High Altitude Sweep Rant

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Sardaukar
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RE: High Altitude Sweep Rant

Post by Sardaukar »

ORIGINAL: witpqs

ORIGINAL: Sardaukar

ORIGINAL: michaelm

Single-engine aircraft flying at higher than 80% of their maximum altitude (as stated in the scenario file) will cause more additional fatigue on their pilots as they enter combat. The fatigue is based on distance flown from its base to the point of combat.
Not sure when this changed from the original fixed 25K setting to a more variable one.

The extra fatigue should impact the pilot skill in following combat.

If I was building a scenario, I would use the maximum EFFECTIVE COMBAT ceiling as the max. The max ceiling is not used really for anything but combat, IIRC.

Hi,

Could you check that planes flying high would actually gain meaningful amount of extra fatigue? It doesn't seem to be very large amount, but I haven't really tested it. It might be worth adjusting the fatigue amounts up, since really high-flying was apparently really stressing for pilot in single-engined fighters.

I think he's saying that he did just check the code...

Not really...[:'(] I'd be happy if he double checked it actually works, because I don't think people are seeing that much extra fatigue when strato-sweeping... Might be worth of upping the fatigue penalty bit or check that it works as supposed. [8D]
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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RE: High Altitude Sweep Rant

Post by TheElf »

ORIGINAL: herwin

ORIGINAL: Andrew Brown

ORIGINAL: michaelm
If I was building a scenario, I would use the maximum EFFECTIVE COMBAT ceiling as the max. The max ceiling is not used really for anything but combat, IIRC.

I agree but the trick is to obtain the data...

Andrew

500 ft/minute climb is usually used as the combat ceiling. Service ceiling is 100 ft/minute climb. You derive this from the engine chart. Rate of climb is proportional to power available once you have enough lift to stay airborne. I did the necessary computations once for a collection of aircraft including the F4F3, F4F4, F4U1, and F6F3, but my analysis notebook is no longer available to me. For a quick approximation, use the service ceiling to get the power available at that altitude and then back down in altitude until the increase in engine power gives you five times the power available.
this sounds pretty random....
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RE: High Altitude Sweep Rant

Post by TheElf »

ORIGINAL: mbatch729

Ok, been away from the forums for a while, but understand from my opponent that there is debate going on about high altitude sweeps. Below is a typical result from our game. And even though the results say 12 lost, it was actually 20. His high altitude sweeps are KILLING my fighters. The below group average experience was 77. I've had similar results against groups that have 85-90 experience. Plenty of air support/supplies/etc at the bases. I'm to the point of grounding all my fighters. No point in putting up CAP...

Morning Air attack on Magwe , at 57,47
Weather in hex: Clear sky

Raid spotted at 38 NM, estimated altitude 39,000 feet.
Estimated time to target is 9 minutes

Japanese aircraft
A6M2 Zero x 21
Allied aircraft
Hurricane IIb Trop x 16
Japanese aircraft losses
A6M2 Zero: 12 destroyed
Aircraft Attacking:
6 x Hurricane IIb Trop sweeping at 36000 feet *
CAP engaged:
Kanoya Ku S-1 with A6M2 Zero (21 airborne, 0 on standby, 0 scrambling)
21 plane(s) intercepting now.
Group patrol altitude is 32810
Raid is overhead
yup, your opponent is gamin the system.
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TheElf
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RE: High Altitude Sweep Rant

Post by TheElf »

ORIGINAL: Czert

Is here spoting chance afected by altitude ? I think IRL if we have two sweeps and one is at 10k and second at 30k, then 10k have much better chance of seeing upper bandints that oposite side ( trails in higher altitudes, and higher planes dont fly in sun forever :) ) . Yes, altitude gives you great advantage in combat, but you must spoot your enemies fist.
So, in effect, if lower sweep have plane with nice climb rate, it can make life harder for upper ones.

20k feet is 3.3 nautical miles. It isn't as far as you think. Trust me.
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RE: High Altitude Sweep Rant

Post by TheElf »

ORIGINAL: herwin

ORIGINAL: Andrew Brown

ORIGINAL: michaelm
If I was building a scenario, I would use the maximum EFFECTIVE COMBAT ceiling as the max. The max ceiling is not used really for anything but combat, IIRC.

I agree but the trick is to obtain the data...

Andrew

500 ft/minute climb is usually used as the combat ceiling. Service ceiling is 100 ft/minute climb. You derive this from the engine chart. Rate of climb is proportional to power available once you have enough lift to stay airborne. I did the necessary computations once for a collection of aircraft including the F4F3, F4F4, F4U1, and F6F3, but my analysis notebook is no longer available to me. For a quick approximation, use the service ceiling to get the power available at that altitude and then back down in altitude until the increase in engine power gives you five times the power available.
Not to mention that all your hard research would essentially amount to about a 20-30% reduction across the board. Relative performance gaps would be unchanged...result more of the same. Feel free to do the leg work if you don't believe me.

Good try.
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RE: High Altitude Sweep Rant

Post by TheElf »

ORIGINAL: Sardaukar

One could probably get some ROC vs Alt comparisons from IL-2 Sturmovik help program called IL2 Wingman. But of course not all may accept the stats from that simulator. 
We could also write code for a combat flight simulator...
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RE: High Altitude Sweep Rant

Post by TheElf »

ORIGINAL: USS America

Even if that level of detail is taken into account by the code, to the player it is all abstracted.  If you really want to see the air battle unfold like that, you need to look at a tactical game, instead of a Grand Strategic one.  The detail in AE is unbelievable, but it can't be that detailed and still encompass the entire Pacific.
Bingo, we have a winner...read point of diminishing returns to the player...where do we draw the line?
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RE: High Altitude Sweep Rant

Post by TheElf »

ORIGINAL: mbatch729

Ok, been away from the forums for a while, but understand from my opponent that there is debate going on about high altitude sweeps. Below is a typical result from our game. And even though the results say 12 lost, it was actually 20. His high altitude sweeps are KILLING my fighters. The below group average experience was 77. I've had similar results against groups that have 85-90 experience. Plenty of air support/supplies/etc at the bases. I'm to the point of grounding all my fighters. No point in putting up CAP...

Morning Air attack on Magwe , at 57,47
Weather in hex: Clear sky

Raid spotted at 38 NM, estimated altitude 39,000 feet.
Estimated time to target is 9 minutes

Japanese aircraft
A6M2 Zero x 21
Allied aircraft
Hurricane IIb Trop x 16
Japanese aircraft losses
A6M2 Zero: 12 destroyed
Aircraft Attacking:
6 x Hurricane IIb Trop sweeping at 36000 feet *
CAP engaged:
Kanoya Ku S-1 with A6M2 Zero (21 airborne, 0 on standby, 0 scrambling)
21 plane(s) intercepting now.
Group patrol altitude is 32810
Raid is overhead
did you have radar?
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RE: High Altitude Sweep Rant

Post by Nomad »

ORIGINAL: mbatch729

Ok, been away from the forums for a while, but understand from my opponent that there is debate going on about high altitude sweeps. Below is a typical result from our game. And even though the results say 12 lost, it was actually 20. His high altitude sweeps are KILLING my fighters. The below group average experience was 77. I've had similar results against groups that have 85-90 experience. Plenty of air support/supplies/etc at the bases. I'm to the point of grounding all my fighters. No point in putting up CAP...

Morning Air attack on Magwe , at 57,47
Weather in hex: Clear sky

Raid spotted at 38 NM, estimated altitude 39,000 feet.
Estimated time to target is 9 minutes

Japanese aircraft
A6M2 Zero x 21
Allied aircraft
Hurricane IIb Trop x 16
Japanese aircraft losses
A6M2 Zero: 12 destroyed
Aircraft Attacking:
6 x Hurricane IIb Trop sweeping at 36000 feet *
CAP engaged:
Kanoya Ku S-1 with A6M2 Zero (21 airborne, 0 on standby, 0 scrambling)
21 plane(s) intercepting now.
Group patrol altitude is 32810
Raid is overhead

Have you tried putting Oscar Ics on CAP? They have a 2500 foot altitude advantage on Hurricane IIbs and out maneuver them. At least they shouldn't get dived on.
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TheElf
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RE: High Altitude Sweep Rant

Post by TheElf »

ORIGINAL: Nomad

ORIGINAL: mbatch729

Ok, been away from the forums for a while, but understand from my opponent that there is debate going on about high altitude sweeps. Below is a typical result from our game. And even though the results say 12 lost, it was actually 20. His high altitude sweeps are KILLING my fighters. The below group average experience was 77. I've had similar results against groups that have 85-90 experience. Plenty of air support/supplies/etc at the bases. I'm to the point of grounding all my fighters. No point in putting up CAP...

Morning Air attack on Magwe , at 57,47
Weather in hex: Clear sky

Raid spotted at 38 NM, estimated altitude 39,000 feet.
Estimated time to target is 9 minutes

Japanese aircraft
A6M2 Zero x 21
Allied aircraft
Hurricane IIb Trop x 16
Japanese aircraft losses
A6M2 Zero: 12 destroyed
Aircraft Attacking:
6 x Hurricane IIb Trop sweeping at 36000 feet *
CAP engaged:
Kanoya Ku S-1 with A6M2 Zero (21 airborne, 0 on standby, 0 scrambling)
21 plane(s) intercepting now.
Group patrol altitude is 32810
Raid is overhead

Have you tried putting Oscar Ics on CAP? They have a 2500 foot altitude advantage on Hurricane IIbs and out maneuver them. At least they shouldn't get dived on.
It's important to note in the interest of Historical accuracy that Magwe is in Burma which would/should fall under IJAAF jurisdiction. IF you are interested in replicating historical matchups. Just sayin...
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RE: High Altitude Sweep Rant

Post by TheElf »

ORIGINAL: TheElf

ORIGINAL: mbatch729

Ok, been away from the forums for a while, but understand from my opponent that there is debate going on about high altitude sweeps. Below is a typical result from our game. And even though the results say 12 lost, it was actually 20. His high altitude sweeps are KILLING my fighters. The below group average experience was 77. I've had similar results against groups that have 85-90 experience. Plenty of air support/supplies/etc at the bases. I'm to the point of grounding all my fighters. No point in putting up CAP...

Morning Air attack on Magwe , at 57,47
Weather in hex: Clear sky

Raid spotted at 38 NM, estimated altitude 39,000 feet.
Estimated time to target is 9 minutes

Japanese aircraft
A6M2 Zero x 21
Allied aircraft
Hurricane IIb Trop x 16
Japanese aircraft losses
A6M2 Zero: 12 destroyed
Aircraft Attacking:
6 x Hurricane IIb Trop sweeping at 36000 feet *
CAP engaged:
Kanoya Ku S-1 with A6M2 Zero (21 airborne, 0 on standby, 0 scrambling)
21 plane(s) intercepting now.
Group patrol altitude is 32810
Raid is overhead
did you have radar?
Couple of quick hard facts.

Hurricane IIB
Max Ceiling 36,000
Critical Altitude 1185hp @ 21,000' (with 2 stage supercharger)
Topspeed at Crit Alt = 340 mph
MVR from data base above 31k' = 14
Armament= 12 Browning .303 MG firing ~1200rpm


weight of fire 480 rounds in a 2 sec burst = 12.7 lbs of lead assuming the round is 180 grain (12 gr) SP

A6M2 Model 21
Max Ceiling 32,810'
Critical Altitude 950hp @ 16,000' (No supercharger)
Topspeed at Crit Alt = 331 mph @ 20,000' (Do not EXCEED speeds range from 391 to 410mph depending)
MVR from data base above 31k' = 10


Armament: essentially 2 browning .303s though I believe ROF is lower in IJ versions Weight of fire for 2 in a 2 sec burst 1/6th of the Hurricane so 2.1 lbs.
2 type 99 Mk2 Cannon with varying ROF depending on Model but for argument sake an Average of 505 rpm is realistic throwing 8.4 rounds ea or 17 rounds total in a 2 sec burst: Total Weight in 2 sec burst. 4.6 lbs (assuming all 17 20mm rounds hit in that burst)

Total weight 6.7 lbs or roughly half the weight thrown by the Hurricane.


Interesting note: Power to Mass for the Hurri is .15 hp/lb while the Model 21 is .18 hp/lb


At altitudes above 31k' the Hurricane enjoys a MVR advantage owing primarily to it's higher Critical altitude relative to the Zeke 21 which begins to see degraded engine/power performance at 16,000' compared to the Hurricane at 21,000'. The MkIIb throws twice as much lead in a 2 sec burst at arguably a much more fragile aircraft, and THAT assumes the Zeke is landing all it's 7.7mm ammo AND all 17 of the 20mm shells it can pump out in 2 sec. So room to lower probable ACTUAL Weight. Of course we are also assuming all 480 rounds from teh 12 .303s in the Hurri are hitting too, but you get my point...

Topspeed also goes to the Hurri, but by OUR stats that edge is only 10 mph. I've seen Tests of A6M2 21s that cite 321mph as it's level best at critical altitude. Any airspeed advantage in the code as it is written, even a small one like this will translate in at least a slight MVR modifier in favor of the faster Aircraft.

Oh and you are at your max ceiling while the Hurris are above you.

Oh, and the code does not make British pilots attempt to turn with Zekes as they did IRL. So you don't have THAT working for you either...

Your opponent's Hurri unit is actually a fairly experienced unit at 65, I bet there are a couple pipe hitting Battle of Britain Vets in there. The LDR is mostly average in all categories, except he seems to be a pretty aggressive fighter leader. Watch out!

ADVANTAGE????
Topspeed: Slight, but Hurri
MVR: Hurri (at this altitude)
Firepower/accuracy: Hurri
Durability: Hurri
Altitude: Hurri (in this case)
Power/mass: Probably the Hurri given a 2 stage supercharger but slight I'm guessing

EXP would seem to be your only advantage in this case, unless you can provide more info.
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RE: High Altitude Sweep Rant

Post by Sardaukar »

ORIGINAL: TheElf

ORIGINAL: Sardaukar

One could probably get some ROC vs Alt comparisons from IL-2 Sturmovik help program called IL2 Wingman. But of course not all may accept the stats from that simulator. 
We could also write code for a combat flight simulator...

Good point....[:D] But at least someone has done it, even though I think Oleg was bit biased. [8D]
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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RE: High Altitude Sweep Rant

Post by Sardaukar »

I wonder if there is anything to be done to have people fly fighters at realistic altitudes...apart from house rules.

I'd vote increasing the fatigue penalty for both pilot and planes when flying at highest 20%-25% of max. ceiling.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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RE: High Altitude Sweep Rant

Post by jomni »

This wouldn't have happened if we let the computer do the tactical planning.  Because of all the micromanagement in the game, this will definitely lead into funny stuff.  I'm all for a simpler WITP game in the future with lots of "realistic abstractions".  Devs pls take note. Lol!

But face it, in the game the Hurricane is better than the Zero at those altitudes. And why should you limit your oppenent from engagning in the tactic just because it wasn't done historically? Best is to keep your Zeros grounded, or bomb his airfield at night when his pilots are sleeping in their planes. You just need to be as creative as your opponent and not complain about game mechanics. It's a game afterall so it should be gamey.
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RE: High Altitude Sweep Rant

Post by herwin »

ORIGINAL: TheElf
ORIGINAL: herwin

ORIGINAL: Andrew Brown




I agree but the trick is to obtain the data...

Andrew

500 ft/minute climb is usually used as the combat ceiling. Service ceiling is 100 ft/minute climb. You derive this from the engine chart. Rate of climb is proportional to power available once you have enough lift to stay airborne. I did the necessary computations once for a collection of aircraft including the F4F3, F4F4, F4U1, and F6F3, but my analysis notebook is no longer available to me. For a quick approximation, use the service ceiling to get the power available at that altitude and then back down in altitude until the increase in engine power gives you five times the power available.
this sounds pretty random....

Discussed in 405ff of von Mises, Theory of Flight, which has the advantage of being published in 1959 based on WWII experience.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
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RE: High Altitude Sweep Rant

Post by herwin »

ORIGINAL: TheElf

ORIGINAL: Czert

Is here spoting chance afected by altitude ? I think IRL if we have two sweeps and one is at 10k and second at 30k, then 10k have much better chance of seeing upper bandints that oposite side ( trails in higher altitudes, and higher planes dont fly in sun forever :) ) . Yes, altitude gives you great advantage in combat, but you must spoot your enemies fist.
So, in effect, if lower sweep have plane with nice climb rate, it can make life harder for upper ones.

20k feet is 3.3 nautical miles. It isn't as far as you think. Trust me.

F4F Vterm was 725 ft/sec.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
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RE: High Altitude Sweep Rant

Post by castor troy »

ORIGINAL: TheElf

ORIGINAL: TheElf

ORIGINAL: mbatch729

Ok, been away from the forums for a while, but understand from my opponent that there is debate going on about high altitude sweeps. Below is a typical result from our game. And even though the results say 12 lost, it was actually 20. His high altitude sweeps are KILLING my fighters. The below group average experience was 77. I've had similar results against groups that have 85-90 experience. Plenty of air support/supplies/etc at the bases. I'm to the point of grounding all my fighters. No point in putting up CAP...

Morning Air attack on Magwe , at 57,47
Weather in hex: Clear sky

Raid spotted at 38 NM, estimated altitude 39,000 feet.
Estimated time to target is 9 minutes

Japanese aircraft
A6M2 Zero x 21
Allied aircraft
Hurricane IIb Trop x 16
Japanese aircraft losses
A6M2 Zero: 12 destroyed
Aircraft Attacking:
6 x Hurricane IIb Trop sweeping at 36000 feet *
CAP engaged:
Kanoya Ku S-1 with A6M2 Zero (21 airborne, 0 on standby, 0 scrambling)
21 plane(s) intercepting now.
Group patrol altitude is 32810
Raid is overhead
did you have radar?
Couple of quick hard facts.

Hurricane IIB
Max Ceiling 36,000
Critical Altitude 1185hp @ 21,000' (with 2 stage supercharger)
Topspeed at Crit Alt = 340 mph
MVR from data base above 31k' = 14
Armament= 12 Browning .303 MG firing ~1200rpm


weight of fire 480 rounds in a 2 sec burst = 12.7 lbs of lead assuming the round is 180 grain (12 gr) SP

A6M2 Model 21
Max Ceiling 32,810'
Critical Altitude 950hp @ 16,000' (No supercharger)
Topspeed at Crit Alt = 331 mph @ 20,000' (Do not EXCEED speeds range from 391 to 410mph depending)
MVR from data base above 31k' = 10


Armament: essentially 2 browning .303s though I believe ROF is lower in IJ versions Weight of fire for 2 in a 2 sec burst 1/6th of the Hurricane so 2.1 lbs.
2 type 99 Mk2 Cannon with varying ROF depending on Model but for argument sake an Average of 505 rpm is realistic throwing 8.4 rounds ea or 17 rounds total in a 2 sec burst: Total Weight in 2 sec burst. 4.6 lbs (assuming all 17 20mm rounds hit in that burst)

Total weight 6.7 lbs or roughly half the weight thrown by the Hurricane.


Interesting note: Power to Mass for the Hurri is .15 hp/lb while the Model 21 is .18 hp/lb


At altitudes above 31k' the Hurricane enjoys a MVR advantage owing primarily to it's higher Critical altitude relative to the Zeke 21 which begins to see degraded engine/power performance at 16,000' compared to the Hurricane at 21,000'. The MkIIb throws twice as much lead in a 2 sec burst at arguably a much more fragile aircraft, and THAT assumes the Zeke is landing all it's 7.7mm ammo AND all 17 of the 20mm shells it can pump out in 2 sec. So room to lower probable ACTUAL Weight. Of course we are also assuming all 480 rounds from teh 12 .303s in the Hurri are hitting too, but you get my point...

Topspeed also goes to the Hurri, but by OUR stats that edge is only 10 mph. I've seen Tests of A6M2 21s that cite 321mph as it's level best at critical altitude. Any airspeed advantage in the code as it is written, even a small one like this will translate in at least a slight MVR modifier in favor of the faster Aircraft.

Oh and you are at your max ceiling while the Hurris are above you.

Oh, and the code does not make British pilots attempt to turn with Zekes as they did IRL. So you don't have THAT working for you either...

Your opponent's Hurri unit is actually a fairly experienced unit at 65, I bet there are a couple pipe hitting Battle of Britain Vets in there. The LDR is mostly average in all categories, except he seems to be a pretty aggressive fighter leader. Watch out!

ADVANTAGE????
Topspeed: Slight, but Hurri
MVR: Hurri (at this altitude)
Firepower/accuracy: Hurri
Durability: Hurri
Altitude: Hurri (in this case)
Power/mass: Probably the Hurri given a 2 stage supercharger but slight I'm guessing

EXP would seem to be your only advantage in this case, unless you can provide more info.


excellent explanation. The problem (if you want to call it problem) in the game is that you can reverse this result easily with using the exact same two units but have the Zeroes 50ft higher than the Hurricanes. 20:0 kill rates aren´t the norm, but having my P-38 constantly achieving something like 10:1 is the norm for me. I guess with the Zeroes 50ft higher than the Hurricanes you wouldn´t get a 20:0 for the Zeroes but the difference to the 20:0 for the Hurricanes would be enormous. I would bet the Zeroes would come out as the winner.

And that is the problem with the game. The real life explanation is a nice read and surely correct, applied to the game... well, a better advise would be to say: "just get your fighters 50ft higher than your enemies". But it´s like you´ve said, it´s gaming the system. But the main reason for the 20:0 was the dive. My P-38 at best get a 1:1 against Tojos, Zekes, Oscars, Tonies, Jacks if you don´t get the dive, with the dive, say good bye to the Japanese. And yes, give the Tojos, Zekes, Oscars,... the dive and say good bye to the P-38.

One more thing is of course to say it´s gaming the system while on the other hand to say it´s working and giving a real life explanation. Not all but a hell a lot people ended up in the spiral going up and up and up and up until everyone ended up at the fighters ceiling because these people thought the dive is all they want. So it seems there must be something behind the dive being so powerful (uber IMO when you change a 10:1 into a 1:1 for example). And most oftne you get the never ending dive, which is what leads to these massacres. No problem with a bounce when higher fighters take out two or three suprised enemies, taking out whole squadrons with a never ending dive seems a bit out of whack.
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RE: High Altitude Sweep Rant

Post by herwin »

@TheElf

I don't disagree with you, but there are other factors:

1. As noted, fatigue.
2. Look down with eyeballs is even less effective than look down with radar. Eyeballs can't pick up doppler. Sure, you can see canopy glint, but only at specific positions relative to the sun and without cloud cover.
3. Look up with eyeballs is quite effective at picking up aircraft silhouettes.
4. The action during a WWII sweep was on the deck. The boys flying high were providing defence. Anyone hanging around in the middle was in trouble.

If you look at the engagement as involving target detection/acquisition/engagement/kill (DAEK) cycles, you're addressing engagement and kill, but not the other two phases, which are arguably at least as important.
Harry Erwin
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RE: High Altitude Sweep Rant

Post by jomni »

I see. A spotting phase / model is needed for sweeps as well.
Just like in strikes where the squadrons does not find the target.
"Missing the target" if the altitude of the sweeper is so far from the CAP
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RE: High Altitude Sweep Rant

Post by herwin »

ORIGINAL: jomni

I see. A spotting phase / model is needed for sweeps as well.
Just like in strikes where the squadrons does not find the target.
"Missing the target" if the altitude of the sweeper is so far from the CAP

More like the engagement model that pairs up aircraft needs to incorporate detection and acquisition.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
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