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PostPosted: Mon Feb 17, 2014 11:48 pm 
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Joined: Wed Nov 13, 2013 12:38 am
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Location: テキサス - Lae, 1942
~S~ Konbanwa

I will have prelims up for discussions by Wednesday and final orders by Friday.

Hawk has done some testing of the Vals - Hawk, can you post your results here, plz.

~S~


~S~
~Sakai - 坂井
daimyosakai@gmail.com
Tainan Kokutai - 台南

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PostPosted: Tue Feb 18, 2014 4:29 pm 
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Arena set up for testing. I will load some AI routines later today as well. Will outline thoughts on the series so everyone is on the same page.


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PostPosted: Wed Feb 19, 2014 1:35 am 
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Location: Toronto, ON
The A6M3 can carry a drop tank and 2 60 Kg bombs.

Test data - started at 45 with 100 fuel and 2 bombs, climbed to 10,000', at 100% throttle top speed was 328 mph (TGS), dropped on 51, climbed back to 10,000' and top speed was 330 mph. Not much difference, lots of static ships in the bay beside 51. Both 53 and 54 have static aircraft beside the runways, as does our 45.

In a dive, it shakes pretty bad at 420 mph.


CO Beaver
RCAF 417 (II/Wing 127)
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PostPosted: Wed Feb 19, 2014 2:41 am 

Joined: Sat Nov 09, 2013 4:47 pm
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<S>
Just a thought, if you were the allied CO what high value targets would you want down, and should we plan on the best way to defend the multitude of targets>
2 ship flight over each base, react to dar, or just hope to get lucky :)

Swede-


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PostPosted: Wed Feb 19, 2014 6:10 am 
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Beaver about said it all. What I can add is this. Depending on the field you are taking off, it's hard getting off fully fueled and loaded. The other fact is that is climbs slow and will take a long time getting to where you want to go.

Empty, she handles good. I am not sure Alt is going to be smart because of the time it will take to get to 10k.

Do we have an idea of the target and base for liftoff? I could do some testing and get some better numbers.


Capt Hawk
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PostPosted: Wed Feb 19, 2014 3:12 pm 
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Location: テキサス - Lae, 1942
@Hawk - I hesitate on NOE simply because it pulls your escorts down and gives the Allies alt advantage. Effective escorts need to see you guys...and thats damn hard to do given a distance of 6km vertical distance.

@Swede - That is the troublesome duty...however, I can see them going for the Treasure Islands. Not sure as of this post and will certainly make a point for review when prelims are up.

For all - I posted this on the Lf6 forum a bit ago. It echoes what Beaver found in testing the Hamp - A6M3.

Quote:

~S~ Konnichiwa

In early preparation for the upcoming Solomons campaign, I wanted to share performance information on the A6M3.

IMO, this version is the best of the Zeros. When compared to the A6M2, the Type 32 has higher powered engine in the Sakae 21 giving 1130 hp versus the 780 hp of the Sakae 12 in the A6M2. The clipped wings offer a better roll performance than the -2, but seems equal when fighting against the A6M5. Climb rate is relatively equal along the entire series, taking about 9 minutes to get to 8.5km (~28kft). And since the 24/7 arenas have totally fubarred the fuel burn rate, we cannot take range into considerations, though historically, the Type 32 had significantly less range than the Type 21.

Speed will be key to our victory against the USN. We must learn to manage our speed and stay within +/- 10% of Vc (350 kpH indicated.) 350 is easy to spot on the panel as the center of optimal corner speed, keep in the forebrain that above say 380, controls surfaces will stiffen, below 320 they will be mush.

Above Vc - When flying above the optimum corner speed, remember that high G maneuvers will bleed your speed down quickly, but at some point in the maneuver, you will pass through your Vc. Plan to use this to your advantage. In the main, I will regularly ascend to more than 6km (19.6kft) and level out to get above Vc (Note on level speed below with screenshots). As you pass through 400 indicated or more, make sure you are in trim and use your trim or very little stick deflections to lessen the effects of the speed on control. When engaged at speeds above 400, reduce throttle just enough to get you to Vc and fly above and to that speed during the engagement. Remember that the USN planes Vc is significantly higher than the Zeros, so you do not really want to play into their optimum speed, but to bait them to that point and then by maneuvering, force the USN to bleed below their Vc which bring them into your envelope.

Below Vc - If you find yourself at altitude, but below 320 and in an engagement, I would begin maneuvers to increase my speed to Vc, accomplished by shallow dives or low chandelles to build up speed and increase AoA of an attacker in the hind quarter. Remember this...if you are in an extended turn fight with the USN and both planes are below Vc, you can re-achieve Vc faster than the USN planes - meaning with smart flying that increases your speed, you will get to your optimal corner speed before the navy plane gets to his.

Diving - I suggest all players get used to diving the Zero from 6km and pull out at 5, 4, 3.5, 3 and deck. With smooth stick pressure and constant adjustments of trim, you can achieve more than 760 in a dive. Remember, any deflection more than 2 Gs at this speed will result in catastrophic surface failure. If you need to make a dive to that extreme, on pull out, with throttle at full back, make sure wings are level or in low left or right. You will bleed speed out fast and if you still have an enemy on your rear quarter, a left hand turn out will keep the enemy within their envelope ,but they must pull more Gs to get guns on you. With your view in the up back left, keep your eyes on the tracers and the attitude of the enemy. If you see him pulling hard, quickly level out and at the high end of Vc, pull straight up. To the enemy, you will immediately enter his right side canopy and move through his top view. In order to get his velocity vector on you, he must turn right, fighting extreme Gs and torque. Meanwhile, in your vertical, you can then roll to acquire the enemy in your VV. If he is still pulling for a shot then you have the advantage being in your optimum speed range.

Important note - Take a look at the two screen shots below. There is no difference in level flight speed at 6km after 5 min of level flight. The only difference is in fuel load out. The top shot was taken with 30%, the bottom shot with 70% while after the five minutes of level flight, the speed remained the same at close to 400 indicated.


Attachments:
File comment: 6km - 70% Fuel
6km70fuel-1.png
6km70fuel-1.png [ 799.02 KiB | Viewed 2448 times ]
File comment: 6km - 30% Fuel
6km30fuel-1.png
6km30fuel-1.png [ 803.77 KiB | Viewed 2448 times ]


~S~
~Sakai - 坂井
daimyosakai@gmail.com
Tainan Kokutai - 台南

Akatombo | White 576 | Curtiss AVG
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PostPosted: Wed Feb 19, 2014 6:59 pm 
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Location: Toronto, ON
Hawk wrote:
Beaver about said it all. What I can add is this. Depending on the field you are taking off, it's hard getting off fully fueled and loaded. The other fact is that is climbs slow and will take a long time getting to where you want to go.

Empty, she handles good. I am not sure Alt is going to be smart because of the time it will take to get to 10k.

Do we have an idea of the target and base for liftoff? I could do some testing and get some better numbers.


Our most forward base is 45 and it only holds 1 step, we have a seaplane base at 33 and it is relatively close, but it also only holds 1 step.

On the Russel islands, there is a military base (51) and lots of shipping in the bay north of it, 52 is a village and port, and 53 & 54 are medium bases that hold 2 steps each.
On Guadalcanal, there is a medium base and 2 large bases that hold 8 steps in total and they are closer to the Russel Islands than 45.
That allows them to base 12 of their 14 steps close in a combined area. That is also all of their bases so they must have 1 carrier in play. ;)


CO Beaver
RCAF 417 (II/Wing 127)
City of Windsor


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PostPosted: Wed Feb 19, 2014 8:25 pm 
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46 & 47 (Military Base and Village/Port) are the farthest targets from their airfields. There are about a dozen buildings at 46, plus 1 dock and 1 Static AI (Boat or Freighter). 47 has several docks, a few buildings, but no Static Shipping in evidence.

55 & 56 are both ports with 12-16 buildings, many docks and many static ships in the harbour. Any strike there is dicey as you are less than half a grid from 3 fields that can hold 8 steps of aircraft.

It may be wise to start in a defensive posture and sneak into 46 & 47 when they are rtb (but only if we have seen most of their forces).

They will have a carrier somewhere, so if aircraft show up from a direction that the land based buys could not have come from, then we will have an idea of where to search (if we desire to search for it).


CO Beaver
RCAF 417 (II/Wing 127)
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PostPosted: Wed Feb 19, 2014 8:45 pm 
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Unless we can justify the points/cost of going after the CV. I propose going after the CV as a way of corralling enemy fighters. Try and use our range to out last and pin the F4Fs.....unless they rebase on land.


<S>
Zinhwk

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PostPosted: Wed Feb 19, 2014 9:08 pm 
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Sakai,

I agree with you and this is why I needed to know where you think we are going to be based at. Alt is best providing we have the proper escorts. The plane handles really good at alt and we can dive, get the job done and then get the hell out of dodge.

A fast swarming attack is best I think!


Capt Hawk
CO - The Knights Who Say Ni!


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