View Full Version : Midway COOP update
03-18-2008, 05:19 PM
Well with my maps I am forming the battlefield.
I think I am going to limit Japanese attack on Midway to 2 flights of Kates, 2 of Vals 1 Zero as CAP over carrier and 1 Zero as escort. A similar setup will be for the American strike on the Japanese.
Since I don' have much mission builder time I have a couple of questions.
I know how to bind a flight of Zeros to a flight of Kates for escort but do I need to set in the same number of waypoints or do I just need to set the Waypoints for the Kates, bind the Zeroes and they follow?
The Midway map is huge but I can only place the carriers about 40 minutes flight time from teh Islands not as far out as I thought when you see the size of the map. Why?
Coordinating the thing will be the fun part as I want a good chance of meeting the enemy in decent numbers.
03-18-2008, 07:02 PM
BTW, assuming you want things to be historically correct, the IJN flew in 3s.
A Chutai of 3 planes, and 3-4 chutai per sentai.
03-23-2008, 05:54 PM
OK got the mission almost set up.
You'll have a choice of Val, SBD-3, A-20 (Masquerading as a B-26) Zero or Wildcat.
I just played it in single player letting the AI do all the work and it played out pretty much as it happened.
This one is the first sortie when the Japanese hit Midway and the Airforce and Marines fail to take out the carriers.
I managed to get around the grouping issue by linking all the attack planes togethe but they get awfully close to one another so I'm going to set each flight up individually but have them fly teh same height etc and set waypoints close to each other.
Looking good though.
03-25-2008, 12:23 PM
BTW, the Midway strikes from the kido butai had roughly equal numbers of kates, vals, and zeros. Each CV contributed planes, and each contributed to the CAP.
This will help FR, BTW: The CVs in box formation (or later line abreast as they ended up for a while) were 7-8km apart. Each had a single DD a few hundred meters astern, about even with the port side of the flight deck as a Guard DD.
The other ships were similarly spread out. If a major warship is much closer than 7-8km from any other, they are too close.
Since il-2 has no AI for ships, an idea might be to have some of the other attacks sketched in vs the CVs with AI. During those attacks, have the whole kido butai evade. The spacing of the ships allows for independent evasion (that was the whole idea of the wide spacing). So you can have them react to the AI planes and start turning TIGHT circles at flank speed. Another way to make shipping attacks less easy mode is a bunch of waypoints for the ships, and have the speed change at each one. Not huge most times, like they are making 23 knots, then 25, then 21, then 27, and so forth. You could also make them zig zag from time to time. You might also have CAP (AI) land, then after serveral minutes, have a new CAP (3 plane chutai) TO. During the presumed TO/Landing ops, have the CV steam straight at flank speed.
Would be cool to see a sort of definitive Midway...
03-29-2008, 12:57 PM
Dowly you tried the missions I sent to you?
03-30-2008, 05:49 AM
Sortie One has been re written,
There are 16 Kates, 8 Vals, 14 Zeroes, 4 A-20's, 4 SBD-3s, 4 Wildcats, 4 buffalos and 4 Averngers.
Do you think that will be too much for COOP?
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