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search and strike - 6/12/2007 4:45:13 AM   
AVisme

 

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Joined: 4/13/2007
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I'm wanting to play with this feature more and more, and I'm curious about what flight routines a squad will adopt after failing to find a target at the artifical target site.

The manual sez it'll search for a target, but how far/long and is fuel amount remaining considered in this equation?




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RE: search and strike - 6/12/2007 5:16:51 AM   
Adam Parker


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Joined: 4/2/2002
From: Melbourne Australia
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The game seems to take some liberties with time - but that's just the level of abstraction that gives it its essence.

Once at the strike point, the planes will circle for maybe 30 mins and then head home. Same when sent to a sighting that has moved away.

A big inconsistencty I've seen it is in the ready times and times to transfer aircraft. In Coral Sea I can send every squadron from Townsville to Cooktown and on to Port Moresby within 4-5 hours! I mean they land at Cook and miraculously refuel and fly off to New guinea.

On the carrier, planes land and seem to be available to sortie straight after. This could be a bug though as I've seen many times (with time set to zero) squadrons ready to fly once I select a target but once I select one squadron, the others just fade off.

(in reply to AVisme)
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RE: search and strike - 6/12/2007 6:30:14 AM   
Gregor_SSG


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quote:

ORIGINAL: AVisme


I'm wanting to play with this feature more and more, and I'm curious about what flight routines a squad will adopt after failing to find a target at the artifical target site.

The manual sez it'll search for a target, but how far/long and is fuel amount remaining considered in this equation?







I'm not entirely sure, but I think they'll search up to 3 hexes from the sighting hex.

Gregor

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See http://www.ssg.com.au and http://www.ssg.com.au/forums/
for info and free scenarios.

(in reply to AVisme)
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