![]() Ground-level maintenance was emphasized throughout the design of the Buckeye. The airframe was constructed to withstand carrier landings, inadvertent high g-loads and rough landings encountered during student training. The thrust-to-weight ratio and high limit load factor provided performance capabilities equal to many jet tactical aircraft. The wide-tread tricycle landing gear provided excellent control during takeoff and landing. In addition, the T-2 was a rugged, versatile and forgiving aircraft. The flying characteristics, control response, low stall speed and good stability of the T-2 combined to provide the qualities required of a good training aircraft. ![]() The rocket-catapult ejection seats provided emergency escape capabilities from ground level to 50,000 feet (15,240 meters) at speeds from 63 mph (101 kph) to 604 mph (972 kph). The front and rear cockpits had duplicate controls, allowing control of the aircraft from either cockpit. The Buckeye had a tandem seating arrangement with the rear seat elevated to provide student and instructor pilot with excellent visibility. The aircraft was used for teaching a wide range of skills, including high-altitude, high-speed formation and aerobatic flights basic and radio instruments night and day navigation and gunnery, bombing and carrier operations. The two-place, high-performance T-2 Buckeye was used for a wide variety of pilot training, from the student’s first jet flight to fully qualified flight. Buckeyes also were purchased by Venezuela (T-2D) and Greece (T-2E). The trainer established an outstanding record of safety and reliability while providing training for more than 11,000 students to pilot 18 different models of Navy jet aircraft. T-2 trainers were used by the Naval Air Training Command to conduct basic jet flight training for future Navy and Marine Corps aviators. Navy by North American Aviation at Columbus, Ohio. Add resource and production capacity to the islands.First flown in 1958, T-2 Buckeye (its original designation was T2J-1) jet trainer aircraft were produced for the U.S. The minus side of Gaia mission were that the ♥♥♥♥♥♥♥ blueprints existed at all outside of the asinine "campaign game" and the fact that if your carrier wasn't parked by an island, said island didn't really exist.ĭrop the blueprints. The plus side of Gaia mission was that it had beautiful islands, the ability to launch multiple aircraft and ground vehicles at the same time, and a production system that looked at production capacity and resource availability after you found all the blueprints. I haven't played that much of Carrier Command 2 since the ocean currents don't allow my carrier to approach certain islands near my start point (unlike my machine counterpart, who spawns with no interfering currents that I can tell from the map) and since it's an absolute crapshoot about what I may or may not be able to build after I conquer any given island, I have no idea what I'll gain from the resources I'll expend (ammo of various types and fuel, if nothing else) to take that island over. In terms of manufacturing, the Carrier Command 2 devs managed to take the worse aspects of the original Carrier Command and the Gaia Mission version. ![]() () You won't even have the blueprints to build more of the stuff that nonetheless was magically part of your carrier's initial load, which is really messed up. You might not get any blueprints at all when you conquer an island. The system desperately needs to be changed. ![]() When most islands could either contain something incredibly useful or something totally useless (or nothing at all) then there is no longer any meaningful decision to be made about which to attack, it's just blind luck.Īnd even if you don't want to tell the player what an island has, there are so many ways you could resolve the problem, shuffle in duplicate blueprints, offer the player a choice of blueprints when they conquer an island, allow the player to purchase blueprints using credits, associate blueprints with each other so you're more likely to find related blueprints together (eg: in the distribution of the blueprints, increase the likelihood that the 40mm ammo will end up close to the 40mm cannons). Currently you're just flailing in the dark, a small munitions island might give the incredibly useful in any scenario 20mm ammo, or it might give you smoke ammo when you have no smoke launchers (and the blueprint for them is on the opposite end of the map). If you're going to have a pre-ordained distribution of the items across the islands, then you should at least tell us what's on a given island so we can create some sort of plan of attack. Good game, like it a lot, but the blueprint system is so terrible that it almost ruins the whole thing. ![]()
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