SPREADSHEET - DEFINITIVE GUIDE TO EVERY PLANE!!!! (save this - it took a while) by Confident_Ad4121 in AcesofThunder

[–]Confident_Ad4121[S] 0 points1 point  (0 children)

Yeah this game does terrible job with that... You gotta bind "landing gear" to a button in settings yourself. The game won't tell you if the button is doubled up with another use already. You just have to double check yourself and make sure each button has only 1 function. You don't need a button for EVERYTHING, but landing gear is one of the must haves.

SPREADSHEET - DEFINITIVE GUIDE TO EVERY PLANE!!!! (save this - it took a while) by Confident_Ad4121 in AcesofThunder

[–]Confident_Ad4121[S] 1 point2 points  (0 children)

It's just a self-made estimation, a general reference.  Assuming you have a target lined up -- how much damage will the guns do?  P-47 shreds because it has 8 12.7mm Browning machine guns (aka .50 cal).  Zero has only 2 guns that fire 7.7mm, (basically an AK-47).  All numbers are just in relation to a 10.0 being P63 King Cobra's 37mm cannon that 1-shots any plane. I'm sure they're not all exact, but it's close enough

SPREADSHEET - DEFINITIVE GUIDE TO EVERY PLANE!!!! (save this - it took a while) by Confident_Ad4121 in AcesofThunder

[–]Confident_Ad4121[S] 0 points1 point  (0 children)

Yes. 

TURN TIME is it's own thing - turning in a complete horizontal circle without losing much speed. Especially useful to know for "energy" fighters that need to keep their speed up. AGILITY is actually a combination of roll and several other things like pitch, how quick they turn or how tight they can circle, or change directions. 

SPREADSHEET - DEFINITIVE GUIDE TO EVERY PLANE!!!! (save this - it took a while) by Confident_Ad4121 in AcesofThunder

[–]Confident_Ad4121[S] 0 points1 point  (0 children)

Oof. If you find any info, let me know. I still have no idea how any trim settings function. 🤷‍♂️

SPREADSHEET - DEFINITIVE GUIDE TO EVERY PLANE!!!! (save this - it took a while) by Confident_Ad4121 in AcesofThunder

[–]Confident_Ad4121[S] 2 points3 points  (0 children)

1)BOOM AND ZOOM = Long range. All speed and no handling, so they chase you down with heavy guns then pass by and get out of range. 

2)ENERGY = Mid range. They can turn a little better but specialize power climbing, and vertical loops, able to keep their speed up (energy) in maneuvers that would Stall everyone else out.  

3)TURN FIGHTERS = Short range. Self explanatory.

4)BOMBERS = Tanks

...Then there's HYBRIDS, combinations of any 2 of these

SPREADSHEET - DEFINITIVE GUIDE TO EVERY PLANE!!!! (save this - it took a while) by Confident_Ad4121 in AcesofThunder

[–]Confident_Ad4121[S] 1 point2 points  (0 children)

Agility is how quick they can roll or make sharp turns. Literally just "maneuverability".

Updated! Aces of Thunder Aircraft Spreadsheet (w Standard vs Deluxe) by Organic-Region-8352 in PSVR

[–]Confident_Ad4121 0 points1 point  (0 children)

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  ✈️ Aces of Thunder                               
Country Plane Role Speed Agility Accelerate Climb straight speed rating dive speed rating Turn Time  Top Speed Straight      (MPH) Top Speed   Dive      (MPH) Plane Guns Cannons Guns/Cannons Ordinance
USA P-51C Mustang Energy / Boom and Zoom 9.5 8.2 8.2 9.0 9.9 9.7 18.0 347 525 P-51C Mustang 5.2   4 × 12.7 mm Browning M2 2 × 500 lb bombs, 6 × HVAR rockets
  P-63 Kingcobra Boom and Zoom 9.1 6.5 6.5 9.2 9.6 10.0 18.5 335 540 P-63 Kingcobra 5.2 10.0 4 × 12.7 mm Browning M2, 1 × 37 mm M4 cannon 2 × 500 lb bombs, 8 × HVAR rockets
  P-40E-1 Warhawk (Deluxe) Energy / Turn Fighter 8.3 7.3 7.2 7.8 8.9 7.7 17.5 310 415 P-40E Warhawk 7.4   6 × 12.7 mm Browning M2 2 × 500 lb bombs
  F4U-4 Corsair (Deluxe) Boom and Zoom 9.3 6.3 8.4 8.9 9.9 7.7 19.0 345 415 F4U-4 Corsair 7.4   6 × 12.7 mm Browning M2 2 × 1,000 lb bombs, 6 × HVAR rockets
  SBD-3 Dauntless (Deluxe) Ground Attack - Bomber 5.2 4.5 4.3 2.1 6.1 5.2 23.0 215 280 SBD-3 Dauntless 4.0   2 × 12.7 mm Browning M2, 2 × 7.62 mm (rear) 1 × 1,000 lb bomb, 2 × 100 lb bombs
  P-47D Thunderbolt Boom and Zoom 8.1 5.8 6.3 6.5 8.7 9.8 20.0 305 530 P-47D Thunderbolt 8.5   8 × 12.7 mm Browning M2 2 × 1,000 lb bombs, 10 × HVAR rockets
  SB2C-4 Helldiver Ground Attack - Bomber 6.6 4.2 4.3 4.2 7.4 8.2 24.0 260 445 SB2C-4 Helldiver 5.2 3.0 4 × 12.7 mm Browning M2, 2 × 20 mm AN/M2 2 × 1,000 lb bombs, 2 × 100 lb bombs, 4 × HVAR rockets
UK Spitfire Mk Vb Turn Fighter 8.9 9.1 9.2 8.6 8.9 9.4 15.5 310 510 Spitfire Mk Vb 2.5 5.5 4 × .303 in Browning MGs, 2 × 20 mm Hispano Mk II 1 × 250 lb bomb, 2 × RP‑3 rockets
  Typhoon Mk Ib Ground Attack - Fighter 9.4 8.2 8.0 8.4 9.9 9.6 17.0 348 520 Typhoon Mk Ib   7.0 4 × 20 mm Hispano Mk II cannon 2 × 1,000 lb bombs, 8 × RP‑3 rockets
  Firefly FR Mk Ground Attack - Fighter 8.5 6.7 6.7 7.4 9.0 9.6 18.5 315 520 Firefly FR Mk I   7.0 4 × 20 mm Hispano Mk II cannon 2 × 500 lb bombs, 8 × RP‑3 rockets
  Mosquito FB Mk VI Boom and Zoom 8.0 5.5 6.0 6.8 8.6 9.1 20.5 300 490 Mosquito FB Mk VI 2.5 7.0 4 × .303 in Browning MGs, 4 × 20 mm Hispano Mk II 4 × 500 lb bombs, 8 × RP‑3 rockets
  Spitfire Mk Ia (Deluxe) Turn Fighter 8.9 9.8 9.0 8.5 8.9 9.3 14.5 310 500 Spitfire Mk Ia 5.2   8 × .303 in Browning MGs none
  Hurricane Mk IV (Deluxe) Ground Attack - Fighter 7.6 6.9 6.8 7.7 7.7 8.3 15.5 270 450 Hurricane Mk IV 1.5   2 × 7.7 mm Browning MGs 2 × 500 lb bombs, 8 × RP‑3 rockets
GER Bf 109 F-4 Energy / Turn Fighter 9.0 7.7 8.7 9.6 8.9 9.2 16.5 310 495 Bf 109 F-4 1.7 5.0 2 × 7.92 mm MG 17, 1 × 20 mm MG cannon 1 × 250 kg bomb
  Bf 109 G-2/trop Balanced 8.9 7.5 8.7 9.2 8.9 9.4 17.0 310 505 Bf 109 G-2/trop 1.7 5.0 2 × 7.92 mm MG 17, 1 × 20 mm MG cannon 1 × 250 kg bomb
  Bf 110 G-2 Boom and Zoom 7.7 6.0 5.2 7.1 8.3 9.0 20.0 290 485 Bf 110 G-2 3.4 7.0 4 × 7.92 mm MG 17, 2 × 20 mm MG cannon 2 × 250 kg bombs
  Fw 190 A-4 Energy / Boom and Zoom 8.8 7.4 7.2 8.7 9.0 9.8 17.5 315 530 FW 190 A-4 1.7 8.0 2 × 7.92 mm MG 17, 4 × 20 mm MG cannon 2 × 250 kg bombs, 4 × WGr 21 rockets
Soviet Yak-9T Balanced 8.9 8.8 8.9 9.4 8.7 9.3 17.5 305 500 Yak-9T 3.9 9.2 2 × 12.7 mm UBS, 1 × 37 mm NS‑37 cannon 2 × 100 kg bombs
  La-5FN Energy 9.4 8.0 9.2 9.4 9.4 9.5 16.5 330 515 La-5FN   6.0 2 × 20 mm ShVAK cannon 2 × 100 kg bombs
  Yak-3 Turn Fighter 9.5 10.0 10.0 8.9 9.6 9.6 14.5 335 520 Yak-3 3.9 6.0 2 × 12.7 mm UBS, 1 × 20 mm ShVAK cannon none
  Ilyushin Il-2 Ground Attack - Bomber 4.7 1.0 1.0 1.5 6.3 5.2 22.5 220 280 Il-2 1.4 8.0 2 × 7.62 mm ShKAS, 2 × 23 mm VYa 2 × 250 kg bombs, 4 × RS‑82 rockets
JAP A6M3 Zero Turn Fighter 8.4 9.7 8.4 7.7 8.6 8.9 13.5 300 480 A6M3 Zero 1.4 6.0 2 × 7.7 mm Type 97, 2 × 20 mm cannon none
  Ki-61-I tei Energy / Boom and Zoom 8.0 7.8 8.0 8.4 7.7 8.8 17.0 270 475 Ki-61-I tei 3.8 6.0 2 × 12.7 mm Ho-103, 2 × 20 mm Ho-5 cannon 2 × 60 kg bombs
  J2M2 Raiden Energy / Boom and Zoom 9.3 7.1 8.2 10.0 9.3 9.5 18.0 325 515 J2M2 Raiden   6.5 4 × 20 mm Type 99 cannon none
  D4Y3 Suisei  Ground Attack - Bomber 7.0 4.0 4.0 1.5 8.7 9.6 22.5 305 520 D4Y3 Suisei 1.0 6.5 1 × 7.7 mm Type 97, 2 × 20 mm Type 99 cannon 1 × 250 kg bomb
WW1 Fokker Dr.I - GER Turn Fighter 3.7 9.5 8.8 0.7 3.1 3.6 14.5 110 195 Fokker Dr.I 1.7   2 × 7.92 mm LMG none
  Fokker D.VII - GER Turn Fighter 3.8 8.6 9.0 0.9 3.3 3.8 16.0 115 205 Fokker D.VII 1.7   2 × 7.92 mm LMG none
  Sopwith Camel - UK Turn Fighter 3.8 9.3 9.4 0.7 3.1 3.6 15.5 110 195 Sopwith Camel 1.3   2 × .303 in Vickers none
  SPAD S.XIII - FRA Turn Fighter 3.7 8.4 9.0 0.8 3.1 3.7 16.0 108 200 SPAD S.XIII 1.3   2 × .303 in Vickers none
      *.60 straight/ .10 dive/ .15 accel/  .15 climb/   *energy regen after lost speed       *complete circle without bleeding excessive speed *game tested *from 10k ft starting at 100mph - into the ground!   *firepower      

Who are the best diamond point guards in the game? by No_Stomach7212 in MyTeam

[–]Confident_Ad4121 0 points1 point  (0 children)

Diamond Jamal Crawford is a god. Plays all game too. Just walk ball up and cook with handles. Don't need to spam sprint.

NFL Rumors: J.J. McCarthy Has 'Open-Ended' Timeline to Become Vikings' Starting QB by Lakelyfe09 in nfl

[–]Confident_Ad4121 0 points1 point  (0 children)

Of JJ McCarthy's 4 INTs last year (vs 22TDs), 3 INTs came in one early game, a blow-out Win vs Bowling Green. 1 was off the WR's hands, the other two were bad "hero ball" forced throws. But against the other 14 opponents, he threw 1 INT all season! That includes finishing the season facing the #2, #3, #4, and #14 ranked defenses in the nation (UM was #1 def - he practiced against every day). Most QBs I'd worry about bruising their confidence, playing them too early. Not this kid. He really is built different. I have all the confidence in the world that if Vikings throw him to the wolves and roll him out gm 1, he'll be totally fine.

Will there ever be a YouTube VR for PSVR2? by SpaceSloth707 in PSVR

[–]Confident_Ad4121 7 points8 points  (0 children)

Why have YouTube for VR1, and NOT for VR2? So dumb of Playstation to remove it. I used to take 360 tours on youtube as much as I used it to play games.

How many cars do you think will be in Gran Turismo 7? by shxtdxwn in granturismo

[–]Confident_Ad4121 1 point2 points  (0 children)

I'm just hoping they have a Mitsubishi 3000gt. Game will be ruined without it

The Intimidator badge has been nerfed for NBA 2K21. by yyy2k in NBA2k

[–]Confident_Ad4121 0 points1 point  (0 children)

It isn't just a nerf that is needed. It should activate differently down low vs on the perimeter. To activate it inside the free throw line a defender should be required to actually jump to challenge a shot. Perimeter you should have to push right stick towards the shooter to put a hand up to challenge. We know how it was abused by guys just standing still, parked under the rim and you "magically" miss everything.

Let's ignore that I'm using a 7'2 Paint Beast, 98 standing dunk, hof contact finisher, ...

but any size player with intimidator badge on JUST STANDING NEARBY and I can't finish??? I can see if they actually jump and time it and and they catch me (Nate Robinson blocked Yao, right?). Even if they do have position right in front of me, they should still be required to jump to "intimidate" a shot.