The mass of the fighter bay is not merely the launch doors, but the fuel,
ordnance, support crew, etc. necessary to maintain, arm, launch and recover
the fighters. If he needs a "common sense" reason other than "stop trying to
be a cheezy bastard".
John
> On Sat, Feb 16, 2013 at 12:00 AM, <gzg-d-request@firedrake.org> wrote:
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OMG! John LIVES!
Michael Brown
mwsaber6@msn.com
> Date: Tue, 19 Feb 2013 19:06:37 -0600
wrote:
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Praise the deity and pass the munitions!
;-)
Wise words indeed (see below)
MarkS
On 20/02/2013, at 11:06 AM, John Atkinson <johnmatkinson@gmail.com>
wrote:
> The mass of the fighter bay is not merely the launch doors, but the
wrote:
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For a way to explain why fighter bays are the way they are, I suggest the
following: The hangar deck is six mass points per fighter squadron, but all it
does is store fighters. The hangar deck does not have the room to
rearm fighters. The launch/recovery bay is 9 mass, but it can launch,
recover and rearm a fighter squadron, but not all at the same time. In a
pinch, it can even store a fighter squadron, but that complicates arming a
carrier alph strike. Fighter operations are as follows: Bay 'recovers'
squadron from the hangar, bay arms/fuels fighter squadron, and bay
launches the squadron. After launching the presumably armed squadron stored in
the bay, the bay can lauch subsequent squadrons every three turns. Arming all
of the squadrons before cycling them through the launchers is problematic, as
there is no 'swap space' to park fighters (unless the carrier sets aside
another six mass points for it).
Carriers with no swap space launch the combat space patrol and load each
squadron into the bay to arm it and send it back to the hangar. Each
in-arm-back cycle takes three turns, but the last one only takes two if
you do not need to rearm and refuel the combat space patrol. After loading up
the fighters, each bay can launch a squadron every other turn.
On Tue, Feb 19, 2013 at 8:35 PM, John Tailby <john_tailby@xtra.co.nz>
wrote:
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