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Help and Support Forums => Help and Training => Topic started by: Naudet on April 09, 2002, 04:27:26 AM

Title: Aircombat skills: Open Discussion
Post by: Naudet on April 09, 2002, 04:27:26 AM
Hi folks, to help new players to get started in the hard world of AH aircombat i thought about discussing which skills are important in the MA.
Please give priorties, explain why or why not a skill is more important than another.
And i will begin.

Most important A2A skills from my viewpoint:

1. Situational Awareness (SA)
2. Gunnery
3. Air Combat Manoeuvring (ACMing)

OK why this order.

1. SA is the most important skill. It enables you to know what is going on arround you, estiminate enemies E state and possible intentions.
Basicly its so important cause you can't fight what you didn't see. And you can't defend against something you didn't notice.
I also count the part of decision to attack/not attack, break off or re-attack as part of SA. It's important to know if the attack you try has a chance of success or if its only alt and E burning.
Personally i always try to be aware of any cons around me and the general situation in an area of about 20 miles around my position.
Based on this informations  i will decide, which altitude i fly at, which speed i try to mantain and which targets i will attack etc.
i.e. in heavy populated area were the situation might change fast and where more enemies are around than friendlies i will try to stay fast and will avoid to get involved in a close in dogfight, i will try to suprise targets and most often not follow there evasive, also i will concentrate to eliminate the biggest threat.
All those decisions, information gathering and constant look around is part of SA and is for me most important for success and surviving.

2. Gunnery, that is simple. I can't kill if i can't hit. So Gunnery comes directy behind SA. I try to make my 1st gunpass the last ne, so i don't even have to care about following a target.

3. ACMing, from the three skills i listed, the least important. Most often i need offensive ACMs when i didn't managed to surprise my target. But i generally prefer E.Hartmanns tactics of detect-decide-attack-break-off or break, so i fly one attack, if successful or not i take a break, check situation again, than i decide if i attack the same guy again or switch targets. It seldom a real 1v1 and so i don't use offensive ACM very often.
Even less i use defensive ACM, they are for me only last ditch manoeuvres to get out of situation i shouldnt even have come into. Most often i just got into them cause i let my SA go lose. I generally avoid to have an enemy in a "bubble" around my plane of 1000 yards radius, except it is my target.
If the enemy is getting within this bubble its time for ACMing, but as i said, through my SA i try to avoid that any enemy gets within this bubble and become a real danger.
Title: Aircombat skills: Open Discussion
Post by: tofri at work on April 09, 2002, 05:35:59 AM
The biggest enemy of SA is greed.
Never try to kill a con at all cost, never forget checking your low and high six, when chasing a con. I might be behind you ;)

Gunnery biggest enemy is lag and bad joysticks.
Against lag you can't do much except spraying, but we are no dweebs, aren't we.
On the other hand my joystick has a big deadzone.
So I have big problems to lead the pipper into the target. The Question to hit wing roots or tips on buffs does not affect me :D.

To learn ACM there is only one rule.
No spits, no niki, no la5/7 for beginners.
If you take these arcade planes, you'll never learn to fight real good.
Take P47, P51 or a German Plane and learn to fly them. The first time will be hard and you'll loose many planes to stalls or end up at 150mph close to the ground with a con behind you.
But you learn to keep your speed and energy even in a furball.
Title: Aircombat skills: Open Discussion
Post by: Xjazz on April 09, 2002, 06:00:29 AM
S! Naudet!

Very good points!

1. Generally about SA. Important thing is understanding of viewing system of Aces high. Exm. can you turn where you WANT when you look backwards?

When I strat Aces high I practising BFM above airfield in offline. I execute level turns, Immelmans, Split-S, Barrel Rolls by looking left/right, up or backwards. My goal was maintain planed flight path and I ralso record my flying to see later what I done wrong.

one offline practice  was "enemy" tracking by flying all over one droon and try learn where they are if I lose sight.

Also formation (wedge) flying with droone was fun. I try keep my position aside or under and learn steering my plane without straight forward view.

2. Gunnery...Eh well, Im to too good but try some offline practise here too. Stay with one plane and learn the guns on it.

Fly behind droon about d250 and try keep that distance all the time. Aim well and try tro remember WHERE you aim. Shoot only with machineguns OR cannons at ones. Short shooting and check possible hits. You miss? Adjust your aim and shoot again. You hit? Good. Reapeat until you puke. Next d300 distence. Then try attack@shooting from different angles, up, belly side  etc...

3. ACM? Study and practise! You NEED to know your plane and enemy plane. Can ru... extend away from enemy? Can you out climb your enemy etc.

Record your fights and look them carefully. Try to understand how enemy gain shooting position.

Ask ACM hints from some aces (Not from me).
Title: Aircombat skills: Open Discussion
Post by: straffo on April 09, 2002, 06:06:45 AM
Gunnery first
even with bad SA (provided you don't get shot down at start) you can get kill with a good gunnery whereas without ... well your not a fighter you are a target :)
Title: Aircombat skills: Open Discussion
Post by: MANDOBLE on April 09, 2002, 06:20:54 AM
The first is SA, SA and more SA. Look at the map all the time, read the radio buffer, hear the voice coms, look around over and below you, ask your country mates for info, look at the strat window, even at the roster window, memorize all the data and begin to play a wargame with it. Remember that your only presence in a good offensive possition may be more than enough to stop an enemy raid even if you are unable to kill a single con.
Keep in mind that the main target is to keep in an offensive possition for as many enemies as possible, the secondary target is just to kill some of these enemies. Target fixation may give you a kill followed by a quick death, and once dead you are no more a treat for anyone.

Second is knowing your plane and the enemies one.

Third is whatever you want: gunnery, E-fighting, etc.
Title: Aircombat skills: Open Discussion
Post by: xHaMmeRx on April 09, 2002, 08:53:40 AM
Good discusssion.  I totally agree that SA is the #1 skill in the MA.
In the arena, an average pilot with good SA will land more kills than a good pilot with average SA. I did a write-up on situation awareness (http://www.netaces.org/ahsa/sa.html#title) on my web-site.

ACM and gunnery are prioritized on how you want to fight. Your mentioned style of attack, break, re-evaluate would place gunnery ahead of ACM. I tend to engage and stay engaged unless the odds are really bad. This makes ACM and defensive moves very important. Your way is better for survival!

I disagree with tofri about the spit/nik/La-7 being bad planes to learn ACM in. To my mind, the key to learning ACM is flying whatever plane you are in at the edge of its performance envelope. The nice things about these planes for a beginner is they are good enough that you can make a mistake and recover from it using the plane's abilities. The key is the mindset of the beginner. They must want to learn ACM and using the plane. Someone who HO's in a La-7 is going to HO in a P-51. It's not the plane's fault, it's the pilots unwillingness to learn. But hey, if they get enough kills that way to make them happy, hopefully they will eventually want to improve their flying skills.

My $.02

HaMmeR
www.netAces.org - Tactics, Info, and More! (http://www.netaces.org)
Title: Aircombat skills: Open Discussion
Post by: fffreeze220 on April 09, 2002, 11:28:10 AM
Damn Hammer visited ur site couple days before, found it in google.com, wtfg page dude nice writen and tons of info.
I bookmarked it and will visit it regularry :D :D
Title: Aircombat skills: Open Discussion
Post by: majic on April 09, 2002, 06:43:33 PM
I personally would put it: SA, then ACM, then gunnery, because gunnery is useless if you can't work the guy to a point where you should be shooting.  (surprise is great, but very difficult with icons)
Title: Aircombat skills: Open Discussion
Post by: Kweassa on April 09, 2002, 07:16:00 PM
Boelke's  Air Combat Points:

1. Try to secure advantages before attacking. If possible, keep the sun behind you.

2. Always carry through an attack when you have started it.

3. Fire only at close range, and only when your opponent is properly in your sights.

4. Always keep your eye on your opponent, and never let yourself be deceived by ruses.

5. In any form of attack it is essential to assail your opponent from behind.

6. If your opponent dives on you, do not try to evade his onslaught, but fly to meet it.

7. When over enemy lines, never forget your own line of retreat.

8. For the staffel: attack on principle of groups of four or six. When the flight breaks up into a series of single combats, take care that several do not go for one opponent.


ps) :D take care that several do not go for one opponent .. now this is one discipline we truly need in MA! Gets a bit boring when you're the only one who tries to ignore low bogeys with multiple friendlies on its arse, and patrol for buffs. :D
Title: Aircombat skills: Open Discussion
Post by: Kweassa on April 09, 2002, 07:31:41 PM
Tactical Flying in MA

1. Never be  bored. Sure, furballs are fun, but if your country is in a condition where furballs can't be afforded, always think where you are truly needed.

2. The most popular MA tactic is the four-phase tactic consisting of:  a) attack with numbers, b) drive the fight low with furballs, c) fly buffs over the furball and close the target airfield, d) vulch and CAP field. It is essential for the defense to counter this properly. When you up from an airfield where it is attacked in between phases a) to b), join the furball and try to help keep local air superiority. When you upped from situations after b), ignore the furballs. Grab altitude and patrol for buffs. (There's no shortage of furball pilots like there is no shortage of moths jumping into a fireball.)

3. When vulching and CAPing an airfield, try to keep tabs on your current armament situation. If you see friendly reinforcements on the way, make no hesitation and RTB. Rearm yourself with more bombs and rockets, and promptly knock out anything that respawns. CAPing an airfield with guns only helps in nothing individual scores. Total waste of airpower.

4. Never try to up from a vulched airfield.
Title: Aircombat skills: Open Discussion
Post by: xHaMmeRx on April 09, 2002, 08:19:28 PM
Quote
Originally posted by Kweassa
Tactical Flying in MA

1. Never be  bored. Sure, furballs are fun, but if your country is in a condition where furballs can't be afforded, always think where you are truly needed.

2. The most popular MA tactic is the four-phase tactic consisting of:  a) attack with numbers, b) drive the fight low with furballs, c) fly buffs over the furball and close the target airfield, d) vulch and CAP field. It is essential for the defense to counter this properly. When you up from an airfield where it is attacked in between phases a) to b), join the furball and try to help keep local air superiority. When you upped from situations after b), ignore the furballs. Grab altitude and patrol for buffs. (There's no shortage of furball pilots like there is no shortage of moths jumping into a fireball.)

3. When vulching and CAPing an airfield, try to keep tabs on your current armament situation. If you see friendly reinforcements on the way, make no hesitation and RTB. Rearm yourself with more bombs and rockets, and promptly knock out anything that respawns. CAPing an airfield with guns only helps in nothing individual scores. Total waste of airpower.

4. Never try to up from a vulched airfield.


Kweassa,

That is a brilliantly simple summary of fighter operations in the main arena.  Mind if I capture that and post it somewhere on my site?

HaMmeR
www.netAces.org - Tactics, Info, and More! (http://www.netaces.org)
Title: Aircombat skills: Open Discussion
Post by: fuzeman on April 10, 2002, 01:10:16 AM
I would put them in this order, and it's just my opinion.
1- SA of course for most of the reasons mentioned. You use this offensively and defensively.
2- ACM, why? Because a little ACM can get you closer to your target and IF your screen is filled with enemy plane it's tough to miss even if you can't hit the broad side of a barn. ACM not only helps in killing the enemy... it helps avoid the kill if an enemy is on your 6. IF your ACM is good enough you may turn the tide and change your defensive position into an offensive one.
3- Gunnery skills. I put this a notch below the ACM because killing is half the game. IF you have a bogie ON your 6, the best gunnery in the world won't save you.

fuzeman
Title: Aircombat skills: Open Discussion
Post by: BNM on April 10, 2002, 03:08:47 AM
Just do like Fester and never take off unless you're in the middle of at least 10 of your guys or in a 262. :p
Title: Aircombat skills: Open Discussion
Post by: Kweassa on April 10, 2002, 11:29:20 AM
HaMmeR, feel free to post it anywhere you want.

 Oh, do mind that I made a little mistake:

"CAPing an airfield with guns only helps in nothing but individual scores. Total waste of airpower."
Title: Aircombat skills: Open Discussion
Post by: F4UDOA on April 10, 2002, 11:35:01 AM
If you really want to learn ACM go to the CT right now.

It will give you a choice of fighting in either a slow manueverable A/C vrs a fast energy fighter in the PAC plane set.

Usually F4U/F6F vrs A6M5, NIK2-J or KI-61. This is the ultimate lesson in discipline. Loose your discipline and loose the fight on either side. There are quite a few very good sticks flying on both sides. TAC, Frenchy, Pongo and others are flying Zekes and KI's. I have had some of the best dogfights I have had in the last few days.

The making a good ACM is a good historic matchup. Jab vrs Jab, move for move. I have been flying the F4U-1 which I luv even in outnumbered situations against the dreaded NIK2. As long as I use my head I am untouchable. With low fuel 25% or less I can even hang in for a few turns before extending.

I have always thought the Euro plane set left something to be desired as far pure ACM goes because the Historic matchups took place at much higher Alts. with a Bomber, escort, defender mentality which has not yet been duplicated in AH. In a pure ACM envirement nothing beats a 1943 PAC war plane set(except maybe Mig-15 vrs F-86).

Bring in the KI-44, P-39, P-40, F4F and Oscar and we can have a PAC war theater. Amen
Title: Aircombat skills: Open Discussion
Post by: guttboy on April 10, 2002, 12:03:46 PM
Sorry but I have to disagree with Kweassa's point on "never upping from a vulched field".....

Although your score will not be the greatest, upping from a vulched field and being forced to engage bogies at a vast disadvantage helps you learn to fight low and slow and causes you to guage where you need to put your aircraft to gain precious energy.  You might have to break right at mid field and egress low for a bit to gain that E to reenter the fight.

My two cents but I feel that fighting at a disadvantage from takeoff makes you that much better of a pilot by learning to fight at a severe disadvantage.
Title: Aircombat skills: Open Discussion
Post by: humble on April 10, 2002, 04:44:19 PM
ACM ACM ACM....

Air combat is all about ACM....yes situational awareness is an important aspect of air to air combat. Great gunnery is also an asset...but many of the great aces couldnt shoot for beans. In the end your ability to fight your plane is the single greatest asset you'll have. I've seen some amazing things from some of the great sticks here. In the right hands even a jug will dance on a pin head.

I'm seperating out score from this issue...obviously for most of the non-festers among us you will die more...but over time you'll kill more as well.

I think the qoute that sums it up best is as follows....

"better a mig on your 6 than no mig at all"

A comment from a stick who knew his ACM:D
Title: Aircombat skills: Open Discussion
Post by: Bluedog on April 11, 2002, 06:37:51 PM
Quote
Originally posted by Xjazz
S! Naudet!

Also formation (wedge) flying with droone was fun. I try keep my position aside or under and learn steering my plane without straight forward view.




In my humble opinion this is THE most important thing to know in AH....how to fly and fight while looking backwards, sideways, left right........anywhere but straight forward through your windscreen.
Title: Re: Aircombat skills: Open Discussion
Post by: Widewing on April 11, 2002, 06:38:20 PM
I agree that SA is the single most important aspect of air combat. Indeed, ACM and air marksmanship are clearly subservient to situational awareness. Last night I spent two hours flying at A5. Let me describe my method of obtaining and retaining SA during an ongoing engagement.

Upon arriving in the tower, I study the map, taking time to not only determine enemy aircraft numbers and location, but direction and speed as well. At this point I make several decisions. 1) What aircraft will I fly. 2) How will I arm and fuel that aircraft. 3) What direction of takeoff provides me with the greatest advantage and/or minimal risk.

If there are enemy aircraft in the immediate area, I use the arrow keys to travel onto the tower walkway. I look up and in all directions to ascertain exactly where the enemy is, his altitude and study their movement. When I'm satisfied that I can safely take off, I spawn the aircraft on the selected runway.

While I wait for the engine to start, I continue to scan the sky around me. You can always abort by clicking on "Tower", should the situation suddenly deteriorate. Let me add a point about take off. I always engage WEP as soon as the wheels are in their wells, sometimes even at the beginning of the takeoff roll. Why? Because, I can maximize my speed and climb rate at the time when I am most vulnerable. There's no reason not to do this, especially if enemy aircraft are within 10 miles of your airfield. I disengage WEP when the temperature needle reaches the yellow zone.

Once you begin the takeoff run, do not get fixated on the other end of the runway. Keep scanning the sky for any developing threat. Using auto-takeoff allows you to "get out of the cockpit", so use it and don't let anyone tell its "dweeby". It's an advantage, and you should use every advantage.

If you are taking bombs, rockets or drop tanks, select them before you take off, and be prepared to pickle (drop) them instantly if the enemy should prove to be an immediate threat.

I constantly refer to the map to update my awareness of enemy movement and numbers. You are flying in a constantly changing environment. Always remain up-to-date on the changing dynamics in your area. Keep your head on a swivel.

Make a point to observe the behavior of friendly aircraft. You can gain clues as to enemy movement by watching what friendly aircraft are doing.

Be aware of the message buffer. It should be second nature to scan it frequently. I cannot over-emphasize the use of voice radio communication. Idle chatter has no place on the radio. However, everyone should use the radio to report enemy aircraft position and movement. Teamwork depends upon good communication.

I’ve had pilots ask me to tell them if I saw anything below them. I suggest that you actually look, by periodically rolling your aircraft 90 degrees, then scan for any enemies below you. Whenever possible fly with a wingman, or at least fly in the immediate area of friendly aircraft. Wandering around by one’s self is a sure-fire way to find yourself out-numbered and boxed in. If you elect to fly alone, fly high and select a fast aircraft. Don’t be embarrassed to turn away from a situation where you will be at a big disadvantage. Last night, I chased a 190D for 15 miles. As I closed down to 1,000 yards, I spotted 5 or 6 enemy aircraft ahead. I simply turned around and went on my merry way. The demarcation between brave and foolish is frequently very narrow.

Remember this: Situational awareness is not limited to enemies in the air. Be aware of those on the ground or sea.

Always assume that black dots in the distance are enemy.

Keep your head on a swivel.

Do not depend on someone else to inform you of an enemy aircraft. Look for yourself.

Keep your head on a swivel.

Do not expect to get “check 6” calls. Look for yourself.

Keep your head on a swivel.

Etc, and so on.

If you are flying a bomber, use the external view (F3) to scan for enemies.

ACM: Learn the limits of your aircraft’s performance. Then, learn yours too. The first cannot be improved upon, the second always can. Fly everything. You do this not only to master each type, but to learn its limitations so that you can exploit those limitations when fighting against that type. Study tactics and practice them.

Marksmanship: Practice, practice and practice some more. Learn the art of deflection shooting. I get more of my kills from off-angle shots than I do from shooting from directly behind. In fact, I prefer deflection shooting. Why? Because, it offers me far more opportunities to kill the enemy. It’s also required when using energy tactics, as you will rarely get a straight-up shot from the 6 O’clock position.

If you need help with learning SA, ACM and marksmanship, contact an Aces High trainer. Or, join a squadron that trains together on a regular basis.

No one is so good that they can’t improve.

My regards,

Widewing
Title: Aircombat skills: Open Discussion
Post by: Seeker on April 11, 2002, 06:51:32 PM
ACM is for them that can't shoot.
Title: Aircombat skills: Open Discussion
Post by: TheManx on April 15, 2002, 12:24:19 AM
SA involves fighting at a disadvantage as well. To be in control of the environment by knowing how to get rid of your selected adversary. SA is to know how and when to use ACM, they aren't that un-related from one another. Running away from an adversary you've lost advantage to isn't SA, although it's not always a bad idea.
Title: Re: Re: Aircombat skills: Open Discussion
Post by: gofaster on April 19, 2002, 09:26:02 AM
Quote
Originally posted by Widewing
Upon arriving in the tower, I study the map, taking time to not only determine enemy aircraft numbers and location, but direction and speed as well. At this point I make several decisions. 1) What aircraft will I fly. 2) How will I arm and fuel that aircraft. 3) What direction of takeoff provides me with the greatest advantage and/or minimal risk.


Hey!  That's what I do, too!  If I'm doing fighter work, I'll take a Spit IX because of its favorable maneuverability and friendly handling at low speeds.  If I'm doing bomber intercept or ground attack, I'll take a P-51D for its max alt and speed.  I'm sticking with those two planes for now because I want to know them fairly well and I figure they'll be involved in most of the historical scenarios anyway.

Quote
Originally posted by Widewing
If there are enemy aircraft in the immediate area, I use the arrow keys to travel onto the tower walkway. I look up and in all directions to ascertain exactly where the enemy is, his altitude and study their movement. When I'm satisfied that I can safely take off, I spawn the aircraft on the selected runway.


Wow, I didn't know I could do that.  I'll have to keep it in mind.  Thanks for pointing that out.

Quote
Originally posted by Widewing
While I wait for the engine to start, I continue to scan the sky around me. You can always abort by clicking on "Tower", should the situation suddenly deteriorate.


If I'm capping a field and an enemy aborts a take-off run, do I get credit for a kill?

Quote
Originally posted by Widewing
Let me add a point about take off. I always engage WEP as soon as the wheels are in their wells, sometimes even at the beginning of the takeoff roll. Why? Because, I can maximize my speed and climb rate at the time when I am most vulnerable. There's no reason not to do this, especially if enemy aircraft are within 10 miles of your airfield. I disengage WEP when the temperature needle reaches the yellow zone.


Actually, I prefer to save my water injection for when I really, really need it - in a fight or running for my life.  Burning it on take-off seems like a waste unless enemy is inbound and I absolutely have to get up quick.  But I do use it for getting a fully-loaded aircraft airborn.  Sometimes there's a fellow at the other end of the runway that I gotta avoid. And sometimes I'm the fellow the other pilots should be avoiding!

Quote
Originally posted by Widewing
Once you begin the takeoff run, do not get fixated on the other end of the runway. Keep scanning the sky for any developing threat. Using auto-takeoff allows you to "get out of the cockpit", so use it and don't let anyone tell its "dweeby". It's an advantage, and you should use every advantage.


I prefer to pay attention to my take-off run so that I don't collide with other planes, but I do let Alt-X do its job when the wheels are folded.  Sometimes, for some reason, auto take-off won't retract the gear.  This usually happens when taking off from damaged airfields. Is there a connection?

Quote
Originally posted by Widewing
If you are taking bombs, rockets or drop tanks, select them before you take off, and be prepared to pickle (drop) them instantly if the enemy should prove to be an immediate threat.


You mean drop them once I'm out from the base, right?  If I drop a bomb over my airfield, even if I don't hit anything directly, will it cause damage?

Quote
Originally posted by Widewing
Be aware of the message buffer. It should be second nature to scan it frequently. I cannot over-emphasize the use of voice radio communication. Idle chatter has no place on the radio. However, everyone should use the radio to report enemy aircraft position and movement. Teamwork depends upon good communication.


There's so much radio traffic, its sometimes hard to sort out what's important and what's not.  Is there a way to squelch those "Victory 1 for SoAndSo of SuchAndSuch Squadron" messages?  They tend to clog the buffer.


Quote
Originally posted by Widewing
Always assume that black dots in the distance are enemy.


This brings up another question I have.  Sometimes I'll be in a sector and all of the dots on radar are friendly, but the bar will show a good bit of red.  So I mosey over to a dot to see who it is and it pops up red and then I check radar and there are red dots scattered willy-nilly.  Why is this?  Does this mean my ground radar station has been damaged?


:confused:
Title: Aircombat skills: Open Discussion
Post by: guttboy on April 19, 2002, 05:27:22 PM
To get rid of the annoying system victory messages....
Use the dot command....


.squelch 6

it will show up as orange text showing you that that channel has been squelched.  you can do the same for channel one if you want and only want to listen to country stuff....but if you do this you miss all the good natured fun going on between enemies...LOL

:)
Title: Re: Re: Re: Aircombat skills: Open Discussion
Post by: Widewing on April 20, 2002, 05:35:33 AM
You do not get kill credit for an abort. In other words, if the aircraft is stopped on the runway, the pilot can dump to tower anytime without being penalized. It's as if he simply landed.

WEP never runs out, rather, your engine just overheats. Let it cool down and WEP is available once again. Since the engine will get to operating temperature anyway, there is absolutely no reason not to use WEP on climbout, as long as you remember to turn it off when the temp needle reaches the beginning of the yellow zone, where it will end up anyway.

You do not have to be concerned about collisions with friendly aircraft. It cannot happen. The software doesn't allow for friendly collisions. So, you can ignore any aircraft on the runway.

Friendly bombs, rockets and naval gunfire have no effect on friendly aircraft, ships or facilities.

Enemy dots can be obscured by friendly dots. They may also not be visible due to local radar being destroyed. Just because they are not visible, it doesn't mean that they are not there. Trust the Bar Dar to be correct. Expect to find enemies if the Bar Dar shows their presence.

My regards,

Widewing
Title: Aircombat skills: Open Discussion
Post by: gofaster on April 22, 2002, 08:01:39 AM
Thanks, Widewing, that cleared up A LOT of misconceptions I had about the game settings and software "rules".