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Jex_TG
04-07-2005, 09:20 AM
Hi Guys,

I play online dogfight that has mission objectives to sink shipping or destroy ground targets. Only visited a few servers but it seems that all the carriers are sitting ducks.

This isn't my main gripe though, which is taking off from them. I grab a plane, load it up with some bombs for the job, and try as I might, without that head wind and extra 40km/h, I just crash into the ocean each time. The plane simply cannot get the required take off speed.

Is it something in dogfight that doesn't allow for moving ships? can't the fleet be set to do a loop of waypoints? It seems pointless to include a plane that can't get off the deck with a few bombs.

VW-IceFire
04-07-2005, 09:26 AM
Yeah, the game was never designed with moving objects in dogfight mode. Its hard coded we're told.

You CAN get off the deck in most configurations. Depends on the plane, the carrier type, and armament load.

You may want to consider the following:
1) Realistic carrier take off armament loads
2) Fuel capacity (you may get off with a full load but only at 25%)
3) Procedure:
- Set fuel mix to 120%
- Close the radiator
- Drop the flaps only as you leave the deck

In my experience, taking off of Escort Carriers is nearly impossible in a dogfight server with any armament load. But standard sized carriers should be possible with most types of loads. Practice as always helps.

Jex_TG
04-07-2005, 10:33 AM
I've tried the rad closed, 25% fuel, haven't tried the 120% mix and flaps down only as you leave - but some of these planes I'm loading the F4u with 4000lbs of bombs, Did this loadout go on carriers?

Would be nice to be able to recreate it. Thx for the reply, as least now I know its the game and not the map maker http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

JunkoIfurita
04-07-2005, 06:00 PM
Those heavy loadouts for the corsair: I'm not sure why they included them when they didn't include the catapults or 'rocket tubes' used in launching them.

With 4000 pounds of bombs on, you have enough trouble getting airborne when the carrier is moving 50km/h with the wind.

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LEXX_Luthor
04-07-2005, 08:04 PM
You can put two or more Internet Dogfight carriers end-to-end and have long takeoff...as long as you need. For internet Dogfight, this is 100% full realism, and gets the job done.

whiteladder
04-08-2005, 03:20 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> You may want to consider the following:
1) Realistic carrier take off armament loads
2) Fuel capacity (you may get off with a full load but only at 25%)
3) Procedure:
- Set fuel mix to 120%
- Close the radiator
- Drop the flaps only as you leave the deck <HR></BLOCKQUOTE>

I would add to this that when you spawn you are located a good distance from then end of the deck. I always release the chocks taxi right to the very end of the deck and start the take off run from there. The extra deck usually makes about 10mph difference at the end of the run.

If it is a busy server I fold wings and taxi on the very left endge of the deck, this way you avoid anybody spawning.

Bolt40
04-08-2005, 02:52 PM
Or..Or you could request a fix for this dogfight bug..and make the ships movable..since most DF maps are timed ..it wouldnt be an issue of fleets colliding or what not..never understood why this wasnt looked at before..no fun in attacking static tgts like Ships , vehicles ..etc...

ManicGibber
04-09-2005, 12:35 AM
Would be nice if the spawn point was at the end of the Carrier instead of almost dead centre. I suppose the logical spawn point on a carrier is centre then work towards the rear so as to accommodate as many spawn points as possible. Then the front planes can take off making room for the next and so on. Well look at that I just answered my own dam question, I suppose I'll be a TROLL today and move on to the next topic.