Right Jigster, that large wing area was for stable flight.
NOT FOR TURNING AND DOGFIGHTING!
Fighters should be able to turn at 30K and fight. Perhaps there should be an altitude penalty and resultant loss. But the AIR up there is thin for bombers the same as it is in fighters.
I don't know if Buff High Alt performance is right on, and I really don't have a problem with it.
But how could Escorts defend bombers if it cost them 2 to 7K of alt every time they had to turn to do so?
Again, I said, rudder turns okay in a B-17, but when you start partial Chandelles or yo-yo's a B-17s performance should suffer just like every other plane.
Either the Buffs are set to perform better at Alt, or the fighters performance is way off.
A while back I did my whine about the Buffs. (I was tired of getting bounced by bombers.)
I said that the bombers were adjusted for game play in the following.
1. Manuverability.
2. Range of leathalty for the .50 (lag issue)
3. High Altitude Performance superior to any fighter.
I said that I was in favor of the following game play adjustments.
1. Increase Ruggedness/Hardness of bombers when attacked by Fighter Aircraft.
2. Decrease the range of all but the tail gun of the bombers for lag, after a bomber drops it's payload.
3. Match performance of fighter aircraft to bombers at altitude.
What I was hoping for was an increase in realism and play ability for bombers.
The Gun Range decrease would discourage "Fighter Bombers." of FB-17 and FB-26 calibre.
The Increase hardness against weaponary would require fighters to make several attack passes against a B-17.
The ability of fighters to manuver with the B-17s (B-26s) at 30K feet would allow the Fighter Pilots to make those several historical passes.
At the very least HT/Pyro should make the effectiveness of the forward .50s of the B-26 equal in effective range to every other .50 cal armed aircraft.
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"Downtown" Lincoln Brown.
lkbrown1@tir.com http://www.tir.com/~lkbrown1 Wrecking Crews "Drag and Die Guy"
Hals und beinbruch!