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Aircraft Altitudes - 3/9/2007 11:51:55 PM   
FAdmiral


Posts: 378
Joined: 12/20/2002
From: Atlanta,GA, USA
Status: offline
Does the game code really sort them out when doing dogfights?
If you set your cap to 10,000 feet and the enemy bombers come
in at 18,000, does this mean your fighters take longer to climb and
engage them? If you set the fighters to 20,000, would they just have
to dive a bit and attack much faster? I know bombing from a certain
altitude affects the flack concentration but what I want to know is the
air-to-air results....

JIM
Post #: 1
RE: Aircraft Altitudes - 3/10/2007 12:16:34 AM   
rtrapasso


Posts: 22653
Joined: 9/3/2002
Status: offline

quote:

ORIGINAL: FAdmiral

Does the game code really sort them out when doing dogfights?
If you set your cap to 10,000 feet and the enemy bombers come
in at 18,000, does this mean your fighters take longer to climb and
engage them? If you set the fighters to 20,000, would they just have
to dive a bit and attack much faster? I know bombing from a certain
altitude affects the flack concentration but what I want to know is the
air-to-air results....

JIM


According to what the Devs said in ancient times - yes. Set your CAP too low, they might not engage, and ditto for too high. Otherwise, the quality of the interception is (supposedly) compromised. Best setting for CAP was said to be (in ancient times) about 3000 feet above highest enemy unit (escorting fighters).

However, esp. if you are Allies, once you get radar, your interceptions become much easier, and even aircraft on the ground will scramble to altitude. You can have almost every plane fly up to intercept with only about 40-50% CAP ratings.

(in reply to FAdmiral)
Post #: 2
RE: Aircraft Altitudes - 3/10/2007 2:50:10 PM   
saj42


Posts: 1125
Joined: 4/19/2005
From: Somerset, England
Status: offline
Not done any testing myself but this is from observation (and other more experienced players experience).
If your CAP is too low they have to climb to intercept. This will put you at a disadvantage in the ensuing dogfight (exactly how much appears to be open to further discussion). The time taken to climb to the dogfight also reduces the number of 'firing passes' your a/c get to attack the escort and bombers.
As rt said if the difference +ve or -ve is extreme then interception could be brief or non-existant.

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Post #: 3
RE: Aircraft Altitudes - 3/10/2007 5:22:55 PM   
marky


Posts: 5780
Joined: 3/8/2004
From: Wisconsin
Status: offline
i usually stack fighters from 5000 to 20000 feet on at least 50% CAP

i swet Avengers to 10000 feet and use em for scouting cuz they have a 5 hex radius



< Message edited by marky -- 3/10/2007 5:39:17 PM >


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RE: Aircraft Altitudes - 3/10/2007 5:37:21 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
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I have wrongfully designated fighters to fly long range CAP for ship protection at 15000 feet, only to see them too high to engage torpedo carrying Betty's and Nells..
I got what I had coming.

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RE: Aircraft Altitudes - 3/11/2007 5:54:29 AM   
Kadrin


Posts: 183
Joined: 5/5/2005
From: Orange, California
Status: offline
Err... Wasn't it said not too long ago that Altitude has Zero effect on Air to Air combat? Or was that fighter vs fighter air combat only?

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