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 Post subject: Re: 6. Truk
PostPosted: Mon Feb 09, 2015 10:46 pm 
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Joined: Sat Nov 09, 2013 7:15 am
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Wolf
XO 352nd Fighter Group (virtual)

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 Post subject: Re: 6. Truk
PostPosted: Tue Feb 10, 2015 12:32 am 
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Joined: Fri Nov 08, 2013 12:38 am
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They may be a few like this. Unless you sink them into the ground they will seem to float on any incline. Usually its best to flatten the areas you will have objects but if you flatten too much things look funny, like huge craters all over the place. Good to point them out though as they are relatively easy to fix. Sink the end touching the ground until the floating end is resting on the ground.

Thanks wolf.


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 Post subject: Re: 6. Truk
PostPosted: Tue Feb 10, 2015 2:25 am 
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 Post subject: Re: 6. Truk
PostPosted: Wed Feb 11, 2015 12:20 am 
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 Post subject: Re: 6. Truk
PostPosted: Wed Feb 11, 2015 7:55 pm 
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Have a number of mountainous terrains in development and think maybe its best to level the ground at all bases not just airfields, even if its just a few pixels so most buildings lay flush to the ground. Its a fine line but on heavy slopes objects can look funny or be half embedded in the ground like gun postions.


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 Post subject: Re: 6. Truk
PostPosted: Wed Feb 11, 2015 9:53 pm 
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 Post subject: Re: 6. Truk
PostPosted: Mon Feb 16, 2015 5:46 pm 
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I watched Muskie waltz into the heart of Truk last night and sink 5-6 ships at NOE levels. Flak from AI ships and shore-based fields were covering him but he didnt seem to loose a piece.
This shows that arena and AI settings have much to do with how effective flak is. I started with a low level for the arena worried that the flak may chew up the low TBDs but I dont see this being the case.


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 Post subject: Re: 6. Truk
PostPosted: Mon Feb 16, 2015 6:05 pm 
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Joined: Tue Nov 12, 2013 5:25 pm
Posts: 660
Location: Northern Indiana
Flak perceptions


Frame 1:
F6f, I came into F20 shipping area from 20k Flack was negligible and easy to avoid.
Dove into the ships and the AA was much closer but still not a "worry" Was slow enough to be caught by zeros, but not really loitering.



Frame 2
Mid Level TBD took a few pings while in the bomb site, was a lot of it around but not really deadly.
At least one DD was taken out prior to Muskyz's arrival, but over the coms he didn't seem to be worried about AA.


coolon
4th Fighter Group

formerly: -=Night Stalkers=- | 44th FS Vampires | Widowmakers


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 Post subject: Re: 6. Truk
PostPosted: Sat Mar 14, 2015 8:50 pm 
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With new terrains I start low on the flak settings for the arena. Truk should have been higher considering how important that base was to the IJN.
Pearl will have slightly higher start settings for flak and can be tested online now in the S3 arena.


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 Post subject: Re: 6. Truk
PostPosted: Mon Mar 23, 2015 4:24 pm 
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Joined: Tue Apr 01, 2014 1:09 pm
Posts: 571
Location: Northern Minnesota
jabo wrote:
I watched Muskie waltz into the heart of Truk last night and sink 5-6 ships at NOE levels. Flak from AI ships and shore-based fields were covering him but he didnt seem to loose a piece.
This shows that arena and AI settings have much to do with how effective flak is. I started with a low level for the arena worried that the flak may chew up the low TBDs but I dont see this being the case.



:D

That was fun!!!!

OK, to be fair, There was only 1 DD there and I avoided that like the plague. Even if a DD is turned to zero it is the most deadly item in the S3 (if flying alone). Also, I NEVER flew over land and knew beforehand where the 40mm's were and avoided them as well. I am not sure any changes in the Ack settings would have mattered.


<S!>
MuskyZ
Newest member of the 4th

No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
George S. Patton


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