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September 25, 2008 at 2:28 pm #6415
Jim Phillips
ParticipantHEY AL

What do you think about the Dornier stuff Isent you?
And how is the Zepplinstackken you were workimg on?
October 1, 2008 at 4:25 pm #6947Alan Christensen
ParticipantI was actually trying to do the Dornier for a tournament scenario. I gave up on it. The performance stats you gave were OK. The only thing I’d add would be an optional rule, no Fancy maneuvers allowed. This would then require Optional Tailing (4 card).
The real problem I have is dividing the plane into hit locations and assigning the amount of damage each area can take. If you start with the idea that the tail assembly is about the same size as a fighter’s wings, you have a left, center, and right tail with 12 h.f. each. Then you have a fuselage that is much larger than a fighter’s with two gun positions, you’d need six or seven fuselage areas, each with 16-20 h.f., two taking critical hits as a “normal” plane’s rear fuselage. Then you have the hull, which again is huge compared to a “normal” plane’s fuselage. It includes the pilot’s position and another observer, so it would need at least two areas taking crits as a forward and rear fuselage plus an indeterminate number of non-critical areas to soak up damage. To represent the wings you need five or seven areas of 10-14 h.f. each. Plus the four motors in their gondolas – the gondolas should almost each be their own area taking crits as the F.F. Then you need to draw up the hit chart- you’d probably need a d20 based chart.
Plus the sucker has about a 180′ wing span – should it use a double-wide counter? If so, you’d need to account for the target aspects. If someone does a top attack it would make a difference which square they’re over. If they’re over the left front but want to shoot at the right engines, can they do it at a longer range? How much longer?
And then, you’ll notice that there’s a hit location chart for tractor one- and two-seaters, and one for pushers, and one for bi-motors. You’d want to design the hit location chart so you could use one for all giants (or maybe one for seaplane giants and one for all others).
And I don’t have a definitive answer to most of these questions!! That’s why I gave up.
October 2, 2008 at 5:03 am #6961Jim Phillips
ParticipantAlien wrote:
Quote:I was actually trying to do the Dornier for a tournament scenario. I gave up on it. The performance stats you gave were OK. The only thing I’d add would be an optional rule, no Fancy maneuvers allowed. This would then require Optional Tailing (4 card).Well by all means lets start here. It is my understanding that the large plane rules state these bigger planes fly level only and don’t do fancy manuvers. So if we keep to the restriction multi-engine rules apply that covers your adition.
Quote:The real problem I have is dividing the plane into hit locations and assigning the amount of damage each area can take. If you start with the idea that the tail assembly is about the same size as a fighter’s wings, you have a left, center, and right tail with 12 h.f. each. Then you have a fuselage that is much larger than a fighter’s with two gun positions, you’d need six or seven fuselage areas, each with 16-20 h.f., two taking critical hits as a “normal” plane’s rear fuselage. Then you have the hull, which again is huge compared to a “normal” plane’s fuselage. It includes the pilot’s position and another observer, so it would need at least two areas taking crits as a forward and rear fuselage plus an indeterminate number of non-critical areas to soak up damage. To represent the wings you need five or seven areas of 10-14 h.f. each. Plus the four motors in their gondolas – the gondolas should almost each be their own area taking crits as the F.F. Then you need to draw up the hit chart- you’d probably need a d20 based chart.Ok this is more of a problem. This is a very large plane but we need to fit it within the existing rules framework. So I approached from that angle. I am considering the Forward Fuselage to be the lower hull/boat containing the pilot co-pilot, and engineer. It is my understanding that the rear gunner actually is above the wings… So I am considering the Rear Fuselage to actually encompass that platform. There is alot of wing area, it also has alot of struts. I would discount wing fabric tears and just make the wings 15 each. I am assigning each engine a seperate spot.
Quote:Plus the sucker has about a 180′ wing span – should it use a double-wide counter? If so, you’d need to account for the target aspects. If someone does a top attack it would make a difference which square they’re over. If they’re over the left front but want to shoot at the right engines, can they do it at a longer range? How much longer?And then, you’ll notice that there’s a hit location chart for tractor one- and two-seaters, and one for pushers, and one for bi-motors. You’d want to design the hit location chart so you could use one for all giants (or maybe one for seaplane giants and one for all others).
And I don’t have a definitive answer to most of these questions!! That’s why I gave up.
Well I’ve started answering or at least I hope I have let me knowwhat you think.
Quad-motor Flying Boat
10 Sided Head-On Left Side Right Side Tail Top Bottom
1 RW EF** EF** LW EF** EF**
2 RE1 FF** FF** LW LW RW
3 RE1 LW RW LE2 LW RW
4 EF** LW RW CW LE1 R2
5 EF** LE1 RE1 RF** CW** FF**
6 CW** LE2 RE2 RF** RE1 LE2
7 CW** RF** RF** T RW LW
8 LE1 RF** RF** RE2 RW LW
9 LE1 T T RW RF** RF**
10 LW T T RW T T
**Possible crew member hit
EF is the Extended Fuselage in the front of the plane where the engine used to be.
Generally, EF is the forward observer, RF is the rear observer, FF/CW is the pilotOctober 3, 2008 at 11:00 pm #6962Alan Christensen
ParticipantJoseki wrote:
Quote:Well by all means lets start here. It is my understanding that the large plane rules state these bigger planes fly level only and don’t do fancy manuvers. So if we keep to the restriction multi-engine rules apply that covers your adition.That was inserted on an earlier incarnation of this web site. I think it’s a good idea and wanted to make sure it didn’t get lost.
Quote:Ok this is more of a problem. This is a very large plane but we need to fit it within the existing rules framework. So I approached from that angle. I am considering the Forward Fuselage to be the lower hull/boat containing the pilot co-pilot, and engineer. It is my understanding that the rear gunner actually is above the wings… So I am considering the Rear Fuselage to actually encompass that platform. There is alot of wing area, it also has alot of struts. I would discount wing fabric tears and just make the wings 15 each. I am assigning each engine a seperate spot.My thought at first was to do it your way. But that winds up producing just another plane that takes more hits. To give it a feel of being really different, which it was, you have to have all the bells, whistles, and etc. which means you basically have to re-engineer the whole damage system (kind of like what the designers had to do for the plane (realism!)) That’s the point where I stopped.
If you want to carry on, good luck. I do have one suggestion. The terminology adopted for bi-motor fuselages is F1, F2, and F3. You have three fuselage areas and the characteristics for each plane tell you what’s in there.
October 4, 2008 at 7:11 pm #6964Jim Phillips
ParticipantOk I’ll clean up what I have. Not sure I have the F1,2,3 rules Might you have a soft copy?
Thanks
July 4, 2009 at 6:05 pm #6965Jim Phillips
ParticipantHey Al
Variable dive on a Fokker DRI I have conflicting psperwork, How does it work?
Including what is posted on this website I have three different versions.
July 6, 2009 at 3:33 pm #7268Alan Christensen
ParticipantWhat I have matches this sites info:
If flown prior to Nov 17, have a wingman roll (without informing pilot) to determine the aircraft’s maximum dive:
1: 1200;
2: 1250;
3: 1300;
4: 1350;
5: 1400;
6: 1450.July 6, 2009 at 4:01 pm #7271Jim Phillips
ParticipantKool thanks Al.
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