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Author Topic: 12/14/07 Okinawa Frame 3  (Read 807 times)
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daddog
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« on: December 14, 2007, 11:44:35 PM »

My butt still hurts.

We have not been spanked that bad for years.  crybaby2

Oh well.   icon_salut
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d0gma
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« Reply #1 on: December 15, 2007, 06:51:07 AM »

Yeah, totally.

Here's my AAR:

We took off, we flew for a while, then we got PWN3D.
The end.
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Wklink
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« Reply #2 on: December 15, 2007, 09:45:54 AM »

I about smashed my monitor.

Went after and F4F, got maybe a ping on him, he split Sed and then I went after him.

Compressed and crashed.

I am an idiot.

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Tom 'Wklink' Cofield
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« Reply #3 on: December 15, 2007, 10:21:14 AM »

LOL Well mine is not much better.

You would think I would know better now then to keep typing messages when enemy the enemy is near. Extended under and past the main CAP while typing. Reversed looking around. Was kinda in the don't get in a dog fight yet mode when I should have been very aggressive. I always do better when I aggressive. Shot out another couple messages. Don't mind PM's from squadies at all, but sometimes I get several from players out side the squad and I can't keep up. I think in that 5 minute engagement that lasted about 3 for me I typed about 8 messages. Bad, bad, bad daddog.  nono Hands away from keyboard.  Lips Sealed Fly and kill the enemy!  angel12 
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Olds694
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« Reply #4 on: December 15, 2007, 10:34:00 AM »

That was pretty bad. Got into the fray of things and got a couple pings on one guy and he dove so i went after someone else.  We merged and i got a couple pings on another guy but i couldnt finish him off.  Mikira had a bogie on him so i went after that guy buy dummy me dove on him compressed and died.  O well we tried. 
Olds
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d0gma
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« Reply #5 on: December 15, 2007, 11:16:59 AM »

It might have been a better tactic to have had 1/3 of the force head in at about 14-16K well ahead while the rest came in at around 20K, that way the initial group would have dragged the cap down so the second group would have had some advantage. The way we went in we just got Osterized.   The Zeke is best on the deck with equal E to enemies.
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forHIM
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« Reply #6 on: December 15, 2007, 11:25:50 AM »


I logged in disgust as I went over towards lucky and saw two bandits on him, I get over there and the stupid 32/64 plane limit thing hit me.  Lucky wasn't surrounded by 2 enemies, he had 10 to 12.  With our squad being about 1/2 the available visible planes and then having 1 other mid sized friendly squad then at least 2 large enemy squads in the same area basically said there was no chance I was going to see he who killed me.
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« Reply #7 on: December 15, 2007, 12:35:41 PM »

You know, I bet that played a factor with me too. I was hit once and looked back and did not see anything. Moments later I saw tracers all around me, looked back and there was a FM2 400 back.
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d0gma
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« Reply #8 on: December 15, 2007, 02:10:54 PM »

32/64 plane limit? What's that?
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« Reply #9 on: December 15, 2007, 03:02:40 PM »

Olds,thx for covering Mik. thumbsup

I had 3 or 4 of then surrounded,and somehow 1 of them shot me. dontknow Grin
 The cons just seemed to appear out of nowhere.But it was exciting for 3o seconds or so!!!
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« Reply #10 on: December 16, 2007, 10:07:01 AM »

All (at least I think it is all) flight simulators online have a limit of 32 aircraft you can see with in your visual range.

The best example I know of that you can see first hand is last year when they held the memorial for 68KO. I think there was nearly 200 people, all near one field. Planes were disappearing and reappearing left and right.

Why is there a limit? I don't know, but I know they have had one for many many years.
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forHIM
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« Reply #11 on: December 16, 2007, 12:44:02 PM »


With HTC's game, I believe it is 32 planes/gvs.  In the air races when we have more than 32 racers at the starting line, you cannot see the host CM in his tank 30 yards from you since the closest 32 planes are drawn.  So when I went towards lucky, I moved away from the gaggle I was in and then due to slow network updates, I didn't see the other 10 planes until I was in the midst of them.  That is why as CMs we try to limit engagements to squad sized skirmishes by spreading out objectives over a large terrain front.  Unfortunately an invasion of Japan is going to limit that, especially once mainland bases were secured.  I haven't seen the orders/objectives, but I'm betting two of the three targets for the axis were the airbases within 1/2 sector of each other.  That puts about 150 planes within a sector or two of each other.
 
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« Reply #12 on: December 16, 2007, 01:38:37 PM »

Ahhh...
           that explains alot,thx ForHim,DD.

 I thought something funny happened,all of a sudden Mik and I were sepperated by a bunch of cons between us.Then I was wondering,where'd they come from!!!

So does this mean we need smaller flights?? So we don't use up more than half the 32 allowed A/C???

 Definately something to consider....

                                                                                       Morf
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d0gma
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« Reply #13 on: December 16, 2007, 05:59:41 PM »

That's BS.  They should make that adjustable.  No wonder I lost everyone.
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« Reply #14 on: December 16, 2007, 10:35:33 PM »


With HTC's game, I believe it is 32 planes/gvs.  In the air races when we have more than 32 racers at the starting line, you cannot see the host CM in his tank 30 yards from you since the closest 32 planes are drawn.  

That is bovine excrement.  I have trashed WW2OL for it's small number of units shown but I didn't realize that AH was so low.

If they want to go toward thier new tour of duty system they need to improve this, and fast.

They really don't want me reviewing this game for SimHq with that restriction still in place. 

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Tom 'Wklink' Cofield
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Bison
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« Reply #15 on: December 17, 2007, 08:40:06 AM »

BOVINE?
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Baumer
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« Reply #16 on: December 17, 2007, 09:52:02 PM »

Prehaps equine? toothy9
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« Reply #17 on: December 18, 2007, 06:31:00 AM »

I could be wrong but I believe AH went to a 64 plane limit. Warbirds was 32, and in a big furball things could get pretty funky.

Ideally, its designed to show you the 32 "closest" enemys, however with a big furball, short icons, and a bit of net lag. You can have
guys getting killed by planes they never saw.

Thats why the big scenarios never run one HUGE buff box & escorts. You get WAY over the limit and strange things start happening.
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« Reply #18 on: December 18, 2007, 07:04:01 AM »


I thought it was 64 also, but the AXARL events that have over 32 players cannot see the host CM in their GV.  I'm not sure if it is a 32 limit for friendly and a total of 64 or what, but I do know that 32 is the limit for friendlies.  Either way, it should be upped and as you stated well designed scenarios and events should strive to keep conflicts to large squad sized skirmishes, both for the plane visibility aspect and the frame rate hits players experience.
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forHIM
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