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AKA_Relent

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About AKA_Relent

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  1. AKA_Relent

    Tactical Air War

    Ahh, you’re right, I have seen this as well (next to the picture of the aircraft). So that would in itself limit the number of certain types of sought after aircraft for (I’m assuming) the front line airfields I suppose, including those that have been recently captured, for example. Still doesn’t address having a bunch of players spawning at the same front line airfield (albeit with different aircraft types), but it at least imposes some limits.
  2. AKA_Relent

    Tactical Air War

    AKA_Relent said: It would be good for LG to verify this. However, I know that sometimes I’ve tried to spawn at a busy airfield and I’ve gotten a message “airfield conditions have changed”, and I can’t spawn. But, as soon as someone has moved out of the spawn point I can then spawn. I’m not sure about aircraft stock at an airfield. So 50 at one time spawned in together - no, I know you probably can’t do that. But if pilots keep spawning and then taxi a little to leave their spawn point uncovered, that’s what I’m taking/wondering about - you could then theoretically have 50 pilots “eventually” spawned and up flying from that single airfield.  Thanks for confirming Artur. So you at least see what I'm trying to get at with respect to possibly limiting how many pilots can possibly spawn from one ("non-border") airfield, given those that previously spawned there would be taxiing or in the air already. How do you know this? From testing while in TAW? I didn't see anything in the TAW Manual page that talks about limiting aircraft spawning at any airbases (thus my question to =LG=). Plus, unless you created the missions, I'm curious how you came to these conclusions :).
  3. AKA_Relent

    Tactical Air War

    It would be good for LG to verify this. However, I know that sometimes I’ve tried to spawn at a busy airfield and I’ve gotten a message “airfield conditions have changed”, and I can’t spawn. But, as soon as someone has moved out of the spawn point I can then spawn. I’m not sure about aircraft stock at an airfield. So 50 at one time spawned in together - no, I know you probably can’t do that. But if pilots keep spawning and then taxi a little to leave their spawn point uncovered, that’s what I’m talking/wondering about - you could then theoretically have 50 pilots “eventually” spawned and up flying from that single airfield.
  4. AKA_Relent

    Tactical Air War

    Another suggestion is to limit (on both sides of course) the number of pilots that can spawn from one base. Maybe there is a limit right now, but I think it’s only limited by the number of spawn points that are currently occupied. Thus, as soon as someone moves forward, that spawn point becomes available. The reason is simple - in real life, an airbase wouldn’t have a seemingly endless supply of aircraft and pilots. There might be one squadron, such that other squadrons from other airfields would need to fly from all of the disparate airfields if they wanted to have a large group (I.e. more than one squadron) flying together toward some objective. Unless I’m mistaken, right now, if for example, an airfield is captured, and the side capturing has say a 50-25 advantage in pilots, potentially all 50 from that side could spawn from that airfield (given the scenario described above with pilots moving forward off the spawn point), and swarm an area. In reality, any aircraft would have to first be flown in, and likely it would just be a squadron (depending on the size of the airfield). So it should be here - maybe have a CAP of 12 or 16 pilots that can spawned at any given airfield - except maybe the “border” airfields since they are usually the last to be captured. @=LG= for your consideration, and thanks again for all you do to provide this campaign experience.
  5. AKA_Relent

    Tactical Air War

    I know it’s a lot of work to set up/tweak each of the 8 maps currently in each TAW round. However, I’d like to see another map (or two!) added at the end that has the same/similar plane set as map 8 - which can possibly be tweaked with regards to numbers of each type. Given the flow of the campaign where early war/maps favor the German aircraft types, it seems the fitting that as improved Russian designs were put into production that we should have more maps with mainly those advanced designs as well. For example, have a max of 2 La5FN, Yak-1b and Yak-7b, etc instead of 1, similarly for the corresponding German aircraft.
  6. AKA_Relent

    Tactical Air War

    On the latter point, I agree. I’m not so sure on the former - if I recall the Red team won many of the maps due to attrition on the Blue side, even though Blue was in control of much of the territory. Maybe it’s also due to more teamwork on the air-to-ground aspect with more covering, and more AAA decoying that is having a greater impact. In any case, if that is true it just highlights even further your latter statement.
  7. AKA_Relent

    Tactical Air War

    Mmmm, I can’t speak to the trends you’re mentioning over all, as I don’t fly TAW a huge amount, and when I do it’s usually US Pacific evening times. But in regards to this suicidal behavior, I don’t think it’s by choice. In my experience/observations the following are key components, and the side that has an advantage in more of these areas will likely win the battle: - Relative balance of the opposing teams - Relative teamwork of the opposing teams - Relative performance of the opposing aircraft - Relative lethality of the opposing aircraft Balance is still an issue, if not overall, at certain chunks of time each day. Sometimes I’ve seen even numbers where the server is full, sometimes I’ve seen 2-1 and 3-1 (or higher) odds - during those times of course, it may seem suicidal for the smaller team. However, if the smaller side has an advantage in some of the other areas mentioned above, it may not be so suicidal. Fighters on the German side generally outperform those on the Russian side for most of this campaign. The 109 especially the F4 (which is available for most of the maps) has superior climb (and in most cases, level and dive speed) to anything the Russians can field, until the later maps with the Spit V and La5. Thus they can dictate the fight, and choose when to engage or disengage. Those pilots flying Russian fighters don’t have that luxury, so they must fly defensively and try to disengage but are usually at the mercy of the attacking and better performing fighters - e.g. a suicidal situation. Regarding teamwork, it’s a lot easier to have good teamwork when your wingmen are all flying better performing aircraft then the enemy and can dictate the fight. Flying lesser performing aircraft (and often at a lower altitude then the enemy) forces each pilot to not only try to coordinate with their wingmen, but also be constantly defensive while looking up and behind them to be able to break quickly if they get bounced. It’s easy to lose track of wingmen in this environment. If the side with lesser performing aircraft have higher relative team numbers than the enemy, it can help with the teamwork just because there are more friendlies around than the enemy, and there’s a higher chance someone will spot an enemy plane and call it out. With the introduction of the Fw-190A3 and later the A5, the lethality of the German fighters becomes a major factor. Where it might take a 109 (without gunpods) a few passes to get a lethal hit on an opposing fighter or bomber, often times a 190 (esp with 4x20mm loaded) can get a critical hit with one pass. The 190A3/5 has a lot of rounds for the inner 20mm so they can fire longer bursts at each pass. I’m talking generalities, so I’m sure some may point out some specific instances where they’ll state I’m wrong with respect to relative performance of specific versions of opposing fighters, etc. However, I’m mainly looking at the individual maps as they are rolled out, and the changes in front line fighters that become available and oppose each other, and my experiences and observations with respect to their relative performance. For what it’s worth...
  8. AKA_Relent

    Tactical Air War

    It’s been mentioned before, but IMO having only one side with the ability to not only capture, but if not successful at capturing, to further damage an enemy airfield (that is >= 50% damaged) without the use of tanks or being exposed to that airfield’s AA/AAA defenses is a major advantage to that one side. I’ve suggested it before, but it would be a more balanced approach if the other side had tha ability to do something similar, such as land a transport bomber (on a road, frozen lake, flat field, etc.) near a (>= 50%) damaged enemy airfield, to “supply partisans” and have the same impact as paratroopers (I.e. further damage the airfield or capture it). This current map (#4) has seen at least three airfields captured by paratroopers, so it certainly has had a significant impact on the potential outcome. Cudo’s and thanks to LG and the admin team for continuing to provide this campaign server, this in no way takes away from the effort you have put forth, just posting an opinion and suggestion :). Edited - changed the A/F damage comments from 60 to 50%, before paratroopers can be used (was going by memory, and obviously I miss-remembered )
  9. Thanks JtD - yes, that’s sort of what I was trying to figure out. I.e. would “not” dropping flaps and going with the mentioned indicated IAS (270) somehow equate to being better than dropping flaps - thus slowing down and getting a tighter turn (possibly for a short time as you ride the edge of a stall) - vs maintaining a sustained turn at the higher speed. Was initially just wondering what to make if the information.
  10. Thanks for the reply Erkki - it was a Bf109F2, confirmed from stats. In any case, interesting perspective, I hadn't realized that the Yak-1 will only drop partial flaps at higher speeds, so they will work like combat flaps until your speed drops... good to know.
  11. Looking at the Aircraft Flight and Technical Specifications and Operational Details page, I see the following comparisons between the Bf-109F-2 and the Yak-1: Bf 109 F-2: Maximum performance turn at sea level: 23.6 s, at 270 km/h IAS. Maximum performance turn at 3000 m: 29.0 s, at 270 km/h IAS. Yak-1: Maximum performance turn at sea level: 19.2 s, at 270 km/h IAS. Maximum performance turn at 3000 m: 24.6 s, at 270 km/h IAS. Can someone tell me exactly what "maximum performance turn" means? It seems to indicate that if both aircraft at the respective altitude and with similar speed and energy were flying at/maintaining 270 kph indicated in a horizontal turn, that in a clean configuration (i.e. no bombs, rockets, and no flaps deployed) the Yak-1 should be able to out-turn the Bf-109F-2 (by 6 seconds at sea level, and 4.4 seconds at 3000 meters) in a full circle. But when would you (if ever) use a maximum performance turn in combat? I can't remember the last time I've been able to out-turn (horizontal turn) an F-series Bf109 in a Yak-1, unless upon entering the fight I had a better energy state (e.g. higher altitude or speed). The Bf109 with it's leading edge slats and ability to drop partial flaps vs the full up/down flaps of the Yak-1 appear to give the Bf-109F2/4 a serious advantage. So I guess I'm asking how best to utilize this information in a combat situation. Thanks.
  12. AKA_Relent

    Some feedback after half hour gameplay

    +1 this! I fully agree, and hope there is some added info displayed on ammo currently selected and/or just loaded without the use of the HUD.
  13. @Coconut - is there a way to request an inventory of which planes you have at which airfields? I know after landing the framework will display how many points you've earned that mission, accumulated overall, and give you aircraft inventory information (at least at that base), but was wondering if you could get that information on demand. Thanks again for providing these servers, and allowing for the use of your framework!
  14. AKA_Relent

    Tactical Air War

    Adding a few more random flak around each depot (maybe 10-20km out or more) might help notify pilots slightly sooner that their depot was about to be hit, getting more defensive fighters into the air.
  15. AKA_Relent

    Tactical Air War

    Actually, you bring up some good points Riksen - for those wanting a more historically accurate experience (not talking the plane set, as we all know there aren't enough variants of each plane type), a different "maximum number of planes per pilot", as well as introducing a "maximum participant per side" limitation could change the overall feel of the campaign, and press home the often desperate feeling pilots from each side faced (more so for the Russians in 1941-1942, and more so for the Germans in 1944-1945). For example: Maps 1-3 could favor the Germans in number of max planes per pilot, and maximum pilots per side (e.g. Germans max: 50 vs Russians max 30) Maps 4-5 could be even in number of max planes per pilot, and maximum pilots per side (40 vs 40) Maps 6-8 could favor the Russians in number of max planes per pilot, and maximum pilots per side (e.g. Germans max: 30 vs Russians max 50) As technology improved in Russian aircraft/equipment in 43/44/45, so to did the number of Russian aircraft in the air vs the dwindling number of German aircraft in the air to meet them.
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