Author Topic: Good Fight at A27 and ACK setting to .5  (Read 1287 times)

Offline Dichotomy

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Re: Good Fight at A27 and ACK setting to .5
« Reply #15 on: December 11, 2010, 07:08:51 PM »
From the FSO Logs (based on DangerousGame's BBS Sig of "AKDG":

AKDG
22:02:18 Departed from Field #115 in a Bf 109G-2
22:33:04 Shot down a Spitfire Mk IX flown by Blutik.
22:49:25 Shot down a Spitfire Mk IX flown by MajQBall.
22:52:06 Helps AKWxMan shoot down DropTine.
23:00:15 Takes on fuel/ammo/ord at field #115.
23:40:03 Shot down a B-26B flown by Lt1963.
23:42:24 Helps AKKaz shoot down unclkurt.
23:43:28 Shot down a B-26B flown by MJSmoke.
23:46:03 Takes on fuel/ammo/ord at field #116.
23:46:52 Was shot down by Dantoo (crashed).


I'll say this.  Those guys had a well planned and beautifully executed mission <S> to them
JG11 - Dicho37Only The Proud Only The Strong AH Players who've passed on :salute

Offline Boxboy

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Re: Good Fight at A27 and ACK setting to .5
« Reply #16 on: December 12, 2010, 02:36:15 PM »
What "appropriate measures" are there to take?  If he got vulched by the enemy, it was not at the start of the frame.  I hear of vulching all the time in FSO and have seen it from the tower on many occasions.  I highly doubt it's against any FSO rules, as long as it's not from a downed pilot sneaking up with his .45 and capping the pilot.

Depends on when the "vulch" happened, if the guy hung around the enemy base just to vulch knowing he wouldn't make it back in time before the frame ended then I think that is "gaming the game" and not in the best traditions of FSO.  If while returning to his own base he had an opportunity to vulch and did so and then returned to base I think that is fine.  There will always be a few who for the sake of getting their name in lights will "game the game" sad but true :frown:
Sub Lt BigJim
801 Sqn FAA
Pilot

Offline DangerousGame

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Re: Good Fight at A27 and ACK setting to .5
« Reply #17 on: December 14, 2010, 06:48:29 PM »
Sorry My post really had nothing to do with getting vulched just the fact that planes are flying threw the ack unabated
DG51 =Pony Express=

Offline Viper61

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Re: Good Fight at A27 and ACK setting to .5
« Reply #18 on: December 14, 2010, 09:18:34 PM »
I think it comes down to what you expect the ACK to provide.  And to be clear I am commenting on "Field ACK" and not "Ship ACK":
  Should it kill or heavily damage everything that makes a single pass no matter the speed or maneuver?
  Should it just "remind" you not to get to close and that you shouldn't try that again without a plan?
  Have no "real" effect unless you try to land on the field?

Personally I have never thought that the ACK should be strong enough to "protect" a single fighter making slow circles in it while trying to bait any enemy fighters to come down into it.  But likewise you shouldn't be able to land at the enemy field and jump out and grab some coffee and donuts from the O'Club either.

My opinion is that the "Field" ACK setting should be low enough so that if you try to make your 3rd pass in through it your probably going to take some damage.  This allows fighters to attack the field with their guns but also requires them to take out the ACK positions if they plan to stay and implace a "low cap".  In other words a "good nuisance" piece at the fields.

Good posts from many others on this and their observations.  I know what I experienced at A27 during Frame 01 with an ACK setting of .5 and thought that to high given our mission and AC and attack profile.  I think the .4 setting is about right given what I expect the ACK effects to be.