After much munging around and considering how to include human
factors rules, I have achieved a workable (for me at least) tracking
sheet that currently can track up to 24 objects relative to one
another, and is in theory scalable up to over a hundred objects.
I am now ready to referee an email air combat game for anyone who
would be interested. The basic outline: each turn, you would receive
data on your aircraft's orientation in space, and information about
the targets you are tracking. Each turn, you have a number of
situational awareness points to spend. The number changes turn to
turn because of maneuvering your aircraft. You allocate these points
to tracking aircraft, engaging aircraft (i.I. either preparing to
shoot them or evade being shot), searching for untracked aircraft and
making/receiving radio calls. EEach turn you will also supply me
with your control inputs for stick, rudder and throttle settings. If
anyone gets into a position where a shot is possible, I will resolve
the shot and report the damage to the recipient and any obviously
visible damage to the firer.
Has the original zip file for the air combat simulation been posted
either place I sent it?
I would like to begin with a 4V4 scenario of a p40 Wildcat combat air
patrol colliding with a flight of Japanese A6M Zeros over New Guinea
in mid-1942. As the Wildcat is a less maneuverable aircraft than the
Zero, I'm going to assign the American flight a favorable starting
position to initially balance out the scenario. I will fly the
Wildcat lead, processing my turns before I look at any of yours. I
will then need three American and four Japanese players to round out
the scenario. I'll take the first seven acceptances I receive.
I will also answer any questions about flying and fighting the
aircraft as impartially as possible. I've been playing with this for
weeks and know how to fly the aircraft.
Christopher Bartlett
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