british exil
Posts: 1254
Joined: 5/4/2006 From: Lower Saxony Germany Status: offline
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quote:
ORIGINAL: GrumpyMel quote:
ORIGINAL: rich12545 GrumpyMel I don't believe your example makes sense. When playing a random map the distance per hex is immaterial. What's important is the movement relation between units. If an infantry unit moves 1 hex then a wheel unit moves 3 hexas, a fighter moves maybe 8 hexes and a bomber moves maybe 10 hexes. That's simplified but you get the idea. Empire models this and AT should as well. It's screwed if a truck and aircraft move the same distance in the same turn (time frame). Again, why? Movement isn't a measure of how fast an aircraft can fly...it's how much fuel it can carry before it needs to land to refuel. BTW, A fighter in ATG has a MOVEMENT of 20 hex's, it has a RANGE of 10 hex's. That's how Air SFT's in ATG.... try it out for yourself. When REBASING, they can go double thier range. When flying other missions they can't.... since they need enough fuel in thier tanks to get back to base after the mission. It's actualy a very accurate historical model for a beer n' pretzels style game (which is what the random scenerio's really are)...much more so then most other engines. Look at the effective combat range for the Me-109 series for example..... It's really not all that far. A truck could easly outrun it's effective combat range in 10 hours worth of driving. It's just that the truck wouldn't be able to advance that sort of distance into hostile territory if it faced opposition... something would blow it up. I think the issue you guys are having a problem with is movement scale vs time scale in the game. Yeah...if a turn represents a few hours worth of play (really tactical scale) planes are going to have a MUCH bigger range then a motorized ground unit can advance. If you are talking a month's worth of time, really not so much.....and yes having to keep rebasing your fighters forward to maintain good coverage over your front combat troops is something that's quite accurate....at least for craft like the early 109's, Spits, Hawkers, P-40's, etc. ATG vanillia is a little generic in that it doesn't really model the difference between the long range escorts and short range interceptors.... thier all just "fighters". If you want to see those differences, then you'll have to jump into some of the scenerio's instead. Grumpy reading your post I just had to think of the Battle of Britain. The 109's had an advantage over the allied planes but couldn't use it due to their fuel consumption. The 109 had a limited range (see below) and it could not spend too much time over Britain protecting bombers that carried more fuel than they did. As such, their fighting time was limited. Whereas Spitfires and Hurricanes could land and re-fuel, such an option was not open to a 109. Facts: Maximum speed: 385 mph (620 km/h) at 22,640 feet (6900 metres) Ceiling: 37,895 feet (11550 metres) Range: 373 miles (600 km) So the AT/ATG might have it correct when it comes to the aircraft range. I just wish we had some kind of radius marker, telling us how far a fighter/bomber can fly to and return back. Mat
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"It is not enough to expect a man to pay for the best, you must also give him what he pays for." Alfred Dunhill WitE,UV,AT,ATG,FoF
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