Author Topic: D + Fence!  (Read 1887 times)

Offline FX1

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Re: D + Fence!
« Reply #45 on: September 30, 2008, 11:23:06 AM »
My bread and butter.. This is my favorite game inside main.

Spit 16
50% fuel + DT

KILL KILL

Stay on the outside of the man ack range and inside the fight. Heavy blue planes and low Zeke's makes for a orgy of fun.

Don't come home until you have 16 kills for the spit 16.

BTW do you know the 16's 50 cal are good for 6 kills...

Offline Anaxogoras

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Re: D + Fence!
« Reply #46 on: September 30, 2008, 11:24:47 AM »
My bread and butter.. This is my favorite game inside main.

Spit 16
50% fuel + DT

KILL KILL

Stay on the outside of the man ack range and inside the fight. Heavy blue planes and low Zeke's makes for a orgy of fun.

Don't come home until you have 16 kills for the spit 16.

BTW do you know the 16's 50 cal are good for 6 kills...

Dweeb. :P
gavagai
334th FS


RPS for Aces High!

Offline FX1

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Re: D + Fence!
« Reply #47 on: September 30, 2008, 12:25:52 PM »
Deadly Dweeb  :aok

Offline titanic3

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Re: D + Fence!
« Reply #48 on: September 30, 2008, 02:10:33 PM »
Err go into a field gun?.. wait till they're pass over the field, thinking everything's alright. And when they least expect it.. BOOM. They'll soon realize there will be more, and start destroying manned-ack. Up a Wirble, and shoot them to pieces. By now, they're all dead, up a Tempest and roast their CV with rockets, Hispanos, and when all their CV ack is down, land on their deck, and block their spawning point.

1 minute later...

"Ram-tard"

  the game is concentrated on combat, not on shaking the screen.

semp

Offline Widewing

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Re: D + Fence!
« Reply #49 on: September 30, 2008, 05:53:11 PM »
Isn't the ratio of an aircraft's mass to its total drag the operative factor here, instead of pure mass?

Although, when I've tried a little experimentation with various fighters. 109, P-51, La7, F4u, Corsair, P-47, P-38. Dive to the deck, let speed bleed down to 400, pull straight up for the zoom, use shift-X to hold them there 'till they stall out. Invariably I regained six thousand feet and some change. I would have expected more variability, with the 10,000 lbs+ fighters seriously edging the 109 and La7, but no, apparently not.

The drag rise at 400 mph is substantially greater than at 250 mph or even 350 mph. Start at a lower speed and you'll see a bigger difference. Another thing to try is pulling off power to idle and then zoom. Eliminating thrust reveals the effect of mass more clearly.


My regards,

Widewing
My regards,

Widewing

YGBSM. Retired Member of Aces High Trainer Corps, Past President of the DFC, retired from flying as Tredlite.

Offline shreck

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Re: D + Fence!
« Reply #50 on: September 30, 2008, 06:27:47 PM »
HAYATE--> with a smooth hand, it just kills stuff!   :rock

If vulcHOin is goin on, then HURRY2C---> it just kills your face very easily  :t

Offline FiLtH

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Re: D + Fence!
« Reply #51 on: September 30, 2008, 09:34:21 PM »
   Seems I usually sit there at the tower screen droning out, until the base is captured and Im sent off to another friendly base.

~AoM~

Offline BoilerDown

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Re: D + Fence!
« Reply #52 on: September 30, 2008, 11:22:03 PM »
I've learned to respect the A20 just from all those times fighter hangers are down but bomber hangers are not.  But in the OP's situation, you're not threatened with being vulched by ENY 5 planes, because its coming off a carrier (unless perked -4s or -Cs).  Instead you've got slower, mostly turnier, aircraft.  In this situation I'd avoid the A20 or P47 and the like, and go for something with both good accelleration and good guns.  Maybe P38 if I have time to grab alt, probably A6M5b if I don't.  If the vulch lamp is already lit, then I'd fall back to something that can take a hit though.  Yeah there's better planes that fit my description, but those two I'm most familiar with.  Also, 25% fuel only, no bombs or drop tanks... you need acceleration and that stuff just retards it, and you're not upping to survive a long time presumably anyways.
« Last Edit: September 30, 2008, 11:24:39 PM by BoilerDown »
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Offline 999000

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Re: D + Fence!
« Reply #53 on: October 01, 2008, 05:58:50 PM »
depends on how much time you have to get up ..B17 B26 Ki67 in that order
<S> 999000

Offline Mr Blue

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Re: D + Fence!
« Reply #54 on: October 02, 2008, 03:58:00 PM »
spit 8

Why the 8 and not the 16?
just wanted to know  :cool:
Just for fun

Offline FLOTSOM

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Re: D + Fence!
« Reply #55 on: October 02, 2008, 05:40:53 PM »
Generally if they are real close or over the base i will up the zeek. i come out of the hanger and roll hard left turn around the corner of the building making it hard for a potential vulcher to get a clean shot and jump into the air with a hard right bank nose down grabbing just a hair of momentum then circle the base looking for enemy shooting the runway. i don't normally get a kill on the first target but i get a couple of BB pings on them and screw up their run, usually just enough to prevent them from vulching others on the runway. then its turn till you burn!
i get good assists counts but few kills.
if i have a bit of time then its one of three, the zeek the hurri2c or the lala7. all 3 turn well respond well at low alt and recover control at low alt well (i auger as much as i get shot so this is very important).
FLOTSOM

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Offline CAP1

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Re: D + Fence!
« Reply #56 on: October 03, 2008, 11:54:05 AM »
Scramble Scramble!  Enemies inbound!  Your base is just starting to be shelled by a near by CV.  You can see in the distance low-level enemy raid coming in your direction from your airfield's tower, but you are unsure what the enemy is flying (7+ enemies).  You have only a couple friendlies starting to take off from the airfield.  You hit "Hanger", what plane/vehicle do you select?

State the specific plane and model, with reasoning, and additional arguments if you so choose.

Certain gun packages?  Which ones and why?

hellcat, zeke, or spit9.

hellcat, if i think i have enough time to get to a good enough alt to deal with the inbound aircons....and it can catch those that will try to run to help or ack. i take 25% internal, and a drop tank. as soon as i'm about to engage, i jettison the tank.
zeke if i see a lot of f4f's, zekes, or spits. because it's the only thing i can turn in with other zekes i take 25 or 50% internal, and drop tank....in the zeke, i keep the extra tank depending on what i'm fighting. other zekes, it's gone on the merge. spits, or hurris, i keep it, as i do against american rides.
spit9, because for 1 or 2 turns it will hang with a zeke, and will catch any runners..also doesn't go all "roman candle" on me when someone shoots at me. i load the spit with 50 internal, and that stupid little slipper tank.
« Last Edit: October 03, 2008, 11:59:18 AM by CAP1 »
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