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#3307846 - 05/31/11 05:59 PM Re: Building Midway [Re: zerocinco]  
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Richie61 Offline
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Looking like a very sweet add-on. The credit card is twitching to be used runningdog


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Inline advert (2nd and 3rd post)

#3308044 - 05/31/11 10:23 PM Re: Building Midway [Re: zerocinco]  
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What game do you need installed before you can install and play this.


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#3308193 - 06/01/11 02:46 AM Re: Building Midway [Re: Plainsman]  
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Originally Posted By: Plainsman
What game do you need installed before you can install and play this.


For WinXP its either Strike Fighters Project 1 updated to Oct 08, or Strike Fighters Gold same update.

For Win7 or Vista, its Strike Fighters 2.

#3308224 - 06/01/11 03:30 AM Re: Building Midway [Re: zerocinco]  
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bigstone1 Offline
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So on the US Side will you have squadrons with the meatball decal and some without? I forgot which squadron still had the red meatball on the star??? biggrin

#3308230 - 06/01/11 03:37 AM Re: Building Midway [Re: zerocinco]  
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zerocinco Offline
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Tchepone, Laos
The striped tail and star with the red center were on at Coral Sea and off by Midway.

#3308749 - 06/01/11 09:26 PM Re: Building Midway [Re: zerocinco]  
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zerocinco Offline
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Here's something we are putting into the Battle of Midway missions to make it more interesting.

At dawn the morning of the battle, both sides sent out scouts. The Japanese were skeptical about there being an American fleet nearby. The USN knew of the Japanese plans and only had to locate Kido Butai. They also knew that 320 was the most likely radial of approach.

So the US Navy sent 10 Catalinas aloft from Midway. You will fly one looking for the Japanese fleet.



And the IJ Navy sent float planes on search patterns to the east. They flew by dead reckoning (Distance = Rate X Time) to their turn around and returned. They could not type M to see where they were.



In Rising Sun Phase Two, you cannot skip these missions...because like every naval aviator on either side, plotting where you were going (on our plotting board) did not just mean victory, it meant you would find a friendly deck rather than a deep lonely ocean at the end of your flight.

As you know, on the game map (M key) there are coordinates. On these scout missions, you must do two things: Dead Recon and find the coordinates on the map. (Hey! You want a flight simulator or Donkey Kong?)

See the numbers along the margins? Those are Latitude and Longitude.



PLOT 1: In this shot of the plotting board, we will take the US Navy problem. You know where your ships are. That is the blue dot. You know where the PBY reported the Japanese fleet to be. That's the red dot.

Draw a line between them...or just line up a pencil or the side of a piece of paper.



PLOT 2: Then keeping it oriented the same, move it down to the compass rose at M for Midway. That's the heading from Enterprise to the enemy fleet.



PLOT 3: Then turn the line so it is vertical. Use the lines of latitude to measure the length of the line. Each division is 5 nautical miles. That is the distance.

Time to send the strike. Their course is 295 for 70 miles.

But how do you know when you are there? Dead reckoning. If you are going 120 knots, that is two miles a minute. In 35 minutes, you should be seeing smoke from the stacks. (or that's 4 minutes and 20 seconds at X8)



So, why are we doing this? First, it's fun. Second, it gives you something to lose...your time if you screw up. Third, it brings home what was really going on. Nobody was being vectored in to lock on. The GIB wasn't thumbing the camera around to select a target. These men on both sides were navigating over huge distances without any course guidance to find and strike targets then return home with only enough fuel to get it right. Sometimes they had to find their ship in the gloom of night in horrible weather...or die in a raft on the sea.

If you don't know the story, it's just a game. There's plenty of violence and short flights. You can count on that. But we think if you know "who" you are simulating and not just "what", you will appreciate the mission more.



Last edited by zerocinco; 06/02/11 02:45 PM.
#3308798 - 06/01/11 10:43 PM Re: Building Midway [Re: zerocinco]  
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zerocinco Offline
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Tchepone, Laos
Here's the blank one for those missions.



and a better picture of the Jake spotting the Hornet.




Last edited by zerocinco; 06/02/11 02:46 PM.
#3308820 - 06/01/11 11:11 PM Re: Building Midway [Re: zerocinco]  
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wheelsup_cavu Offline
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Neat stuff zerocinco. I hate to admit it but I never understood how plotting for navigation worked.


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#3308874 - 06/02/11 12:24 AM Re: Building Midway [Re: zerocinco]  
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zerocinco Offline
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Tchepone, Laos
Now you will. It will take you twenty seconds. Then set the heading, wing leveler, throttle at ~60% and crank it up to X8. Watch the clock. (We put one in every panel for this reason. Also, it's easier for me to write missions if I know the mission time.) When it's close, come out of hyperspace and get ready to fight.

But...remember the heading. The reciprocal is the way home with some deviation for ship movement. Try figuring the recip when a Zero is shooting your tail feathers off. It's not easy.

Last edited by zerocinco; 06/02/11 03:30 AM.
#3308998 - 06/02/11 03:50 AM Re: Building Midway [Re: zerocinco]  
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We'll get the plot board jpeg straightened out. Its rather fun and for a change takes you using your noodle. I got lost first time out flying Howard Ady's route.

#3309196 - 06/02/11 02:04 PM Re: Building Midway [Re: zerocinco]  
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zerocinco Offline
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Tchepone, Laos
I can see them on this computer but not on my iPhone.

#3309633 - 06/02/11 11:10 PM Re: Building Midway [Re: zerocinco]  
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busdriver Offline
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zerocinco says "Here's something we are putting into the Battle of Midway missions to make it more interesting...In Rising Sun Phase Two, you cannot skip these missions...because like every naval aviator on either side, plotting where you were going (on our plotting board) did not just mean victory, it meant you would find a friendly deck rather than a deep lonely ocean at the end of your flight. As you know, on the game map (M key) there are coordinates. On these scout missions, you must do two things: Dead Recon and find the coordinates on the map."

The artwork is flat out gorgeous! Just to clarify (yes I have been away from the hobby for almost a decade), your goal to be historically accurate means a player cannot progress through this campaign as strictly a Zero pilot or as a Wildcat pilot, correct? I think I know the answer, considering the time frame and the paucity of carrier battles (5 total) in WWII. But I imagine one could enjoy unlimited single mission setups? (Yes/No)

Again your artwork looks superb!

#3309650 - 06/02/11 11:53 PM Re: Building Midway [Re: zerocinco]  
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zerocinco Offline
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Tchepone, Laos
Yes...in fact, you will have all the pieces needed to do whatever you wish. We are leaving out a lot of things for continuity that will have to be worked in later. We could do every mission of one pilot if you have descriptions of them. In a small way we do that. We used the same people that fought at Pearl Harbor and Wake Island as possible.

#3309745 - 06/03/11 02:45 AM Re: Building Midway [Re: zerocinco]  
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wheelsup_cavu Offline
Lifer
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I can't see the plot pictures jpegs in the posts either.
(I tried using two different computers and internet connections and I can't see the jpegs on either of them.)
I was able to download them by putting their links in a post and right clicking and using the "save target as" feature.

http://simhq.com/forum/files/usergals/2011/06/full-4804-13134-full_4804_13126_plot1.jpg

http://simhq.com/forum/files/usergals/2011/06/full-4804-13135-full_4804_13127_plot2.jpg

http://simhq.com/forum/files/usergals/2011/06/full-4804-13136-full_4804_13128_plot3.jpg

http://simhq.com/forum/files/usergals/2011/06/full-4804-13137-full_4804_13129_plottingboard.jpg


Wheels


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#3309773 - 06/03/11 03:10 AM Re: Building Midway [Re: zerocinco]  
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Testing the effectiveness of the Japanese AAA. Between that and the Zero's, good luck. Note the second and third shot, left side of the pics where the AAA is also going after my wingmen. I got in ahead and dropped too late, missing. I figured the AAA would be busy with them. Surprise, got some nice holes for my efforts.




#3309816 - 06/03/11 04:39 AM Re: Building Midway [Re: 8 L.E.I.N.]  
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wheelsup_cavu Offline
Lifer
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It looks like you still might make it home though.


Wheels


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#3310212 - 06/03/11 04:37 PM Re: Building Midway [Re: zerocinco]  
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zerocinco Offline
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Tchepone, Laos
I think we should cut back on the carrier defense for the IJN since they were notoriously weak. We can put a DD nearby for AAA and move the screen way out like they did. The main defense was the Zero if we can get the AI to cooperate. The USN will be a wall of bullets, though, as that is an accurate portrayal.

#3311573 - 06/05/11 11:18 PM Re: Building Midway [Re: zerocinco]  
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BodyBag Offline
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I play "1946" with some mods and my game looks a lot better that this.

Are you going back to IL-2 graphics as it looked like when it was published 10 years ago?

Cheers,


"In politics, stupidity is not a handicap"
- Napoleon Bonaparte -
#3311582 - 06/05/11 11:43 PM Re: Building Midway [Re: zerocinco]  
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zerocinco Offline
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Tchepone, Laos
I have 1946 and is nowhere near this level. Want to see?





We aren't in a war with Oleg just like the Royal Navy didn't have battleships at Pearl Harbor.

I would suggest if you want great graphics, try World of Warcraft.

#3312341 - 06/07/11 12:24 AM Re: Building Midway [Re: BodyBag]  
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Originally Posted By: BodyBag
I play "1946" with some mods and my game looks a lot better that this.


Good for you. Why don't you go fire it up.


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