Altitude - a guide for the perplexed (...?!??)
Posted: Mon Dec 21, 2009 7:22 pm
Hi,
Here is what I've gleaned from the manual and forum about altitude issues, which (to be honest, as a newbie) I find hugely puzzling. I thought by putting it all in writing I could either (a) enlighten others or (b) have all my errors cruelly exposed and corrected... so here goes:
Firstly: The Manual
7.2.1.9 IMPACT OF ALTITUDE SELECTION
You can set the altitude at which Missions will be flown. Higher altitudes soften the effects of
flak, but reduce bombing accuracy for level bombers. Altitude selection will further affect any
escorts or defending CAP as Fighter MVR ratings are dependent on their historical performance
throughout the Altitude spectrum. There are 5 “bands” that each represents a significant place
in an aircraft’s performance envelope. They are:
»» Low: 0-10k’
»» Medium: 10-15k’
»» Med Hi: 16-20k’
»» High: 21-30k’
»» Very Hi: 31k’-up
OK - it should probably be stated that Low is <10k, and Medium is 10-15k etc (to avoid confusion)
Fighters
Now looking at Fighters first, and their 3 main roles: CAP, Escort and Sweep
CAP is the most complicated. Essentially fighters have different manoeuvrabilities at different altitudes (which you can find out about in the database or WitPTracker). It makes sense to set your CAP altitude to give your fighters the best chance - except that it isn't so straightforward, as more altitude will also give fighters a (?strong) advantage and any incoming fighters at a higher altitude may dive down and pick yours off. Overall therefore the CAP altitude needs to be set at an appropriate balance between MVR ratings, speed and altitude, including probably the likely incoming altitude of any raid (as height=time and you won't have much of it).
Escort - ie escorting a bombing raid of one sort or another elsewhere. The only real altitude issue is to set the fighters at the same altitude as the bombers. They will work better as a group and WiTP "automates" the fact that actually the fighters will fly a bit above the bombers to give better cover.
Sweep - ie trying to take out the enemy's CAP with your fighters. The same applies as for CAP except (apparently) if you set the altitude to 100' then your fighters will perform strafing runs on enemy planes on the ground. This is a little odd because of what I think happens with bombers (see below...)
Bombers
There seem to be 4 main types of bombing approaches: Level, Dive, Skip and Torpedo
In general the altitude you set determines the ingress and egress altitude not the actual attack altitude - ie the altitude your bombers are likely to come up against any fighters and flak. Except that this doesn't always seem to be the case and the general concensus seems to be:
Level bombing - if you can, get the level bombers high. They lose accuracy but are less likely to take damage. People seem to recommend 20,000 ft for level bombers (being safer than 10,000 ft which is flak-prone). I'm told that the payload of heavy bombers offsets the inaccuracy ! (so you've got to feel a bit sorry for the people in the next village !)
Dive bombing - has had a lot of discussion. People seem to recommend not less than 10,000 ft for a dive bombing approach (because of the large amount of altitude lost in the attack run) - possibly an actual minimum of 10,000 ft or the dive bombers don't try and do level bombing instead
Skip bombing - is a high risk, high yield way of bouncing bombs into the side of ships. Historically used from 1943 by the Allied, you can get your light and medium bombers to do this by setting the altitude to 100 ft on naval attack runs (and you'll need highly experienced pilots to do it with any success)
Finally torpedo runs, set altitude for 5,000 ft or less. Here the altitude is obviously an ingress/egress altitude as (as far as I know) torpedoes weren't released from several thousand feet.
And my current questions are:
1. Does the altitude the CAP is set affect the time required to meet incoming raids (ie does it take a CAP at 18,000 ft longer to form up than one at 10,000 ?)
2. Does the altitude of the incoming raid affect the time required for the CAP to meet it ?
3. Is any of the above correct ??
Thanks
Chris
Here is what I've gleaned from the manual and forum about altitude issues, which (to be honest, as a newbie) I find hugely puzzling. I thought by putting it all in writing I could either (a) enlighten others or (b) have all my errors cruelly exposed and corrected... so here goes:
Firstly: The Manual
7.2.1.9 IMPACT OF ALTITUDE SELECTION
You can set the altitude at which Missions will be flown. Higher altitudes soften the effects of
flak, but reduce bombing accuracy for level bombers. Altitude selection will further affect any
escorts or defending CAP as Fighter MVR ratings are dependent on their historical performance
throughout the Altitude spectrum. There are 5 “bands” that each represents a significant place
in an aircraft’s performance envelope. They are:
»» Low: 0-10k’
»» Medium: 10-15k’
»» Med Hi: 16-20k’
»» High: 21-30k’
»» Very Hi: 31k’-up
OK - it should probably be stated that Low is <10k, and Medium is 10-15k etc (to avoid confusion)
Fighters
Now looking at Fighters first, and their 3 main roles: CAP, Escort and Sweep
CAP is the most complicated. Essentially fighters have different manoeuvrabilities at different altitudes (which you can find out about in the database or WitPTracker). It makes sense to set your CAP altitude to give your fighters the best chance - except that it isn't so straightforward, as more altitude will also give fighters a (?strong) advantage and any incoming fighters at a higher altitude may dive down and pick yours off. Overall therefore the CAP altitude needs to be set at an appropriate balance between MVR ratings, speed and altitude, including probably the likely incoming altitude of any raid (as height=time and you won't have much of it).
Escort - ie escorting a bombing raid of one sort or another elsewhere. The only real altitude issue is to set the fighters at the same altitude as the bombers. They will work better as a group and WiTP "automates" the fact that actually the fighters will fly a bit above the bombers to give better cover.
Sweep - ie trying to take out the enemy's CAP with your fighters. The same applies as for CAP except (apparently) if you set the altitude to 100' then your fighters will perform strafing runs on enemy planes on the ground. This is a little odd because of what I think happens with bombers (see below...)
Bombers
There seem to be 4 main types of bombing approaches: Level, Dive, Skip and Torpedo
In general the altitude you set determines the ingress and egress altitude not the actual attack altitude - ie the altitude your bombers are likely to come up against any fighters and flak. Except that this doesn't always seem to be the case and the general concensus seems to be:
Level bombing - if you can, get the level bombers high. They lose accuracy but are less likely to take damage. People seem to recommend 20,000 ft for level bombers (being safer than 10,000 ft which is flak-prone). I'm told that the payload of heavy bombers offsets the inaccuracy ! (so you've got to feel a bit sorry for the people in the next village !)
Dive bombing - has had a lot of discussion. People seem to recommend not less than 10,000 ft for a dive bombing approach (because of the large amount of altitude lost in the attack run) - possibly an actual minimum of 10,000 ft or the dive bombers don't try and do level bombing instead
Skip bombing - is a high risk, high yield way of bouncing bombs into the side of ships. Historically used from 1943 by the Allied, you can get your light and medium bombers to do this by setting the altitude to 100 ft on naval attack runs (and you'll need highly experienced pilots to do it with any success)
Finally torpedo runs, set altitude for 5,000 ft or less. Here the altitude is obviously an ingress/egress altitude as (as far as I know) torpedoes weren't released from several thousand feet.
And my current questions are:
1. Does the altitude the CAP is set affect the time required to meet incoming raids (ie does it take a CAP at 18,000 ft longer to form up than one at 10,000 ?)
2. Does the altitude of the incoming raid affect the time required for the CAP to meet it ?
3. Is any of the above correct ??
Thanks
Chris