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Subject: Hitech Simulation Digest V1 : I12


Hitech Simulation Digest Volume 1 : Issue 12
               Thu Jul 22 22:38:43 PDT 1993
   Compilation copyright (C) 1993  Jeff Beadles
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 Today's Topics:
  SAM deadliness                       Robear <robear@access.digex.net>   
  Re: Great Warships of History        ross@kaos.b11.ingr.com (Ross Ericks
  Re: SAM deadliness                   stenger@zeus.uni-duisburg.de (Joerg
  Re:  New Dynamix Simulator Series    opus@ihlpf.att.com                 
  Re: Why do I listen to you guys?     opus@ihlpf.att.com                 
  Re:  New Dynamix Simulator Series    knutson@mcc.com (Jim Knutson)      

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From: Robear <robear@access.digex.net>
Subject: SAM deadliness


     I think the difference between F3 Sam hits and Tornado is that the
Tornado is operating at only a few hundred feet at very high speed.  Any
hit that causes massive loss of control, even if momentary, will cause
lawn dart syndrome.  A similar hit, engine loss or whatever, will only
mess up an F-16 pilot's day at 4000' AGL.  He can recover.
     
     One good indicator is the number of Tornados lost in Desert Storm.
Quite out of proportion to the other types, precisely because of the 
risky flight profiles.  No room for error.

     I just reject the mission, anyway :-).

	David Pipes

-------------------------------

From: ross@kaos.b11.ingr.com (Ross Erickson)
Subject: Re: Great Warships of History

> ------------------------------------------------------------
> From: rogers@sol.instrumental.com (Bob Rogers)
> Subject: New Dynamix Simulator Series
> 
> The Sierra/Dynamix support rep. on GEnie says that the first game in the
> "Great Warships of History" sereis is being developed.  It's a WWII
> sumarine simulator.  

Yes, and it's called 'Aces of the Deep'.  VERY cool technology in this
one.  Was previously called Graue Wolfe before a recent name change.
We'll be doing a preview of this one this early fall.

- -- 
--------------------------------------------------------
| Ross Erickson          |  Read GAME BYTES MAGAZINE!! |
| ross@kaos.b11.ingr.com |  Found at ftp.uml.edu       |
| 129.135.252.87         |  and wuarchive.wustl.edu    |
| 205-730-4019 - voice   |  Check it out and send some |
| 205-730-6445 - fax     |  feedback via email.        |
--------------------------------------------------------


-------------------------------

From: stenger@zeus.uni-duisburg.de (Joerg Stenger)
Subject: Re: SAM deadliness 

David Pipes wrote:

>      I think the difference between F3 Sam hits and Tornado is that the
> Tornado is operating at only a few hundred feet at very high speed. Any

I thought that would make it more difficult for the guys at the trigger?
If I'm flying at Mach 1+ and the SAM does also it should be quite difficult
for her (?) to hit me while I'doing some manouvers, dropping chaffs and playing
"You can't touch me" via ECM.

> hit that causes massive loss of control, even if momentary, will cause
> lawn dart syndrome.  A similar hit, engine loss or whatever, will only
> mess up an F-16 pilot's day at 4000' AGL.  He can recover.

Yes, sometimes I can ;-)
    
>      One good indicator is the number of Tornados lost in Desert Storm.
> Quite out of proportion to the other types, precisely because of the 
> risky flight profiles.  No room for error.
> 
>      I just reject the mission, anyway :-).

I'm like Murphy - an optimist (and still trying to get it completed ;-)
> 
> 	David Pipes
Joerg "Dancer" Stenger


-------------------------------

From: opus@ihlpf.att.com
Subject: Re:  New Dynamix Simulator Series

rogers@sol.instrumental.com (Bob Rogers) writes:
>The Sierra/Dynamix support rep. on GEnie says that the first game in the
>"Great Warships of History" series is being developed.  It's a WWII
>sumarine simulator.  

There is a picture from this game in the latest issue of CGW.  I believe
the game will be called "Grau Wolfe" (anyone know what "Grau" translates
to from German?).  The picture looked VERY nice, but I don't know if it
was a transition screen or if it was representative of actual game play.
It shows a half-sunk freighter with one end sticking up in the air and
a multi-engined plane flying overhead.

Rob
opus@ihlpf.att.com

-------------------------------

From: opus@ihlpf.att.com
Subject: Re: Why do I listen to you guys?

knutson@mcc.com (Jim Knutson) writes:
>"Pete Williams" <a825199@pan.mc.ti.com> writes:
>> I'm using a basic SB, and get a couple of seconds 
>> of sound when the engine starts or when I shoot, otherwise it's 
>> silent. I know other people had this problem; what's the fix?
>
>The only reference I found in the flight_sim wais library was to make
>sure that your IRQ is set to 7.  Both 5 and 10 are known to cause
>problems.

It depends on what version you're using (you can tell by looking at the
top of the "About" menu page).  For 1.07 and earlier, IRQs 7, 2, and 10
should be tried.  For later versions, you should try 7 or 2.  All versions
past 1.07 are BETA, and thus if you want them, you have to pay to download
them from GEnie.  Once a new version becomes official, it will be
available for free download from GEnie.  Peter, if you have version 1.00,
make sure you grab 1.06 (which is equivalent to 1.07) from GEnie.

>>      2. I find the flight characteristics to be satisfying (I'm using 
>> full realism settings), although I would have expected higher IAS 
>> readings. Flying a P51, I find myself at about 250-300 knts under 
>> 100% power and no g's; I would have expected a little higher airspeed.

Like in real life, it takes a loooong time for AW planes to reach top
speed in level flight.  A much more efficient way to do this is to climb
above your target altitude, then dive to get to top speed.  I just checked
my tables, and the P-51D's maximum indicated airspeed is 320 knots,
acheived while flying on the deck.  The P-51 achieves its maximum true
airspeed of 380 knots (437 mph) at 23000 ft., equivalent to an indicated
airspeed of just 264 knots.

>> What speed are you typically flying/fighting at (ignore low speed ring
>> around the rosey)?
>
>Depending on the plane and fighting style, fights occur from 300+ kias
>in a dive down to 75 kias.  I thought it was a bit slow as well, but
>that's where it happens.

During my climb to altitude, I'll try to stay fast enough to maneuver in
case I get bounced (this varies from plane to play; in a P-51, I don't
like being slower than 210 KIAS or so).  Once I level off, I go as fast
as my plane will take me at full military power, as long as I don't have
overriding fuel considerations.  It's a heck of a lot easier to bleed
energy than it is to gain it.

Slow dogfights at just above stall speed are dangerous to get into.
Very often, some unscrupulous scoundrel flying for the enemy (like me
:^) will come along, see what you're doing, climb above you, then make
diving passes at you while you're still busy with your other opponent
and too slow to evade, until you're dead.  On the other hand, if an
opponent wants to fight this way, then it's very difficult to avoid
getting dragged down with him unless you have the speed and foresight to
disengage.

>I just don't want to be a boom and zoomer if I can help it.  I like
>mixing it up.  However, the P-nn (and navy) planes just aren't designed
>for this kind of fight.

The F6F and the P-38 are excellent dogfighting planes, if you know how
to use them (I don't).

Dogfighting is a lot of fun, but if the other side outnumbers you
substantially, it'll be a blood bath.  "Boom and zoom" diving attacks
allow you to be effective even when you're seriously outnumbered.  I've
taken on 5-6 enemies at once while flying a P-51 and come away with a kill
and no damage whatsoever.  I'm not good, just patient.  Boom and
zooming sounds boring to a lot of people, and there definitely are slow
periods, but just try to imagine how exciting it is to wade through about
12-15 planes buzzing over an airfield when all their pilots are watching
you, waiting to nail you when you make your pass.  Good pilots will get
kills in these scenarios.  I've had to settle for damaging a few planes
before I was forced away.  :^)

>The most trouble I have at the moment is knowing how far to push each
>plane without spinning (all reality options turned on).  Spins have
>killed me more than anything else at this point.

It does take a lot of practice to be able to hang it out on the edge
without going too far.  You must master this before you fly online, or
you will waste your money spinning into the ground instead of fighting.

If this continues to be a problem for you, try taking planes that are
not prone to spins and are easy to recover with, such as the Bf109 and
the Zeke.  Stay away from the P-51 and especially the F4U Corsair.  The
P-38 is not easy to spin, but once you do, recovery can be extremely
difficult

>Nor have I figured
>out at what altitude it's smarter to bailout than try spin recovery.

Always try to recover.  What have you got to lose?  :^)  When you're below
2000 ft., your chances of recovery are slim in some planes and excellent
in others.  Either way, when you're low, you should provide yourself with
an extra safety margin and not ride as close to the edge of the envelope.

One tip, for when it's taking you a long time to recover from a spin:  if
the oil pressure gauge drops near the yellow zone, kill the engine.  This
will prevent you from suffering engine damage due to oil starvation.
Once you've recovered and applied positive Gs long enough for the oil warning
light to go out, restart your engine.

Rob
opus@ihlpf.att.com

-------------------------------

From: knutson@mcc.com (Jim Knutson)
Subject: Re:  New Dynamix Simulator Series

> the game will be called "Grau Wolfe" (anyone know what "Grau" translates
> to from German?). 

I believe Grau is Gray.

Jim

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[[ End of digest  Volume 1 : Issue 12 ]]
