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Black September VI


J5_Baeumer
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Black September Campaign Registration  

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  1. 1. Register by indicating which coalition you prefer to fly on:

    • Entente Only Please
    • Entente Preferred
    • Either Side (organizers put me where you need me)
    • Central Preferred
    • Central Only Please

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J5_Baeumer

Results - http://stats.jasta5.org:8000/en/missions/?tour=45
 

image.thumb.png.044456d94912ea8e30ef052ecabefd7a.png

 

Notice to Pilots

 

September 18

WEATHER REPORT FOR TODAYS MISSION:
Heavy clouds: 2800m (9200ft)
Wind direction: From West 270
Wind speed: Near ground 1-2ms aloft 3ms
Turbulence:No turbulence is to be expected (0)
Temperature: 15 C

 

Server entry 1745 GMT (convert to your local time); wait on the field for the signal at 1800 GMT for wheels up.

 

September 15

The unexpected mission end last week was due to an error in the server mission shutdown timer prematurely sending a mission shutdown command.  This was not the result of J99_Sizzlor mission coding but the server.  We have retested the mission multiple times to a full 4:15 minutes without problem to insure that this does not occur again. 

 

Because the mission shutdown occured after 60 minutes and we were unable to restart the mission in confidence within 30 minutes, per the rules, last weeks mission is scored as a tie.

 

Plan on a return to hostilities during a full length mission this coming weekend and accept my apologies for the disappointment and inconvenience we all shared together. 

 

Quote

"Bad Weather"
In the event that technical problems occur, every effort will be made to address the situation as quickly as possible. In the event that a problem occurs with less than three (3) hours left in the mission, OR it is not able to be addressed within 30 minutes (sustained connection issues), "bad weather" will be considered to have forced all planes to return to base where they are grounded until the next regularly scheduled mission begins. The results of any such mission are “inconclusive” and will be scored as a tie.

 

September 11

WEATHER REPORT FOR TODAYS MISSION:
Heavy clouds: 2800m (9200ft)
Wind direction: From West 270
Wind speed: Near ground 1-2ms aloft 3ms
Turbulence:No turbulence is to be expected (0)
Temperature: 15 C

 

September 3

  • The win criteria shown on the table below will take precedence.  There is still a statement in rules v2 that is incorrect, stating that all three sectors must be won by entente for a mission win to be awarded.
  • The server will open at 1745 GMT (convert to your local time zone) for entry and warm up.  Do not fly until the in game signals.
  • The following pilots who registered for either side are assigned to Red/Entente team:

    Gardimus
    Gwynel
    I./SG2_Foxmann
    OldPrimus
    SCG_Faerber
    Tailmange

    US213_Talbot


September 2

Rules updated consistent with below updates

Black September VI Rules.2.zip

 

JG1 reassigned to Central (Blue)
SCG assigned to Entente (Red)

·        Typo in earlier section inconsistent with 'grid' summary of victory conditions.  See underlined:   Entente must achieve offensive success in Phase 4 in two (2) sectors for the offensive to be considered a success and win that weeks mission.  Entente winning 1 sector is insufficient success for the offensive to be a success and results in a draw for the week.    

Communications: 
Side Commanders can move to other channels (fields)  WHEN THEY ARE ON THE GROUND to exchange information, but any grounded pilot can reach the side commander any time, even when the side commander is flying.  This is one commander per side, not sector captains etc.

 

Bomb equipped planes updated. See chart below.

Entente Scouts

 

Entente Two-Seaters

 

Nieuport 28

Bristol F2bII

SE5a *

 

 

Sopwith Camel *

Bristol F2bIII

Sopwith Dolphin *

DH4

Spad XIII *

 

 

*bomb equipped scouts

 

 

Central Scouts

 

Central Two-Seaters

 

Albatross D.Va

Halberstadt CL.II

Fokker D.VII

Halberstadt CL.IIau

Fokker D.VIIf

 

Fokker D.VIII

 

 

Fokker Dr.I

 

Pfalz D.IIIa

 

Pfalz D.XII

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

September 1
Rules are updated from last year and posted here.  Any correction/revisions will be posted on this thread under the Notice to Pilots: 

Black September VI Rules.2.zip(updated 9/2)

 

Pilots must remember to check in on Flugpark Discord day of the mission for assignments 30 minutes before mission time.  Here is link to Flugpark Discord:  https://www.discord.gg/h8MRmyN

 

August 31

Error from draft revision had a proposed 10 death penalty.  Correct death penalty remains original 15 minutes.

 

August 29

At the start of the mission there is a 15 min "warm up" period for planes.  This allows pilots to stagger entry into the server and into flight lines in an orderly fashion that does not overload the server.

Reflight penalty: 5 min (currently not working correctly in IL2. Please make sure to wait 5min until you refly).  Worse however, is reflight at all.  Pilots should Rearm/Repair at fields to save valuable airframes.

Fields are resupplied with airframes every 30 minutes. (edited)

 

August 28
Tomorrow is the server test mission 1800 GMT (convert to your local time zone).  Please fly on the side you selected.  If you selected neither side, wait and try to even the sides unless your unit is assigned to a side as follows:

Entente:  1PL, IRFC, 3PG, RNAS, 76th, 71st, SCG all other Entente pilots
Commanders:  1PL Lucas, Kotori, Gascan, IRFC Artun, CubanCoveRunner

Central:  Jasta 2, Jasta 5, Jasta 99, JG1 (JG1 switched from Red to Blue 9/2)
Commander:  Drookasi


Subscribe to this thread for automatic updates.

 

Announcing Black September VI

image.png.58de40c8bb1b5362485b47045edc2ad4.png

 

Jasta 5 is pleased to be able to present the sixth installment of the campaign that focuses on the highly successful but last-ditch effort by the German Air Service to defend against Entente attacks during September 1918, resulting in the highest number of air casualties in any month of the entire war. 

 

For a little history see - https://en.wikipedia.org/wiki/1918_in_aviation#September and https://www.amazon.com/Black-September-1918-Darkest-Month/dp/1911621114

 

We welcome all pilots, new and experienced alike, to be a part of this event! 

 

Two years ago, the Flying Circus community took off with Black September as the first ever Flying Circus campaign event. We are happy to be able to bring this year’s campaign in continued collaboration with one of the best and well-known mission builders featured on the Flugpark Server, J99_Sizzlor.   

 

WHEN:

Four Saturdays in September (4, 11, 18, 25) – 1800-2200 GMT on the Flugpark.  Server test Saturday August 28 1800-2200 GMT.  Convert times to your local time zone.

 

WHAT:

Entente forces attacking to complete  photo reconnaissance, bombing, artillery spotting, infantry contact, trench attacks and supply disruption in support of the ground offensive. 

Central forces defending.

 

WHERE:

Flying Circus Flugpark server hosted by Jasta 5 will be reconfigured on mission.  Both teams/sides will meet on the Flugpark Discord server at https://www.discord.gg/h8MRmyN  for mission assignments.

 

HOW:

Rules, scoring, and proper details published soon but no later than about August 29, prior to the commencement of hostilities.

 

Server Settings: (edited)

Full Real Settings

Death/capture penalty: 15 minutes. If you can re-life, do so after 15 minute timeout. You should be able to fill backseat gunner positions during your death penalty.  

Reflight penalty: 5 min (currently not working correctly in IL2. Please make sure to wait 5min until you refly).  Worse however, is reflight at all.  Pilots should Rearm/Repair at fields to save valuable airframes.

Fields are resupplied with airframes every 30 minutes. (edited)

 

Weapon Mods: Not anticipated at this time.  

 

UPDATES TO THESE NOTICES:  

Subscribe to/follow this thread to automatically receive updates as they are posted.  More info to come.

 

Campaign Overview

Increasing pressure from Entente ground forces, supported by armor and aerial units is being brought to bear against the Central Powers.  The airmen on both sides are tasked with supporting the operations of the troops on the ground by completing designated missions.  The Entente on the offense has deeper objectives related to support of a general offense.  The Central Powers on the defense has shorter range operational objectives but must prevent Entente mission successes in order to win the day.

 

·         Each mission map is divided into three sectors, North (sector A), Middle (sector B), South (sector C). 

 

·         Each sector has offensive mission objectives for Entente to complete to be successful.  The objectives are the same in all sectors (see chart later in this guide). 

 

·         Each sector is trying to progress offensively through four sets of mission objectives.  Each set of sector objectives is considered in a “Phase”.   If Entente complete the first objectives (Phase 1), that sector progresses into the next set of offensive mission objectives (Phase 2).   And so on, through Phase 3 and Phase 4 for that sector.     

 

·         Entente must achieve offensive success in Phase 4 in two of three sectors for the offensive to be considered a success and win that weeks mission.  Entente winning 1 sector is insufficient for the offensive to be a success and results in a draw for the week. See Mission Wins conditions in chart below.  

 

·         Central is trying to prevent Entente from achieving success in enough sectors to prevent overall Entente offensive success.

 

See the Mission Objectives and Effects table below for complete Phase and Objectives details and win/draw/loss criteria.

 

Mission Objectives* and Effects

*Refer to the in-game mission description/information tab for specific related details/commands. 

 

 

Entente Sector Objective

 

Entente Success Effect

 

Entente Failure Effect

 

Additional Effects/Notes

 

Phase 1

 

Destroy enemy Forward Observation Post

AND sector balloon AND

complete Recon* within 90 minutes.

Ground Offensive Begins in Sector.

Failure prevents attempt of Phase 2 and Phase 3 objectives and Phase 4 objectives completion necessary for winning the sector.

IF Entente has not completed recon within 90 mins, Entente HQ sends extra balloon observation unit to the sector to gather the intelligence needed to allow Entente to move to Phase 2.  However, Entente must successfully defend this balloon unit for 20 minutes for effect.

Phase 2

 

Complete Artillery Spot*

OR

Bomb Enemy Arty Battery

Friendly Artillery can attack enemy Artillery

 

At beginning of next Phase, four (4) Entente tanks begin moving toward enemy trenches with infantry.

Failure prevents attempt of Phase 3 objectives and Phase 4 objectives completion necessary for winning the sector.

 

 

Phase 3

 

Complete Infantry Contact (flares)* 

OR

Trench Attack

AND

Entente tanks reach enemy trenches. 

Friendly artillery can destroy the Central trenches.

 

 

 

Failure prevents attempt of Phase 4 objectives completion necessary for winning the sector.

Central can destroy Entente Artillery in this phase and the next.  If successful, it delays Entente Infantry Contact mission completion 5 minutes.

Only when the task is accomplished through Infantry Contact Mission. Not when the trench is destroyed by planes.

Phase 4

 

Destroy Enemy supply train before reaching depot

OR

Destroy bridge before train has passed it,

 

Entente success disrupting supply line results in Front moving and capturing enemy forward airfield.

 

 

Succeeding in both results in Entente winning the sector.

 

If supply train reaches its destination, Central front lines are reinforced and a ground counter attack succeeds in recapturing lost positions.  Entente progress is reversed back to start of Phase 3.

 

 

Mission Wins

 

Entente wins in 2 sectors results in Entente mission win.

Entente wins 1 sectors results in a mission draw.

Entente wins less than 1 sectors  results in Central mission win.

 

 

Black September VI Rules.zip

Edited by J5_Baeumer
Updates to Notices to Pilots in first thread
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I'm excited. Any thoughts on incorporating the new planes, like the Pfalz, Nieuport, and DH-4?

 

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I'll miss the first half due to holidays. This is incredibly sad. I don't know how you could do this to me.

Edited by J2_Bidu
Using this extra space to further express my anger
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J99_Sizzlorr
On 8/9/2021 at 11:09 PM, gascan said:

I'm excited. Any thoughts on incorporating the new planes, like the Pfalz, Nieuport, and DH-4?

 

Yes of course...

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J2_Drookasi

A suggestion for the organizers in regards to campaign communications.

 

There is this rule in the campaign description that comms are allowed only within a 'flight' doing the same objective.

My personal experience and impression from what I have witnessed and heard in previous events is that this rule is 'circumvented' in a number of ways so as to offer some tactical advantages.

Examples:

- In a flight of 6 planes, 1 is flying 10 km ahead of the others acting as 'forward observer' and informs the other 5 planes - that are obviously beyond any reasonable WW1 in-flight range of comms - of what he sees. This practice adheres to the rules, but...

- In a flight of 6, 1 plane remains landed and is acting as an intermediary between the flight leader and the side commander or anyone who can divert forces from one place to another. Again, not a straight violation of the rules, but...

 

Since the event cannot force the same practices to be followed by every side, and to avoid complains of unfair use of comms, my suggestion is:

a. Maintain the 6 players per channel maximum capacity.

b. Allow for the side commanders to jump into any channel as a 7th player, over the maximum channel capacity.

c. Allow for comms between all channels as long an the number of 6 players per channel is not exceeded. For example, if in a channel there are 5 players then someone from a different channel can get there any time he wants and share the tactical picture or give orders.

 

My suggestion allows for comms to be exploited in the maximum, depending on the organizational skills and the initiative of each side, following the 3 above very basic rules, without imposing a burden (rule) that not everybody is following in the same way.

 

For the organizers' consideration.

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I would love comms to be only SRS. And you could do whatever you want while just being in that.

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J5_Baeumer

Thanks, @J2_Drookasi and @J2_Seya.  The intent of the communications limitations of our two "bookend" campaigns, Black September and Bloody April, is to introduce the fog of war, increase the need for planning and coordination while penalizing poor execution.... in summary, to try to reproduce a more realistic experience.  That said, unfortunately, some players excel at wanting to 'game' the game, instead of honoring the spirit of what is intended:  a 'more' realistic gaming experience.  To that end, we at J5 are looking forward to hosting a 'no comms' mini event sometime, similar to the kinds of events hosted back in the days of RB3D.   Flares, wing waggling, porpoising, and even hand signals, among other things would need to be relied upon.   We had hoped that the Polish Soviet War would be that venue, but the logistics of new map navigation and challenge of coalition identification and fast pace of this great mission, seem to preclude that for the event we are hosting this coming weekend at least.  Perhaps in October sometime.

In the meantime, thanks for sharing your thoughts.  It seems that a happy medium has been gamed a bit of late, and the all or nothing of unrestricted comms (30 players on one channel) or no comms at all is still unacceptable.  We look forward to seeing the community share here more thoughts and suggestions on the topic and hope that through this process initiated by you both, that a better communications policy can be created! 

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31 minutes ago, J5_Baeumer said:

Thanks, @J2_Drookasi and @J2_Seya.  The intent of the communications limitations of our two "bookend" campaigns, Black September and Bloody April, is to introduce the fog of war, increase the need for planning and coordination while penalizing poor execution.... in summary, to try to reproduce a more realistic experience.

 

A new challenge also awaits us in the form of the future Air Marshall feature - specifically if and how we'll be able to use it to our advantage in a WW1 context.

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J2_Trupobaw

Air Marshall will be a very WW2 feature, but I suspect it can be great asset in WW1 if the Marshalls limit the information they pass to pilots to what is historically plausible. Just matter of integrity and clear rules.

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J5_Baeumer

Important updates:  see Notices to Pilots at top of thread.  Sides announced.

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J5_Baeumer

Thank you to the 80 players who helped with the mission logic/server stress test today!  Please PM @J99_Sizzlorr with any items that need to be addressed either here on this forum via PM or via Flugpark Discord PM.  Thanks!

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J99_Sizzlorr

Thanks to all who participated in the testing on Saturday. It turned out that I had an older version of the mission to which I made the updates for this years event. That is why we saw some old bugs again sorry for that. Anyway now I made the fixes to the latest version of the mission which are as follows:

Fixed: Subtitles now have their own space on screen. Left is Sector A, center is Sector B, right is Sector C.
Fixed: Trenches in Sector A and B were labled wrong.

Fixed: Tank cooldown is now set to 5min.

Fixed: Phase II artillerie icon wasn't visible for central.

Fixed: Barbedwire was removed tanks will no longer get stuck on it.
Fixed: Spawn line at La Brayelle.
Fixed: Subtitles are now correctly color coded.

Fixed: Effects are now the new loop effects, they will now not be invisible for a second and then start again. They will also not float around anymore.

Fixed: Artillerie spotting in Sector A. Artillery is now more visible and will spawn correctly.

Fixed: Entente balloons will now be winched down if recon was successfull.

Fixed: Removed Icon desc tooltips with Army group lables.

Fixed: Infantry spotter should now not be active when trench got destroyed by bombs.

Added: Names to destroyed villages at the frontline.

Added: Ambient Armycamps, Field hospitals, Windmills, Churches, Frams etc in both territories.

Changed: All special task planes on Entente side are now D.H.4 because of the Bristol altimeter bug (up for debate).

 

 

Edited by J99_Sizzlorr
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J5_Baeumer

August 31

Error from draft revision had a proposed 10 death penalty.  Correct death penalty remains original 15 minutes.

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1PL-Husar-1Esk
1 hour ago, J5_Baeumer said:

August 31

Error from draft revision had a proposed 10 death penalty.  Correct death penalty remains original 15 minutes.

BTW I think 15 minutes is not enough, more should be better (for example 30 minutes- maybe a poll can be made).  If you fight back first enemy wave enroute and protect two-siters, It should render enough time to do the job and start return, not meet another enemy wave wich spawned after death.

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7 minutes ago, 1PL-Husar-1Esk said:

BTW I think 15 minutes is not enough, more should be better (for example 30 minutes- maybe a poll can be made).  If you fight back first enemy wave enroute and protect two-siters, It should render enough time to do the job and start return, not meet another enemy wave wich spawned after death.

 

Penalty shouldn't be so short that it pays off to die instead of rtb (apart from pride/streak considerations).

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1PL-Husar-1Esk
40 minutes ago, J2_Bidu said:

 

Penalty shouldn't be so short that it pays off to die instead of rtb (apart from pride/streak considerations).

Yes this also is important. Our planes are not that fast so this is factor.

 

For me the Death Is Death formula was the best. But I understand others opinion and concerns, but 15 min is not enough penalty IMHO.

Edited by 1PL-Husar-1Esk
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SCG_Faerber
3 hours ago, 1PL-Husar-1Esk said:

Yes this also is important. Our planes are not that fast so this is factor.

 

For me the Death Is Death formula was the best. But I understand others opinion and concerns, but 15 min is not enough penalty IMHO.

I believe the penalty should be death and that take off should only be allowed with your squdron again.

Example:
Flight A has 5 aircraft, and 2 get shot down (A2 and A4), A2 and A4 would only be allowed to take off once A1, A3 and A5 land and get ready for the next sortie or 30 minutes waiting time. I don't know exactly how to balance this however, but I do believe that respawning should be linked to the whole flight and not individual pilots.

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J99_Sizzlorr
7 hours ago, 1PL-Husar-1Esk said:

Yes this also is important. Our planes are not that fast so this is factor.

 

For me the Death Is Death formula was the best. But I understand others opinion and concerns, but 15 min is not enough penalty IMHO.

 

3 hours ago, SCG_Faerber said:

I believe the penalty should be death and that take off should only be allowed with your squdron again.

Example:
Flight A has 5 aircraft, and 2 get shot down (A2 and A4), A2 and A4 would only be allowed to take off once A1, A3 and A5 land and get ready for the next sortie or 30 minutes waiting time. I don't know exactly how to balance this however, but I do believe that respawning should be linked to the whole flight and not individual pilots.

 

The Black September mission was created with the mindset that some people take more than 4 hours off time with the family every Saturday for one month to be able to participate in the event. The time spent on the event should be worthwile and spent flying and not sitting infront of your computer and waiting for 30 min or until the last member of your squadron lands. Also the mission is packed with tasks to do, and Operation Michael and last years Black September showed us that it is quite difficult to achieve victory in those 4 hours. Having pilots sit out for longer than 15 min will not contribute to mission success when it is not a one sided affair.

 

Historically more pilots were involved in that operations than we can field players. This is why i decided to have several "waves" of pilots by being able to refly to simulate more pilots being part of the operation. 15 min should also be enough to complete your task and be on your way until the respawning wave of pilots get up in the air and to your position again. No one will force you to take off after 15min you can always wait for your squardon mates to take off together. A thing which might be important for the attacking side, because getting into the action one after the other against an organized defence could be disadvantagous for the attacker. 

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1PL-Husar-1Esk

Then DID should work better, after  death you can go back to your family if you don't want stay as gunner ;)

I hope available planes will add to timeout after death anyway. 

 

I think that we all can agree one that if there is no respawn penalty,  the gameplay starts looking like yet another deathmatch aka WOL. I don't think we gonna have this but shorter death penalty promote that kind of gameplay. 

S!

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Sizzlorr changed my mind. It is really a shame to compromise other family plans only to flip over on take off and end your DiD participation right there (this based on true events ahem side wind - not my fault...).

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J5_Klugermann
22 hours ago, J99_Sizzlorr said:

 

The time spent on the event should be worthwile and spent flying and not sitting infront of your computer and waiting for 30 min or until the last member of your squadron lands.

 

A real consideration now that Pornhub is gone.

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J5_Baeumer

(Dead is Dead - aka DiD) might be a possibility again.  We have done these before.  They are great fun - until you die.  I remember waiting all week to fly a mission in my early years.  I crashed on takeoff.  Wait another week.   But that is what contributed to a higher level of excitement to fly!   There were real consequences.  I practiced a lot that week! 

With too long of a death penalty, you lose quite a few players.  It effectively becomes a DiD event.  That is not good when you have a smaller community.  You end up with a event with hardly anyone flying by the end of the mission....if the community is too small. 

And yes, the death penalty is intended to roughly equate to the time to RTB.  Airframes are limited anyways which discourages ditching planes.  Conserve them!

I think the community is approaching participation levels where one life to live events might be a possibility again.  I am hoping we see a solid 70 players in the server (which requires more players than 70 to replace pilots on death penalties).

Edited by J5_Baeumer
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J5_Baeumer

September 2

Rules updated consistent with updates noted in first post of this thread.  Please read.

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Salute! It was a tough fight. Kotori and I both got only 2 sorties in, but I think the tempo of operations helped to overwhelm the defenders. I had my hands full trying to keep planes in the air and sending them after the right targets. Almost lost it all in Sector B when I blew up everything except for the train engine!

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Oraclenok

Tell me how to do photo reconnaissance in Bristol (sector A)? I fly over Lille at an altitude of 3 km, but there are no messages.

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RNAS10_Oliver
36 minutes ago, Oraclenok said:

Tell me how to do photo reconnaissance in Bristol (sector A)? I fly over Lille at an altitude of 3 km, but there are no messages.

 

Same as on the regular Flugpark missions. If you were judging your altitude via the cockpit altimeter then that could have been the reason. As of the last update the Bristol's altimeter is bugged and gives incorrect readings. If you took any other Bristol spawn than the one named "Recon A" then that would also have prevented messages appearing.

 

Information about the Flying Circus Flugpark / Flying Circus Flugpark (IL2 stats) (jasta5.org)

Note you do not need the Camera for the mission even though states different.

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Oraclenok

I saw the difference in the readings of the instruments. I tried to fly at different heights. What elevation range must be in order for the message to appear?

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1PL-Lucas-1Esk

There should be a height of 10 000 feet. Are you sure that you took the proper plane?

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RNAS10_Oliver
1 hour ago, Oraclenok said:

Yes, the plane was definitely correct. The bombsight had 4.5 km.


That’s about 14,700 feet. You can see the altitude ranges required for the objective through hovering your cursor over the objective. The tool tip states the height required. It’s something around 6,500 feet to 11,000 feet.

 

Though you did say 3 km earlier and that’s about 9,800 feet.

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