ALCON,
i just wanted to put a couple fast notes out there. as many of you more than likely have noticed, all aircraft with the exception of the b-25 mitchell, and the g4m betty, will be launching from unimproved airfields(otherwise known as v-bases)
before i decided to go this route, i did some testing of all aircraft in the setup, for a couple of reasons.
1) to ensure that all of the aircraft had the acceleration to safely get airborne.
2) all aircraft were tested with full fuel, and the maximum ordinance, trying to achieve heaviest possible takeoff weight
3) to verify where they would spawn.
1)under my testing virtually every aircraft was easily airborne without hitting anything. on one instance, i wasn't paying attention, and hit a tree. but then i'm a SAPP member, so that should be expected.
the hurricanes, the a6m2, the p40, all spawn in the hangar, and are facing northeast. upon spawning, you need to taxi out of the hangar, and from there you have a few options. the easiest during my testing, was to make a left turn, and you'll see a long clear patch. this has plenty of room to accelerate and gain flight. it can be done without flaps, or with 1 notch of flaps. you will be accelerating a bit close to an antiaircraft gun pit, so you need to be careful to miss that. due to this turn, you must manually take off.....no auto-take off.
conversely, if you wish, you can taxi straight out of the hangar, make a right hand u-turn, which will take you between the hangar, and the building that will now be on your left. this also gives you an ample take off run.
the d3a spawns kind of in the middle'ish area of the vbase, and is facing northwest. this aircraft can accelerate nicely, and it can gain flight at a slow enough speed that you can simply go straight ahead. in this one, if you desire, you can use auto-take off feature.
in the hurricanes, and the p-40 remember, your landing gear is somewhat narrowly spaced, so you need to be careful taxiing, and especially turning as you taxi. the a6m2 has wider spaced gear, and this isn't much of an issue.
practice, although i don't honestly think you guys need it....but i wanted to put this out there, since it's different from the normal FSO launch procedures. one final note.........due to the fact that almost all fighters will be spawning in that single hangar......it may be prudent to stagger squad launch times by a minute or three, to avoid crashing anyones systems.
i sincerely hope you all have fun, and do your darnedest to litter the cartoon landscape with large parts of cartoon aircraft. NORMALLY, i'd have left this to your CiC's, but i failed to mention to them that they should perhaps remind everyone, and since it's this close, i cannot in good conscience ask them to do that, so i am. if anyone has any questions, feel free to post here, pm me, or email me, as this post is duplicated in an email to all FSO squads.