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Five Towers Map

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The Fighter Ace Five Towers map (45) is a small, five-team map with full production capabilities at the elevated Tower Airfields.


Click images for full size versions


Overview


Team
Scene Type
Loc
ID
Rnwy
Alt(ft)
Alt(m)
US
Tower AF
11p
0
180
6568
2002
US
Front AF
13q
1
180
879
268
GB
Tower AF
15k
2
220
6567
2002
GB
Front AF
15m
3
220
830
253
SU
Tower AF
21m
4
040
6566
2001
SU
Front AF
19o
5
040
864
263
GE
Tower AF
21t
6
320
6568
2002
GE
Front AF
19r
7
320
894
273
JP
Tower AF
15v
8
250
6570
2003
JP
Front AF
16s
9
250
854
260
Legend
Loc = scene coordinates
ID = scene ID number
Rnwy = runway orientation in degrees
Alt(ft) = runway altitude in feet
Alt(m) = runway altitude in meters


Tower Airfield


Building
#
Cost
Armor
Life
Total
%
AA
Rad
Rep
Time
Res
Stores
Rate
Link
Unit
Need
Hangar
1
180
2000
10000
10000
17.7


1000
10.00
Metal
6000
80
15000
Plane
FA
Fuel Factory*
1
450
100
4000
4000
7.1


120
33.33
Fuel
30000
1000
5000


Metal Factory
1
200
100
3000
3000
5.3


100
30.00
Metal
5000
1000
5000


Headquarters
1
100
500
2000
2000
3.5


200
10.00






Amm Factory*
1
300
100
2000
2000
3.5


100
20.00
Ammo
45000
4500
5000


Medium AA
16
100
10
1200
19200
2.1
Med

120
10.00






Radar
1
120
20
1000
1000
1.8

15000
50
20.00






Hard Ammo Bunker*
2
500
100
1000
2000
1.8


100
10.00
Ammo
5000




Low AA
8
100
10
600
4800
1.1
Low

60
10.00






Flak
5
100
15
600
3000
1.1
High

60
10.00






Fuel Tank
4
50
15
600
2400
1.1


50
12.00
Fuel
3000




Workshop
2
50
5
500
1000
0.9


50
10.00
Metal
3000




House
1
50
5
500
500
0.9


50
10.00






Barracks
2
50
5
500
1000
0.9


50
10.00






Observatory
1
50
5
500
500
0.9


50
10.00







47

56400

Legend
* = explosive
Cost = metal needed to repair building from 100% damaged
Armor = weapons damage reduction
Life = damage capacity
Total = total damage capacity of all buildings of this type
% = percentage of the scene's total damage capacity represented by each building of this type
AA = anti-aircraft fire range (low, medium or high)
Rad = radar range radius in meters
Rep = number of life points repaired each minute
Time = time neede to totally repair building from 100% damage, in minutes
Res = resource type stored and/or produced by each building of this type
Stores = resource storage capacity in kilograms of each building of this type
Rate = kilograms or units produced by each building of this type per minute
Link = distance in meters that building can distribute resources/units to other buildings
Unit = unit type produced
Need = resource types needed to produce each unit (F=fuel, A=ammo, M=metal)


Front Airfield


Building
#
Cost
Armor
Life
Total
%
AA
Rad
Rep
Time
Res
Stores
Rate
Link
Unit
Need
Hangar
1
180
2000
10000
10000
33.2


1000
10.00
Metal
6000
80
15000
Plane
FA
Headquarters
1
100
500
2000
2000
6.6


200
10.00






Medium AA
6
100
10
1200
7200
4.0
Med

120
10.00






Hard Ammo Bunker*
2
500
100
1000
2000
3.3


100
10.00
Ammo
5000




Radar
1
120
20
1000
1000
3.3

15000
50
20.00






Flak
2
100
15
600
1200
2.0
High

60
10.00






Fuel Tank
3
50
15
600
1800
2.0


50
12.00
Fuel
3000




Low AA
4
100
10
600
2400
2.0
Low

60
10.00






Barracks
2
50
5
500
1000
1.7


50
10.00






House
1
50
5
500
500
1.7


50
10.00






Workshop
2
50
5
500
1000
1.7


50
10.00
Metal
3000





25

30100

Legend
* = explosive
Cost = metal needed to repair building from 100% damaged
Armor = weapons damage reduction
Life = damage capacity
Total = total damage capacity of all buildings of this type
% = percentage of the scene's total damage capacity represented by each building of this type
AA = anti-aircraft fire range (low, medium or high)
Rad = radar range radius in meters
Rep = number of life points repaired each minute
Time = time neede to totally repair building from 100% damage, in minutes
Res = resource type stored and/or produced by each building of this type
Stores = resource storage capacity in kilograms of each building of this type
Rate = kilograms or units produced by each building of this type per minute
Link = distance in meters that building can distribute resources/units to other buildings
Unit = unit type produced
Need = resource types needed to produce each unit (F=fuel, A=ammo, M=metal)
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