Newsgroups: warbirds.training
Subject: How to climb in 109 and other planes
Message: Hi,
what is the best way to climb in 109F, Yak-3 and other good climbers
(IAS and flap setting).
Does the settings depend if you are turning (spiral climb) or flying
straight.
Thanks,
Juhani Sahlberg
WB:Cirrus
I'll just cover sustained climbs.
To maximize the sustained climb rate you need to fly wings level at maximum
power. In trim of course.
A good way to set this is with the "climb autotrim" - A .speed
160 command (example for 160 MPH IAS climb) and shift-x to toggle on the
climb autotrim.
You need to select the speed (and the resulting angle of climb) that
maximizes the power you have left over after balancing the aerodynamic drag
(excess power). The drag will be higher at higher speeds (takes more power
to fly faster) and also higher at slow speeds (where the wing is near stalling.)
The optimum is in the middle somewhere of these extremes.
The optimum climb speeds will be around 140 to 180 or so MPH IAS. The
planes that generally fly faster should probably be climbed a bit faster.
(I climb the ME-262 at around 280 MPH IAS).
The maximum climb rate will also be fairly flat over a fairly large speed
range (see above). But if you are significantly too fast or too slow, you
will see a definite reduction in the maximum climb rate.
The max climb rate is reduced with altitude as the power available from
the engine drops also.
Flaps should be up (unused) for max climb rate - the wing alone has enough
lift - the problem is getting that lift efficiently so as not to burn up
the excess power through additional drag.
Flaps will cause too much drag to be optimum, for most if not all WB
planes I suspect.
The maximum climb rates goes down directly with weight.
(That is, 10% extra weight, you get 90% of the climb rate.)
- Matt
Wb: =para=
Newsgroups: warbirds.training
Subject: There are some very important things to remember.
This can be difficult to explain, but here goes.
Okay, to *disengage* with a superior climb rate can sometimes be 'tricky'.
The thing to remember is that vertical separation given by a superior
climb rate will often not get you out of gun range in time if you use a
steep climb.
Say, for example, that you outclimb your opponent in a steep climb by
1000'/minute. Your opponent is d5 behind you, you are both between 325 and
330 MPH IAS (that's miles per hour of indicated airspeed). So you decide
to use your 'superior climb rate' and zoom up and away from the bad guy.
What usually happens is this - you zoom up, pulling back hard on the stick
- and he zooms up behind you and shoots you to pieces.
Why does this happen? In very general non engineer type terms, the speed
you lose going into that steep climb 'outweighs' the *vertical* distance
you cover in the climb. You may all of a sudden be 900' (d3) higher, but
you slow up so much entering that steep climb that your opponent, using
a little more finesse on the stick, is actually closer to you than before
- and then he shoots you down.
Remember that disparity in perceived range - a quick zoom of 1000' is
*only* d3.3 range to your enemy.
So what can you do? You can climb smart - a famous LW pilot once said
'fly with your head, not your muscles'. This may be part of what he was
talking about.
In an aircraft with good climb performance, the best way to separate
from your opponent by using your climb rate is to use a very very shallow
climb. Use some very slight 'jinks' to throw off enemy aim. What happens
is this - your aircraft may lose 10 MPH IAS in a 500'/minute climb. The
aircraft behind you (which is an inferior climber) will probably lose 20-25
MPH IAS in the same climb. Now if he stays in level flight, you are slowly
climbing above him. But your speed is still high enough that he can not
fly right up your tail and blast you to pieces.
When the Bf 109K-4 first came out in Warbirds, I did a lot of testing
on it.
Some of the guys in my squadron were having a tough time surviving in
it. It was fast, but when a Bf 109K-4 got in trouble, the 'pilot' would
haul back on the stick to zoom upward, and usually get killed. So I came
up with this 'axiom'...
"Nothing can catch a Bf 109K-4 at 350 MPH IAS in a 500'/minute climb."
...and what it basically means is that the way to escape in a Bf 109K-4
is to make it so you and your opponent wind up with a relatively safe degree
of horizontal separation (say d10 or so) and at around the same speed. Then
put your Bf 109K-4 in a 500'/minute climb.
You will usually (baring some hard to detect difference in energy state)
'leave him in the dust'. If you want to see it in action, email me and I'll
meet you in the dueling arena to show you.
This works with *most* of the Bf 109 series against contemporary opponents.
If I would have remembered this on Friday, while flying in a Bf 109E-4
in a Scenario Lite versus Hurricane Is, I would probably have not been blown
to pieces by =worr=. Well, I have re-learned the lesson for the next 6 months
at least. 8)
I hope this helps.
See you up there,
Mike ('wulfie', 2./JG 14)
Newsgroups: warbirds.general
Subject: Here's what I think...
...about what those statements meant.
In WB, I *think* I have more Fw 190D-9 time than most. From the day it
came out until the introduction of the RPS about 95% (literally) of my sorties
were in the Fw 190D-9. Since the RPS, I get about 30% of my sorties in a
Bf 109 but once the Fw 190D-9 is out that is almost all I fly.
Before the Fw 190D-9 was out, I used to fantasize on channel 100 about
what it would be like if and when it was modeled - for everyone who had
to put up with me, at least I was true to form when the aircraft was modeled.
8)
Okay, back to those statements. I think that 'turning' Fw 190s in WB
is a great deal like turning P-51s and *maybe* P-47s. If you overdo things,
or don't use the correct touch at the correct speed, the aircraft comes
back and bites you in the form of a stall and spin or maybe a large loss
of energy. What I am getting at is that someone who has flown these aircraft
a great deal has a better idea of how to treat them at the edge of the envelope.
I have seen this while lying WB - there are numerous times I have put my
nose inside a Fw 190A-4 while flying a Fw 190D-9 to get the kill. The number
of times I have seen a probable 'new guy' try to turn that Fw 190A-4 a little
too tight, only to have it whipsaw back across my guns is even greater.
Is this only a matter of pilot skill? I don't *know*. As a 3rd year ME
student, this is what I am thinking - the Fw 190D-9 has less weight in the
wings and is a little lighter than the Fw 190A-8.
Now I have *heard* that WB does not model the affects of weight in the
wing itself *yet* (I have also heard that this and some other great improvements
are on the way). Also, raw HP matters in a turning engagement - you have
more 'generated energy' to haul the nose around in that circle. So in my
'unofficial book', the Fw 190D-9 is the king of the 190s (yes, I am biased,
but I am trying not to be) but only when it's flown by someone who has the
hours in it to know why. It can outperform a Fw 190A-8 in everything but
firepower and durability, and in my book with a great pilot in a Fw 190A-4
versus a great pilot in a Fw 190D-9 in a low tight angle engagement on the
deck it would come down to pilot skill.
I think the 2 biggest reasons the Fw 190D-9 is not as popular with the
majority of the 'die hard LW aircraft types' are these...
1. The adding of that 700 lbs. weight soured a lot of them. I and they
know it was in the name of accuracy, but the shock is roughly equal to your
dream girl saying "bye I have to go to work" about 4 minutes after
the clothes come off at 12:20 AM Saturday morning.
2. Most guys didn't give it enough time.
The Fw 190D-9 does not fly like a fast Fw 190A with no wing guns and
an inline engine. Handling wise it is almost an entirely different aircraft.
I think alot of guys just went back to the Fw 190A when hit with the added
weight on the Fw 190D-9 and the large differences.
There is nothing wrong with this at all in my opinion - fly what you
like, no?
...also, for sheer death dealing, *especially* in the main arena but
almost anywhere in general, the Fw 190A will always be a contender. 4 cannons
and a radial engine (when considering the new engine damage modeling) are
tough to beat. With most fights in the main arena taking place at 8,000'
or lower, the Fw 190A is right at home.
Now as far as the official wartime test data when the British compared
the Fw 190A-3 and the Spitfire VB, I think they tested both above and below
10,000'.
They tested as close to wartime 'settings' as they could. Most fights
over the channel started between 15,000' and 20,000', and rarely got below
5,000'. So I think that even though the Fw 190A does lose some power at
around 10,000', it should still dominate the Spitfire VB in the vertical
at that altitude. Of course, the case is that PYRO probably has far better
data than we do (that usually is the case) but I think it's a good thing
that it is at least mentioned from the player's side that there are some
strange semi-contradictions involving 'test' data and performance.
I've just started a foolishly detailed test program involving the Fw
190 and it's key opponents (i.e. I'll be testing the Japanese and USN/USMC
aircraft last). Here is one easy thing that all of you can check yourselves
in about 10 minutes...
1. Take a Fw 190A-4 with 100% fuel.
2. Set your 'air start altitude' to 100' (offline of course).
3. Hit 'fly'. Immediately go to 100% power + WEP and climb at the steepest
angle you can. Time yourself to 10,000'.
4. Now repeat steps 1 thru 3 with the Spitfire VB.
...there will be a small variation in time because you are climbing at
too steep an angle for the 'auto trim on angle' function to work. But at
present it looks like the Spitfire VB is beating the Fw 190A-4 to 10,000'
by about 15 seconds on average. I don't know if this is right or wrong -
the Spitfire VB may carry less fuel and it is definitely a lighter aircraft
in an unloaded state.
I've got a lot of testing (that's an understatement) left to do, and
once it's done and HOOF or PYRO has the time to put in a few 'this is because
of this' revelations/disclaimers, I'll put it out for general reading.
Please remember one important thing here - don't ever expect someone
to be able to admit that their favorite aircraft can be beat by aircraft
X. I'm not trying to say that with the Fw 190A versus the Fw 190D. In the
end, I am a firm believer in the 'pilot skill matters the most' mantra.
If you think you are beat on paper before the fight takes place, you are
probably beat.
Remember when all those physicists proved on paper that it was physically
impossible for a human being to run a mile in under 4 minutes? I don't think
that runner took their reports to heart... 8)
See you guys up there,
Mike ('wulfie', 2./JG 14)
p.s. For any really new Fw 190 Psychos out there who read this, forget
about turning in circles in a Fw 190. Stay fast, check your '6' (*especially*
your low '6') alot, and *only turn in the horizontal if it will give you
a killing shot on your target in less than 3 seconds*.
Newsgroups: warbirds.training
Subject: A way of "picturing" SA
The following explanation of SA was told to me by a squaddie a while
ago and it coined perfectly the way I "see" SA and process what
I see.
Imagine SA being 3 sphererical zones around your a/c, one bigger than
the other.
The first zone, is fairly small, you could call it the ACM zone. It's
the zone you use for the actual fight, where you observe & react to
the enemy your fighting. This also include eventual friendlies or enemies
that are directly involved. In WB terms, I would define it as being from
d0 to d15-25
The second zone is somewhat bigger..I define it as the decision zone.
It's where you scan for threats/targets that you will have to take action
against soon (whether that be defending/attacking/disengaging or just plain
ignoring). This could be defined as being from d15-25 to d40-60.
The 3rd and outermost zone is the "observation" zone. This
cover the area where you dont have to take any action, but you should keep
an eye out for eventual bogies. This zone covers from d40-60+.
This way of splitting it up, helps a lot keeping count of bogies &
friendlies.
Instead of trying to remember where each and everyone is, I go more ike:
I got 1 bogey in the ACM zone, 2 bogies & 3 friendlies in the decision
zone and a couple of couple of bogies in the obs zone.(Note: I dont personally
use those names...just the only way I could describe them).
The zones changes size depending on the conditions..obviously, with no-one
in the ACM zone, I dont scan it. But I always scan the decision zone, even
if I'm sure no-one is around...this is your best chance of discovering the
unseen bouncer.
It also depends on what plane & at what alt I'm flying...up high,
in a 51, the decision zone often extends out to d60+, as I'll try to plan
my approach/attack the moment I get contact.Turnfighting in a spit, the
ACM zone expands and the decision zone shrinks in, E-fighting in a 109,
I only use the ACM zone for the actual gun passes and use the decision zone
for setting up the attacks.
The way I scan the zones, also changes. In a turnfight my scanning ratio
would be: 5-3-1 (5 times ACM zone, 3 times decision, 1 time in the obs).
In an E-fight, it changes to 1-6-2 ratio. Cruisin' at hi alt, it would
be more like 0-3-3.
On good days, I can more or less get a "high" on SA. It's awesome..you
will spot the bad guys way before they see you and you'll anticipate their
every move.
Good SA makes things like ACM and planetypes less important.
my .02
Daff
Screamin' Blue Messiahs
Newsgroups: warbirds.training
Subject: "About dem warp rolls..." 8)
Almost any fighter currently modeled in Warbirds can be made to 'warp'.
There are several ways to do this, but I'm not going to comment on each
one - the last thing the Warbirds community needs is a lesson on how to
warp roll, no? 8)
Generally speaking, some pilots will use violent and random stick/rudder
input in an attempt to make their aircraft 'warp' when they think/know their
Goose is Cooked.
Now normally, this will almost never save them. They bleed away large
ammounts of speed/energy when they pull these 'tricks'. A cool headed cool
handed pilot on their '6' will just bide his time, going slightly vertical
to build up some energy while Wild Bill Kelso plays Star Trek down below.
Eventually, the 'expert' who is 'evading gunfire' so well will lose so
much speed that his 'evasives'/'warps' don't move him far enough to avoid
being shot.
But where this can really be cheesy/annoying/etc. is when someone has
a wingman or friendlies nearby. At this point, intentionally 'warping' (in
an effort to buy a few seconds a wingman to come save your butt) is maybe
the thing I look down upon the most in Warbirds. I was in the HA a couple
of weeks ago, in a Bf 109E-4. A pretty good 'stick' (whom I previously thought
much more off) was in a Spitfire IA. I slid onto his '6', and he began intentionally
'warping', as he scampered home across the channel. I guess on one level,
it is just a game.
What is 1 kill out of the 375,000 you will score over time as you play
Warbirds? But I will tell you one thing.
In my eyes, people who 'game the FE' and such are definitely on a distinct
and lower level than most of the guys I respect in the Warbirds community.
I won't ever 'flame' the 'warp ACM experts', but I won't ever really respect
their ability or consider them an equal either. Someone might reply "So
what?", but I enjoy talking tactics, opinions, whatever with a good
Warbirds player a great deal. After 3.5 years in the main arena, comparing
notes is often more enjoyable than any given Monday night in the main arena.
As far as people thinking you are 'warp rolling', don't sweat it too
much. An experienced Warbirds player can usually tell if 'warping' is caused
by a panicked new guy or another experienced Warbirds player who is using
a glitch in the communications code to gain an advantage. A good guideline
- fly like you are flying an aircraft.
And remember, the only ways to really survive having someone on your
'6'...
1. Force an overshoot (either thru speed differential or superior maneuver
on your part).
2. Gain separation to beyond accurate gun range (thru speed or superior
energy state).
3. Have your wingman kill the S.O.B. 8)
...usually don't go along well with induced 'warps'. Some might argue
that #3 does, but a good 'drag' on your part allows your wingman to clear
you and not get dangerously low and slow in the process.
See you up there,
Mike ('wulfie', 2./JG 14)
Newsgroups: warbirds.training
Subject: Actually...
...we are saying the same thing here. A 'lazy barrel roll' will often
cause a faster moving pursuer to overshoot (as in #1 on my list of 3 posted
above).
Personally, I don't consider a deliberately executed barrel roll to be
an 'induced warp' type thing.
If anyone is having a tough time blasting someone using 'lazy barrel
rolls', remember this - fly 3-5 seconds ahead of the enemy. When you see
him start that barrel roll, don't bite. Keep yourself in near level flight
and keep your speed up. Often times, as the enemy completes his barrel roll,
you'll be waiting at close range - wings level, high speed, waiting for
the shot. In my experience, it only takes a little tiny bit of stick and
rudder input to line up and zap the bad guy as he completes 1 barrel roll
and begins another.
One option here (if it is okay to get slow at the time you are chasing
the barrel rolling enemy) - when the enemy begins a barrel roll, stay in
level flight and cut your power to roughly 75%. You get the same situation
as above, but without as much closure. In other words, you get 2, maybe
3 decent shots as you close in. But when you are getting really close, go
back to 100% power + WEP, take that last shot, and remember to not give
the enemy a decent shot due to a bad maneuver/overshoot on your part.
See you guys up there,
Mike ('wulfie', 2./JG 14)
Newsgroups: warbirds.training
Subject: Re: Actually...
As a WB dweeb, I've been reading this thread with great interest as I've
never heard of warp rolling in my time in AW. One thing I haven't seen anybody
mention, however, is doing these barrel rolls with -G and perhaps opposite
rudder. Mixing this, of course, with +G barrel rolls as oil and blood pressure
require, but mostly staying negative. This is a fairly common evasive move
in AW and I've seen it a lot (and used it some) in WB already.
Going with -G (and maybe opposite rudder) is more deceptive than purely
evasive. You generally can't push as many -Gs as you can pull +G so your
barrel diameter is much smaller, maybe even less than your wingspan. Thus,
you're not really dodging. But if the nme tries to pull lead on you like
you're pulling +Gs, he'll shoot right over your head as you fade away in
the other direction. Using the rudder to skew your fuselage a bit adds to
this effect. If the nme doesn't catch onto what you're doing, you can carry
on doing this for a very long time and you don't lose much speed doing it.
In fact, you can still accelerate well if you do this diving so it helps
you extend your E-fighter from a stallfighter on your butt.
There's a problem with doing this in WB, however, that doesn't happen
in AW. This is that the WB FE sometimes _greatly_ exaggerates the nose down
angle in the -G rolling. Thus, the pursuer sees what looks like a 45^ low
6 view of the target pivoting madly about a point near one of its wingtips.
It almost looks to be tumbling end over end while still maintaining a high
forward speed. Thus, its mostly just confusing instead of sneaky deceptive.
Still friggin' hard to hit if you don't know what the guy's doing. But I
can really see how some folks would call it warping.
-Bullethead
Newsgroups: warbirds.training
Subject: There are a great deal of variables here...
...so it's kind of a multiple answer type question.
First of all, no snapshot is a bad snapshot if you are a good shot. 8)
If you are deadly accurate, and you have a snapshot that does not put you
at risk in the form of a collision or an enemy's massive firepower (Fw 190A,
F4U-4B, Hurricane IIC, Bf 110, etc.) then by all means take it. Hits on
the target are hits on the target. One notable exception is if you believe
your opponent has not seen you. In this case, you may want to hold off on
a snapshot if you believe you can 'sneak' into a position for a high % gun
solution - say you try to execute a lead turn onto an opponent's '6' from
his low '3'. You don't execute the lead turn so well. You do have a snapshot,
but it is a tough (low %) one. Often times you will be better off 'ducking
back down' and circling for a nice close low '6' sneak attack. Never assume
your enemy knows you are there. You would be surprised at how many times
someone is saved by errant tracers in the main arena - an enemy may know
he is in danger, but he might not know that *you* are the real threat. While
he is busy tracking the 3 high enemy aircraft on his high '6', he might
never see you coming in from his low '3'.
As far as the "Should I stay and follow or snapshoot and go"
question, there are something like 2.982 Gazillion variables (and that's
alot of variables!).
Basically, you need to know if you can stay on your enemy's '6'. If you
are a P-47D fighting an A6M3, a snapshot followed by some kind of zooming
vertical disengagement is probably just fine as far as choices go. In the
end, you have to make that decision based on what the variables are each
and every time the option comes up. Knowing your aircraft (and your opponent's
aircraft) inside and out help. Having good situational awareness helps a
great deal. Both of these things come the hard way - with experience. But
here are a few guidelines that might help...
1. In the main arena, only enter a horizontal turning engagement if you
know it will take you 5 seconds or less to get a gun solution and shoot
down the bad guy. This applies to everyone. A large % of the A6Ms killed
by Fw 190s, P-51s, P-47s, etc. get killed because they get too wrapped up
in a wicked 'knife fight' at 120 MPH IAS.
2. Provided you are not in danger of giving your opponent a snapshot
as you 'overshoot', it never hurts to go vertical in a 1 on 1 situation
where you are on your opponent's '6' with more energy. If you have doubts
about being able to knock him down due to his evasives, zoom a little (as
in climb), keep your eyes on your opponent, and set up another gun pass.
Patience is rarely a bad thing, especially in a 1 on 1 situation. But don't
play with your food - set him up and shoot him down without wasting any
time.
3. Any aircraft can out turn any other aircraft in Warbirds at any speed
*long enough to score killing hits with guns*. Take a piece of paper. Draw
one large circle. Now draw a smaller circle that intersects the larger circle
at 2 points...
large circle - P-47D turning radius
small circle - A6M3 turning radius
the 2 points where the circles intersect - point where the P-47D will
have a chance of a high % gun solution on the A6M3 if he eats his carrots
and flies smart
...in other words, you don't have to out turn an enemy aircraft in a
360 degree
circle to get a killing shot on him. You just have to out turn him for
about 1.5 seconds at the right time. You can follow him on his '6' for a
shot, or you can use a snapshot, or you can fly 5 seconds ahead of him and
when he reverses in that rolling scissors, you can be waiting...fingers
on the firing buttons...as he crosses your guns at d2 like a big skeet pigeon.
8)
...one thing you should do (if you haven't done it already) - print out
a copy of the article on 'energy fighting'
at:
http://members.home.com/mefletcher/acm.html
and read it a few times. Learn it. Live it. Wear Silk Shirts - you can't
be cool if you don't have a Silk Shirt, right? 8)
Seriously - having an in depth and working knolwedge of energy fighting/tactics
is basically the answer to about 1/3 of the questions about tactics, ACM,
etc. in Warbirds that you see on this newsgroup or in the main arena.
See you up there,
Mike ('wulfie', 2./JG 14) |