Nasty <buzzbeu...@hotmail.com> wrote in message news:u#pLa8gY#GA....@uppssnewspub05.moswest.msn.net...I like to see the ability for someone to "host" a room and set up its parameters. Things like what tags are available, selecting which teams are allies and have the padlock work accordingly, bombers or no bombers, AAA on/off, Realistic/Arcade physics, blackouts/redouts on/off, choice of planes available, ranks allowed....etc..etc..ÂI think having this adjustability would be fantastic and open up a whole new world of possibilities and allow everyone to play as they see fit and find like minded people who enjoy the same style of fights.
Nasty wrote in message ...
Nethawk wrote in message <7b8tv8$f9b$1...@birch.prod.itd.earthlink.net>...
Raaboy
Another idea I'd like: private rooms that could hold up to 50 people
with the type of "configurability" that you talked about.
Then Fighter "Old Farts" Aces (FOFA) could re-live the early,
"glory" days of FA 1.0 when 50 people was a good turnout, and we all
(mostly) got along.
SlowHand (VMF214__xSlow)
Nasty wrote in message ...
Raaboy/vville wrote in message <36D8DD4E...@hotmail.com>...
That is what Confirm KIll will do and CFS now does to an extent.
Raaboy
It would be nice if all the rooms had limited ammo,,anybody can chase
you down and shoot your plane to pieces by leaning on the trigger but
give that same guy limited ammo and he will have to get better or die
tryin
Maj_Pain101
--
Regards,
_65Moose1am
"Takeoffs are optional, but landings are mandatory"
To reply to me use "c" to spell Kamper and not K
Mr. Steelman CEO No Mow Co wrote in message <36DA85...@airmail.net>...
AOD Uncle Buck
Don
On Mon, 01 Mar 1999 07:26:36 -0800, gthiel <gth...@alarismed.com>
wrote:
Don't waste the precision ammo. Do you fly in real now?? I get you mixed
up with that other yak3 pilot;
--
Regards,
_65Moose1am
"Takeoffs are optional, but landings are mandatory"
To reply to me use "c" to spell Kamper and not K
Don Barnard wrote in message <36dc3540....@msnews.microsoft.com>...
TD_FALCON
Don
On Tue, 2 Mar 1999 04:24:29 -0000, "TD_FALCON" <knc...@im3.com>
wrote:
I flew the semi-real room quite a bit until I made general. Now I just
go back occasionally. I do pretty well in there. I had 3 stars once,
and was about 10%-D short of 3 stars one other time. My ratio is about
2.2 to 1, which isn't much different from my arcade ratio.
I saw you in there once that I remember. You were in yak and someone
who just shot you down said something like, "you turned too early
moose". Hehe, I guess you were experimenting. :)
Don
Don't let him get seperation on you. Ie be at the same altitude at the
merge and go straight at the yak3. Do not let him get to either side of
your but instead get very close to him at the merger. You should almost run
into him. If he gets horizontal or verticle seperation on you at the
merge then his ability to get on your six using the early turn will be
improved. If you don't let him get seperation (either by going under or
over you or to either side of you) then he will get a better angle on your
six with the early turn. And don't slow down when you boom and zoom.
Hit and extend for 7k seperation and then and only then turn using an
immelman and put some energy back into the bank for the return engagement.
The yaks are slippery and will do the early turn on you and you will have to
film them and see what they prefer and then predict where they will be and
go for that spot. People are creatures of habit and some pilots will
actually do the very same move every time. Some don't (those are the ones
actually using both sides of their brains and thinking. They are the
dangerous one. Unpredictable! Filming is the key. I keep telling my self
that.
Had one yak3 pilot who was killing me left and right after a few of my
passes. I finally filmed the event after the 5 or 6 death. Man I was tired
that night Slap happy. Anyway after stopping to review the films I
discovered his moves. Took me about 30 min to review the film from both
cockpit view. (his and mine) and again using the external camera view and
the F6 Shift F6 views and then I saw his pattern.
The very next time we went at the merge I predicted where he would go and
fire at that point in space and got my first hits on him in the first pass.
I would have done better but was really too tired to see well. We old farts
get like that when our eyes get tired from lack of sleep over a two day
period.
I also noticed that he would dive when we were about 6 to 5 k apart going
into the merge and that he would do that to do two things: Regain energy
Kinetic type speed to make him a harder target and to help him maneuver
better and to enable him to pull up and do an early turn or immelman faster.
He also was getting that seperation (this time its verticle seperation -- he
went below my plane on the merge) and that would help him get on my six and
get a few pings into my plane thus making me loose wep.
Thought that I would share this knowledge with a good US pony pilot. And
its a good read for the other pilots of fa.
For more info like this go the the FA game tips and read the ACM articles by
Rapier of the zone. For further information on ACM read the Robert L Shaw
book. Its full of useful information
Anyone know what the turn radius of a yak3 is in FA. Shaw said that the
turn radius of a real F4F was 600 ft. I think that is kinda small myself
but that is what he said. 600 ft to 1000ft would be the turn radius of a
FA plane. Wish there was a good way to test this out. Wish someone knew
what the Cornering Velocities of the FA planes were at the different
altitudes.
--
Regards,
_65Moose1am
"Takeoffs are optional, but landings are mandatory"
To reply to me use "c" to spell Kamper and not K
TD_FALCON wrote in message ...
Yep Timing is critical. I don't fly the yak much so I am not as good with
the timing. I know what to do it's just trying to do it :)
It's good to see what the other side is going thru. Heck I even fly the
109K4 and the 190D once in a while to see how they can perform. The plane
that have grown to like is the pony. If you have patience and you like the
setup better than the kill then the pony is a good plane to fly. It will
go higher than the other planes and is faster than any plane on the deck
once its gets going except the 190D and above 35K its the fastest plane if
FA. That means that you can pick and chose when and where you fight. For
some reason I like that about the pony.
I do know that when I fly anyother plane except maybe the 109k4 I get real
nervous when a pony is above me. I never know when that plane is going to
come down on me.
--
Regards,
_65Moose1am
"Takeoffs are optional, but landings are mandatory"
To reply to me use "c" to spell Kamper and not K
Don Barnard wrote in message <36dcef42...@msnews.microsoft.com>...
Don
TD_FALCON
Don Barnard wrote in message <36e075f3...@msnews.microsoft.com>...
>Hmmm... b/z pilots are very predictable, but they seem dangerous
>anyway. Could it be that b/z is relatively easy? :)
>
>Don
>
>On Tue, 2 Mar 1999 12:17:03 -0600, "Confidential"
><Kam...@evansville.net> wrote:
>
Easy is about the way to sum it up. Pretty simple but trying to predit
what a yak3 is going next is hard :)
And getting them to stop chasing me so that I can finally do a reversal is
even harder for some of them. Some of those yak3 sargents will chase me
forever and even try to shoot me at 4K off my tail. Someone please tell the
new guys what the guns ranges are and how long the guns can fire before the
barrels overheat.heheh
Ok longest range for the cannon planes is approx 2200ft out. Maybe a
little further if your shooting downhill. The 30 mm will go to approx
1700ft out in the Me 109K4 and the machine guns will go to approx 1500ft.
The cannons will overheat much faster than the machine guns will. You can
find out more about this at the FA games tips page or the FA museum pages.
Or even by read the book "Fighter Ace Inside Moves" by Ben Chiu. Come
on guys help out a new pilot.
--
Regards,
_65Moose1am
"Takeoffs are optional, but landings are mandatory"
To reply to me use "c" to spell Kamper and not K
Don Barnard wrote in message <36e075f3...@msnews.microsoft.com>...
>Hmmm... b/z pilots are very predictable, but they seem dangerous
>anyway. Could it be that b/z is relatively easy? :)
>
>Don
>
>On Tue, 2 Mar 1999 12:17:03 -0600, "Confidential"
><Kam...@evansville.net> wrote:
>
Bingo!!! We have a winner.
Not that that was any great feat of deductive reasoning. After all,
why else would players like me adopt b/z tactics, Donny? :)
FWIW, I and a couple of Squadron mates in P-51s encountered
Yakovlev_72nd and _puppet flying Yak-3s southeast of the US base D
in BAW the other night. We dove on them from alt (of course) but
found that they had adopted a very good counter to b/z. They flew in
close proximity and while the one being dove on avoided the pass
(easily, I might add), the other maneuvered for a snap shot on the
Boomer. Finally, one of us threw out the anchor on a pass to try to
keep guns on target, and immediately got zapped badly for that
folly. Anyway, after downing one of us, the other P-51s scuttled
away with engine hits to ponder this development.
Are Yak-3 pairs about to become the new "Uber-Plane" of FA? ;)
SlowHand (VMF214__xSlow)
I posted awhile back about a warbirds site that contained the formula for
calculating turn radius from speed and the time it takes to complete a full
circle. Check dejanews if this group is archived, otherwise it will be the
warbirds link closest to the top in the WW2~Links list on my site.
Should just be high school math to take the speed and time and find the
distance around the circle, then find the radius from the circumference..
C=PI*d or C=2PI*r
At http://tailslide.firelight.dynip.com/TurnRates.asp I have a list of some
turn rates in arcade.
So a mustang with flaps has a sustained turn speed of 215 turns at
20deg/sec = 18seconds to turn.
if 1 mile = 5280 ft
215 mph = 1135200 fph / 60min / 60s = ~ 315 ft * 18s = 2pi * r, 5670/2pi
= r = 902 feet.
Without flaps, it turns faster (24deg/sec) but a speed of 240, this comes
out to 926 feet
Hey WOW it actually worked! Lol. If anyone wants to take more
measurements (IE in realistic arena?) I could whip up a program to go
calculate this automatically and generate graphs, etc.
_57_Slide
--
Greg Pringle
Tailslide's Air Combat Site
http://tailslide.firelight.dynip.com
Confidential wrote in message <5TVC2.93$lK2...@news13.ispnews.com>...
Your pretty good their man. Thanks.. Robert Shaw said that it was 600 to
1000ft for the f4f and that is right in there. Thanks. That answers one
question.
Now I will work on wingman seperation while in flight in order to perform
the defensive sandwitch correctly. There is a lot of work to do.
The use of the stopwatch and the Radar's Heading Report is degrees was the
key to that I guess. I remembered that pie are squred but forgot the
formula for the circumfence of a cirle. That was the missing link.
--
Regards,
_65Moose1am
"Takeoffs are optional, but landings are mandatory"
To reply to me use "c" to spell Kamper and not K
Greg Pringle wrote in message ...
Good post on two on two or two on one tactics. Just remember to alway
attack the higher one. :) Also a fakeout works once in a while to throw
off their timing on the evasive moves. If they insist on diving then let
them hit the deck and proceed to find the more dangerous target (one that
play up high) They ones on the deck are not going to bother you when your
up at altitude.
I hope that someday the internet technology will allow us to have real time
voice coms and there there is more and more two on two engagements.
Anyone able to get the BattleCom version 1.2 Beta 2 build 139 to work with
FA right?
--
Regards,
_65Moose1am
"Takeoffs are optional, but landings are mandatory"
To reply to me use "c" to spell Kamper and not K
SlowHand wrote in message
<#IrtUnZZ#GA....@uppssnewspub04.moswest.msn.net>...
Don
On Tue, 2 Mar 1999 20:44:31 -0000, "TD_FALCON" <knc...@im3.com>
wrote:
>Not really in a 400mph+ dive on that small yak is very difficult to hit your
>target especially if you fall for that yak lure to turn hard with flaps and
>by the time you get it slid around on the yak your full of soviet lead. I
>prefer the rinse and repeat method against yaks. Hit and extend, rinse and
>repeat. The only time i normally will engage in a turn fight is after i have
>basically ripped one wing off of the yak and still they turn well LOL
>
>TD_FALCON
>Don Barnard wrote in message <36e075f3...@msnews.microsoft.com>...
>>Hmmm... b/z pilots are very predictable, but they seem dangerous
>>anyway. Could it be that b/z is relatively easy? :)
>>
>>Don
>>
>>On Tue, 2 Mar 1999 12:17:03 -0600, "Confidential"
>><Kam...@evansville.net> wrote:
>>
I'm interested in your findings if they're not "classified"
_57_Slide
--
Greg Pringle
Tailslide's Air Combat Site
http://tailslide.firelight.dynip.com
Confidential wrote in message ...
>Hey Slide:
>
>Your pretty good their man. Thanks.. Robert Shaw said that it was 600
to
>1000ft for the f4f and that is right in there. Thanks. That answers one
>question.
>
>Now I will work on wingman seperation while in flight in order to perform
>the defensive sandwitch correctly. There is a lot of work to do.
>
>The use of the stopwatch and the Radar's Heading Report is degrees was the
>key to that I guess. I remembered that pie are squred but forgot the
>formula for the circumfence of a cirle. That was the missing link.
>
>--
>Regards,
>
>_65Moose1am
>
>"Takeoffs are optional, but landings are mandatory"
>
> To reply to me use "c" to spell Kamper and not K
You guys just want to keep the grapes happy enough so they don't quit.
Kinda like fattening up the thanksgiving turkey. :)
Don
On Wed, 3 Mar 1999 10:19:35 -0700, "SlowHand" <Slow@avl-wnc-dot-com>
wrote:
>Don Barnard wrote:
>>Hmmm... b/z pilots are very predictable, but they
>>seem dangerous anyway. Could it be that b/z is
>>relatively easy? :)
>
>
If i have a teamate my intentions will to be to get them separated . Then i
wont approach them at any speed less than 350mph that will provide for my
easy exit. Being that i have yet to have them take me in a head on in my
Pony your timing and shooting must be without mistake.
The only advantage against them is pure speed. They are very slippery and
hard to hit opponents so fighting them on my part requires alot of patience.
I boom in try to lay some lead on them and exit there gun range. I stick to
this type of battle because if you blink an eye and try to turn with them,
most times you wont survive these yaksters cannon fire.
They are both very dangerous opponents and require extreme caution and
marksmanship to send them down in their parachutes. These two are awsome
yaksters!!!
TD_FALCON
SlowHand wrote in message
<#IrtUnZZ#GA....@uppssnewspub04.moswest.msn.net>...
--
Regards,
_65Moose1am
"Takeoffs are optional, but landings are mandatory"
To reply to me use "c" to spell Kamper and not K
Greg Pringle wrote in message
<#zTmltdZ#GA....@uppssnewspub05.moswest.msn.net>...
>
> Remember radius is half the diameter so 1900ft would put you on each
>other's turning circles in a sustained turn. Engaging full speed should
put
>you farther apart, I'd try 2500ft apart in the pony to start.
>
> I'm interested in your findings if they're not "classified"
>
> _57_Slide
>
>--
>Greg Pringle
>Tailslide's Air Combat Site
>http://tailslide.firelight.dynip.com
>
>
>
>Confidential wrote in message ...
>>Hey Slide:
>>
>>Your pretty good their man. Thanks.. Robert Shaw said that it was 600
>to
>>1000ft for the f4f and that is right in there. Thanks. That answers
one
>>question.
>>
>>Now I will work on wingman seperation while in flight in order to perform
>>the defensive sandwitch correctly. There is a lot of work to do.
>>
>>The use of the stopwatch and the Radar's Heading Report is degrees was the
>>key to that I guess. I remembered that pie are squred but forgot the
>>formula for the circumfence of a cirle. That was the missing link.
>>
>>--
>>Regards,
>>
>>_65Moose1am
>>
>>"Takeoffs are optional, but landings are mandatory"
>>
>> To reply to me use "c" to spell Kamper and not K
Don
On Thu, 4 Mar 1999 04:16:21 -0000, "TD_FALCON" <t_d...@xoommail.com>
wrote:
What can I say we went head on and the yak won lol.
Good fight Don.
TD_ChesterField.
Don Barnard wrote in message <36e09674...@msnews.microsoft.com>...
OK, I was laying it on a bit thick .... *BUT*, _puppet and
Yakovlev_72nd were using team tactics that I thought were very
effective. As a (as you well know) weaker VMF214 pilot, I've been
worrying for a while that SU flyers would start adopting the types
of pairs tactics _puppet and Yakovlev_72nd exhibited.
SlowHand (VMF214__xSlow=)
Junk that HP computer and the Crystal sound card. After you replace
them with a more "standard" rig, hopefully we'll see you dogfighting
more, instead of "fighting" your computer all the time. :)
Wishing you the Best,
SlowHand
Confidential wrote:
><snip> Now as for the Defensive Sandwitch move we
I heard DX6.1 can be hard to uninstall too. Bummer.
Hope u r flying soon.
Separation between wingmen will help any plane..
What page of Shaw's is the Defensive Sandwitch on?
Mmmmmmmm... sandwich... (drool)
You must of overlooked this.
zaple
SlowHand wrote in message ...
Don
On Thu, 4 Mar 1999 10:53:23 -0800, "zaple" <za...@NOSPAMearthlink.net>
wrote:
I went head to head with a hurri last night also, and lost, but I did
kill his engine. Unfortunately he was close enough to his base to
glide in. :)
Don
On Thu, 04 Mar 1999 14:40:18 GMT, "TD_ChesterField"
<te...@shaw.wave.ca> wrote:
>Yes Don beat me in a yak and I was in a spit hat 10 k or so, right beside
>(where else?) the SU base.
>
>What can I say we went head on and the yak won lol.
>
>Good fight Don.
>
>TD_ChesterField.
>
>
>Don Barnard wrote in message <36e09674...@msnews.microsoft.com>...
>>You haven't flown against me lately. Just ask TD_Chesterfield about
>>how I beat him in a headon when he was flying a spit14. :)
>>
>>Don
>>
Don Barnard wrote in message <36e318bf...@msnews.microsoft.com>...
>I've been doing headons a lot lately. It's a goof to win them, and I
>don't feel bad when I lose because I don't expect to win. hehe
>
>I went head to head with a hurri last night also, and lost, but I did
>kill his engine. Unfortunately he was close enough to his base to
>glide in. :)
That would have put you inside of the AAA guns then right? ;-)
Don
On Thu, 4 Mar 1999 16:51:10 -0700, "Wulff_Mskt" <rkir...@micron.net>
wrote: