Typhoid-
You are a rogue, sir, a rogue
Seriously, though, that is an issue for developing the campaign - 90 missions at one per day was chosen as a reasonable compromise - RAF squadrons were flying three or four missions per day at the height of the battle, and likewise the Luftwaffe often launched more than one attack ina single day, BUT, RAF squadrons were at least sometimes rotated out of the frontline
if too heavy a toll was being taken on them. Luftwaffe pilots did not have that luxury, unless they were invited to Berlin to be awarded the Knight's Cross, which of course eventually took a terrible toll on experienced pilots as battle fatigue mounted up.
Perhaps I should look at adjusting the individual squadron's mission rate - hmm, any thoughts?
keith -
Well I can hardly complain "But that's cheating!" given that I told you how to go about doing it :wink:
It certainly makes a difference being loaded for bear, doesn't it? Bear in mind the RAF didn't have the option - and Typhoid at post #2 above claims to have bagged a couple of Ju-88s with his trusty machine guns, so it is possible (Well, over-claiming was rife on both sides in the Battle, as the top brass were well aware, so perhaps we shouldn't be surprised :wink: )
Bandy -
Darn! I thought I'd seen the last of that. As a dedicated pilot I take it you are reasonably far into a campaign before it happened? I suspect it has to do with the individual Force's overall supply level, and the SupplyForOffensive= value being reached - you may see in the BoB_Data.ini that overall supply values are on the low side - that is on purpose to avoid this happening. Have the RAF unilaterally decided to invade France yet?
If you are happy to do a bit of tweaking and sadly unpaid beta testing, try setting a high SupplyForOffensive= value for one force (say 200) and a very low one for the other Force (say 30 or so), and see what happens after a few missions. Let me know how you get on.
As to Squadron upgrades, capun on behalf of the A-team has agreed to allow me to release a Spit 1B mod of the A-team Spit 1A for use by 19 Sqdn, at least until September 1940. I am working on getting the weapons modded appropriately just now. The problem I am having is that my modded early cannon is too reliable. The Guneditor has a reliability setting, but it doesn't seem to effect anything in game - I can blaze away with my full ammo load no problem. To maintain balance, I want to set up a situation where, as happened, only two machines out of a squadron intercept were able to fire off all their cannon ammo. If you think that sounds frustrating, well, so did the pilots of 19 Sqdn.
Does anyone know if the gunjam code from FE is implemented in SFP1? If so, how do I get it working?
Roll on the next round of patches, I say!
(For the avoidance of doubt, none of my above comments are intended to cause offence, merely pull a leg or two - honest :biggrin: )
Toodle-pip for now,
baltika
PS, as to squadron upgrades, I will take a look at that - at least that is something which is no problem to implement!
This post has been edited by Baltika: 21 June 2007 - 02:01 PM

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