 CM Freighter - cargo ship 1500
1 B1 Port base object - TERRAIN SPECIFIC 20000
2 G1 Twin MG position with man. 200
1 EG Cranes at ports, industry and railway yards - two types. 1000
2 C1 DD1 or DD2 Destroyer - capital ship 2000
2 HG Airfield Structures of various types and sizes to house aircraft. 2500
1 G2 Small flak position in dirt ring OR medium sandbag ring with MG and man. 200

Inventory for Field: SEA Port 21
-------------------------------------
1 EG Cranes at ports, industry and railway yards - two types. 1000
2 PA Parked a/c types - various types specific to terrains. 350
1 B1 Port base object - TERRAIN SPECIFIC 20000
1 G1 Twin MG position with man. 200
2 EF Various very large buildings that store goods at major locations. 3000

Inventory for Field: Radar 9
-------------------------------------
1 G3 Medium flak postion in dirt ring OR large sandbag ring with wheeled gun. 300
1 G1 Twin MG position with man. 200
1 G0 Large flak gun in sandbag ring. 500
1 RS Radar control building with mast - does not determine radar ingame. 1500
3 RD Square radar mast or circular listening dish - determines radar ingame. 2000
2 ET Various large buildings that house troops at airfields, bases and ports. 2000

Inventory for Field: Radar 28
-------------------------------------
4 RD Square radar mast or circular listening dish - determines radar ingame. 2000
2 ET Various large buildings that house troops at airfields, bases and ports. 2000
2 G1 Twin MG position with man. 200
1 RS Radar control building with mast - does not determine radar ingame. 1500

Inventory for Field: MAF 12
-------------------------------------
2 AD Various fortified ammunition storage bunkers at airfields and tactical positions. 1250
1 WH Various large buildings that store goods at all locations. 2000
4 FD Small fuel tanks at airfields and other locations. 500
2 ET Various large buildings that house troops at airfields, bases and ports. 2000
2 HG Airfield Structures of various types and sizes to house aircraft. 2500
1 G3 Medium flak postion in dirt ring OR large sandbag ring with wheeled gun. 300
2 G2 Small flak position in dirt ring OR medium sandbag ring with MG and man. 200
1 G1 Twin MG position with man. 200
1 G0 Large flak gun in sandbag ring. 500
3 PA Parked a/c types - various types specific to terrains. 350
3 SM Any small structure necessary for base closure. 500

Inventory for Field: MAF 20
-------------------------------------
2 FD Small fuel tanks at airfields and other locations. 500
2 G2 Small flak position in dirt ring OR medium sandbag ring with MG and man. 200
4 SM Any small structure necessary for base closure. 500
1 G0 Large flak gun in sandbag ring. 500
4 CM Freighter - cargo ship 1500
2 ET Various large buildings that house troops at airfields, bases and ports. 2000
4 BB Vic56 small coastal boat 1000
1 C1 DD1 or DD2 Destroyer - capital ship 2000
1 EA Various large factory buildings at industry locations. 3000
2 HG Airfield Structures of various types and sizes to house aircraft. 2500

Inventory for Field: Arty 3
-------------------------------------
1 RD Square radar mast or circular listening dish - determines radar ingame. 2000
1 EY Large concrete blockhouse with gun turrets - in fortified areas. 3000
2 AD Various fortified ammunition storage bunkers at airfields and tactical positions. 1250
1 G1 Twin MG position with man. 200
1 ET Various large buildings that house troops at airfields, bases and ports. 2000
2 EU Various small fortified buildings at airfields or tactical postions. 1500
2 G3 Medium flak postion in dirt ring OR large sandbag ring with wheeled gun. 300
1 C1 DD1 or DD2 Destroyer - capital ship 2000
3 CM Freighter - cargo ship 1500
3 HT Tent and tent hangars. 600

Inventory for Field: Arty 8
-------------------------------------
2 A1 Camo Arty Ring Position representing heavy artillery(above 105mm) 700
1 RD Square radar mast or circular listening dish - determines radar ingame. 2000
2 G3 Medium flak postion in dirt ring OR large sandbag ring with wheeled gun. 300
2 AD Various fortified ammunition storage bunkers at airfields and tactical positions. 1250
1 G1 Twin MG position with man. 200
4 EU Various small fortified buildings at airfields or tactical postions. 1500
1 ET Various large buildings that house troops at airfields, bases and ports. 2000
3 HT Tent and tent hangars. 600

Inventory for Field: Arty 24
-------------------------------------
1 RD Square radar mast or circular listening dish - determines radar ingame. 2000
2 G3 Medium flak postion in dirt ring OR large sandbag ring with wheeled gun. 300
2 AD Various fortified ammunition storage bunkers at airfields and tactical positions. 1250
1 G1 Twin MG position with man. 200
4 EU Various small fortified buildings at airfields or tactical postions. 1500
1 ET Various large buildings that house troops at airfields, bases and ports. 2000
2 EY Large concrete blockhouse with gun turrets - in fortified areas. 3000
3 HT Tent and tent hangars. 600

Inventory for Field: Arty 26
-------------------------------------
2 A1 Camo Arty Ring Position representing heavy artillery(above 105mm) 700
1 RD Square radar mast or circular listening dish - determines radar ingame. 2000
2 G3 Medium flak postion in dirt ring OR large sandbag ring with wheeled gun. 300
2 AD Various fortified ammunition storage bunkers at airfields and tactical positions. 1250
1 G1 Twin MG position with man. 200
1 EU Various small fortified buildings at airfields or tactical postions. 1500
1 ET Various large buildings that house troops at airfields, bases and ports. 2000
1 HQ Any building with special significance. 2000
2 HT Tent and tent hangars. 600

Inventory for Field: Arty 27
-------------------------------------
2 AD Various fortified ammunition storage bunkers at airfields and tactical positions. 1250
3 CM Freighter - cargo ship 1500
1 HQ Any building with special significance. 2000
2 HT Tent and tent hangars. 600
4 EU Various small fortified buildings at airfields or tactical postions. 1500
1 ET Various large buildings that house troops at airfields, bases and ports. 2000
1 RD Square radar mast or circular listening dish - determines radar ingame. 2000
2 G3 Medium flak postion in dirt ring OR large sandbag ring with wheeled gun. 300
1 G1 Twin MG position with man. 200
2 A1 Camo Arty Ring Position representing heavy artillery(above 105mm) 700
1 C1 DD1 or DD2 Destroyer - capital ship 2000

Inventory for Field: Arty 30
-------------------------------------
2 G3 Medium flak postion in dirt ring OR large sandbag ring with wheeled gun. 300
2 AD Various fortified ammunition storage bunkers at airfields and tactical positions. 1250
1 G1 Twin MG position with man. 200
3 HT Tent and tent hangars. 600
1 RD Square radar mast or circular listening dish - determines radar ingame. 2000
2 EY Large concrete blockhouse with gun turrets - in fortified areas. 3000
4 EU Various small fortified buildings at airfields or tactical postions. 1500

Inventory for Field: Arty 31
-------------------------------------
1 A1 Camo Arty Ring Position representing heavy artillery(above 105mm) 700
1 RD Square radar mast or circular listening dish - determines radar ingame. 2000
2 G3 Medium flak postion in dirt ring OR large sandbag ring with wheeled gun. 300
2 AD Various fortified ammunition storage bunkers at airfields and tactical positions. 1250
1 G1 Twin MG position with man. 200
4 EU Various small fortified buildings at airfields or tactical postions. 1500
1 ET Various large buildings that house troops at airfields, bases and ports. 2000
1 HQ Any building with special significance. 2000
2 HT Tent and tent hangars. 600

Inventory for Field: LAF 13
-------------------------------------
4 FD Small fuel tanks at airfields and other locations. 500
4 PA Parked a/c types - various types specific to terrains. 350
1 G3 Medium flak postion in dirt ring OR large sandbag ring with wheeled gun. 300
2 G2 Small flak position in dirt ring OR medium sandbag ring with MG and man. 200
3 SM Any small structure necessary for base closure. 500
1 G0 Large flak gun in sandbag ring. 500
2 HS Various small general structures at all locations. 800
2 G1 Twin MG position with man. 200
2 HG Airfield Structures of various types and sizes to house aircraft. 2500
2 AD Various fortified ammunition storage bunkers at airfields and tactical positions. 1250

Inventory for Field: Base 5
-------------------------------------
1 G2 Small flak position in dirt ring OR medium sandbag ring with MG and man. 200
2 G1 Twin MG position with man. 200
1 HQ Any building with special significance. 2000
1 WH Various large buildings that store goods at all locations. 2000
1 B1 Port base object - TERRAIN SPECIFIC 20000
4 ET Various large buildings that house troops at airfields, bases and ports. 2000
2 AD Various fortified ammunition storage bunkers at airfields and tactical positions. 1250

Inventory for Field: Base 10
-------------------------------------
1 G3 Medium flak postion in dirt ring OR large sandbag ring with wheeled gun. 300
1 G2 Small flak position in dirt ring OR medium sandbag ring with MG and man. 200
2 G1 Twin MG position with man. 200
1 HQ Any building with special significance. 2000
1 WH Various large buildings that store goods at all locations. 2000
1 B1 Port base object - TERRAIN SPECIFIC 20000
4 ET Various large buildings that house troops at airfields, bases and ports. 2000

Inventory for Field: Flak 6
-------------------------------------
2 ET Various large buildings that house troops at airfields, bases and ports. 2000
2 AD Various fortified ammunition storage bunkers at airfields and tactical positions. 1250
2 G3 Medium flak postion in dirt ring OR large sandbag ring with wheeled gun. 300
2 G2 Small flak position in dirt ring OR medium sandbag ring with MG and man. 200
4 G0 Large flak gun in sandbag ring. 500

Inventory for Field: Flak 11
-------------------------------------
2 ET Various large buildings that house troops at airfields, bases and ports. 2000
2 AD Various fortified ammunition storage bunkers at airfields and tactical positions. 1250
2 G3 Medium flak postion in dirt ring OR large sandbag ring with wheeled gun. 300
2 G2 Small flak position in dirt ring OR medium sandbag ring with MG and man. 200
2 G0 Large flak gun in sandbag ring. 500

Inventory for Field: Flak 15
-------------------------------------
2 ET Various large buildings that house troops at airfields, bases and ports. 2000
2 AD Various fortified ammunition storage bunkers at airfields and tactical positions. 1250
2 G3 Medium flak postion in dirt ring OR large sandbag ring with wheeled gun. 300
2 G2 Small flak position in dirt ring OR medium sandbag ring with MG and man. 200
2 G0 Large flak gun in sandbag ring. 500

Inventory for Field: Flak 16
-------------------------------------
2 ET Various large buildings that house troops at airfields, bases and ports. 2000
2 AD Various fortified ammunition storage bunkers at airfields and tactical positions. 1250
2 G3 Medium flak postion in dirt ring OR large sandbag ring with wheeled gun. 300
2 G2 Small flak position in dirt ring OR medium sandbag ring with MG and man. 200
2 G0 Large flak gun in sandbag ring. 500

Inventory for Field: Flak 19
-------------------------------------
2 ET Various large buildings that house troops at airfields, bases and ports. 2000
2 AD Various fortified ammunition storage bunkers at airfields and tactical positions. 1250
2 G3 Medium flak postion in dirt ring OR large sandbag ring with wheeled gun. 300
2 G2 Small flak position in dirt ring OR medium sandbag ring with MG and man. 200
5 G0 Large flak gun in sandbag ring. 500

Inventory for Field: Flak 25
-------------------------------------
2 AD Various fortified ammunition storage bunkers at airfields and tactical positions. 1250
2 G1 Twin MG position with man. 200
2 G0 Large flak gun in sandbag ring. 500
1 RD Square radar mast or circular listening dish - determines radar ingame. 2000
2 ET Various large buildings that house troops at airfields, bases and ports. 2000
1 G2 Small flak position in dirt ring OR medium sandbag ring with MG and man. 200

Inventory for Field: Flak 29
-------------------------------------
3 G3 Medium flak postion in dirt ring OR large sandbag ring with wheeled gun. 300
2 G2 Small flak position in dirt ring OR medium sandbag ring with MG and man. 200
1 G1 Twin MG position with man. 200
2 G0 Large flak gun in sandbag ring. 500
2 ET Various large buildings that house troops at airfields, bases and ports. 2000
2 AD Various fortified ammunition storage bunkers at airfields and tactical positions. 1250

Field - TOT - Bombers Needed
11 - 8500 - 3 - 4
15 - 8500 - 3 - 4
16 - 8500 - 3 - 4
29 - 9000 - 3 - 4
06 - 9500 - 3 - 5
19 - 10000 - 3 - 5
25 - 10100 - 3 - 5
09 - 12500 - 4 - 6
26 - 13400 - 4 - 6
28 - 13900 - 4 - 7
13 - 15600 - 5 - 7
08 - 16500 - 5 - 8
31 - 17200 - 5 - 8
30 - 19100 - 5 - 9
12 - 19450 - 6 - 9
24 - 21100 - 6 - 10
03 - 21600 - 6 - 10
27 - 24400 - 7 - 11
20 - 27900 - 8 - 13
21 - 27900 - 8 - 13
10 - 32900 - 9 - 15
14 - 33850 - 9 - 15
05 - 35100 - 10 - 16
04 - 39350 - 11 - 18
17 - 42400 - 12 - 19
07 - 59350 - 16 - 26
18 - 62700 - 17 - 28
22 - 130650 - 35 - 57


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 Post subject: Re: Planning Tool
PostPosted: Wed Feb 11, 2015 7:53 pm 
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Joined: Fri Nov 08, 2013 12:38 am
Posts: 1470
Nice post Noflyz. I should get you to update our S3 object setting PDF.

Remember you dont need any AAA to close bases and any object that is listed as a link is not required as well. Link objects include things like flagpoles, ww2 memorials, eye candy rather than important targets. There are no trees in this terrain other than the FE clutter and they are listed as a bombable object which again is not required and can be used as other things like rocks etc.


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 Post subject: Re: Planning Tool
PostPosted: Thu Feb 12, 2015 5:15 am 
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Joined: Thu Nov 21, 2013 10:58 pm
Posts: 341
jabo wrote:
Nice post Noflyz. I should get you to update our S3 object setting PDF.

Remember you dont need any AAA to close bases and any object that is listed as a link is not required as well. Link objects include things like flagpoles, ww2 memorials, eye candy rather than important targets. There are no trees in this terrain other than the FE clutter and they are listed as a bombable object which again is not required and can be used as other things like rocks etc.

~S~ thanks sir!

In the above only the G0-G3 are guns. This map does not seem to have link objects. Also before any one asks I compiled this by doing:

.destroyall <field_number>

and then noting down the messages. I then cross referenced this with the New S3 Terrain Object list

and bomb damage values posted by Sleepy in another thread.


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 Post subject: Re: Planning Tool
PostPosted: Thu Feb 12, 2015 10:47 pm 
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Joined: Thu Nov 14, 2013 7:09 pm
Posts: 620
Nice work noflyz :).

/robert
4th FG


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 Post subject: Re: Planning Tool
PostPosted: Fri Feb 13, 2015 1:49 am 
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Joined: Wed Nov 13, 2013 1:14 am
Posts: 1047
Noflyz,

Once again great work. We still need to decide if we going to hit ships or ports. I am sure the fighter escorts will be working over time protecting us. The DAR will give us away and that damn Donkey. I think we should kill it and eat it.


Capt Hawk
CO - The Knights Who Say Ni!


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 Post subject: Re: Planning Tool
PostPosted: Fri Feb 13, 2015 7:08 am 
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Joined: Thu Nov 21, 2013 10:58 pm
Posts: 341
Hawk wrote:
Noflyz,

Once again great work. We still need to decide if we going to hit ships or ports. I am sure the fighter escorts will be working over time protecting us. The DAR will give us away and that damn Donkey. I think we should kill it and eat it.

Sorry have not had a chance to sit down think it over.. here are the static shipping location. except for the F20/21 area the others are groups of no more than 4.

Image


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 Post subject: Re: Planning Tool
PostPosted: Fri Feb 13, 2015 7:41 pm 
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Joined: Thu Nov 21, 2013 10:58 pm
Posts: 341
Flight Data for the TBD.

All tests done with 100% fuel, .75 fuel div and 1200lbs of bombs on board. (12x100) This is a good load out for hitting several boats and cargos.
3x500 is also good and effective against the DDs. Weight of the bombs seem to have no effect on fuel burn. When at WEP1 (30minute, runs out at about 19K) - Fuel burn is 2 gallons a minute, later at 100% throttle 1.8 gallons a minute.

Alt - Will not exceed 21K. Takes about 35 minutes to get up there - speed increases from a takeoff speed of 100mph to 150mph also in roughly 35 minutes. So expect to gain about 1.4mph gain for every minute in flight for the climb. In this test I did not ever level out, just let it fly on auto climb till it ran outa fuel. Later letting her fly at 20k got from 150 to 180mph in about 3 minutes time or so. So that is the max cruise speed once at alt.

Distance total of 226 miles travelled in 97 minutes (ran out of fuel). average speed of 139 on this test. If leveling out after 30 minutes this would have been slightly faster and further. roughly 30miles further.

Dive performance also seems excellent. From 20k I trimmed the nose full down, stick full forward 100% throttle and had a super clean line down. Speeds exceeded 500mph and no issues. was able to pull away cleanly from about 10K. Once out the speed bleeds away rapidly back to 180 or so.

Alt vs Time
Image

Distance vs Time
Image

TAS vs Time
Image


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 Post subject: Re: Planning Tool
PostPosted: Fri Feb 13, 2015 8:32 pm 
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Joined: Wed Nov 13, 2013 1:14 am
Posts: 1047
Noflyz,

So are you thinking about using the TBDs with alt? If so, then lets talk about timing so I can coordinate the escorts. I would like to have one squadron out front, one behind and one in bedded or close to the strikers.

This is a good time for each fighters to speak up and let me know where you think you want to me.

I would like the KoN's, UMM and NS all in one big ass strike. This way the fighters will be able to cover them in hopes of sinking my ships.

What say you all?

<S>


Capt Hawk
CO - The Knights Who Say Ni!


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 Post subject: Re: Planning Tool
PostPosted: Fri Feb 13, 2015 11:35 pm 
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Joined: Sat Nov 09, 2013 3:00 pm
Posts: 672
Location: Florida
Salute!

I like the Tub at medium alt.

Not many of us can hit squat divebombing in the SBD ( or anything else) unless the delay fuze thing works on boats. Even then, we have to get very low.

If we stop climbing at 10K or so, we can pull back throttle and orbit. The worst ack seems to be below 8K.

Gums sends...


"God in your guts, good men at your back, wings that stay on - and Tally Ho!"


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 Post subject: Re: Planning Tool
PostPosted: Sat Feb 14, 2015 1:01 am 
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Posts: 1047
Alright TUBs it is then.

Noflyz, let me know what you all want to hit. As soon as you do, I think the fighters can be assigned. I still need to hear from them where they want to be posted.

I think the 352nd will be good as the forward escorts. The rest, please let me know.


Capt Hawk
CO - The Knights Who Say Ni!


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