Ditching
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Last update - 06 November 1998
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Posted by: grgyle--1st ACG Fighters

Posted on: 14:16:11 11/05/98

Message: Hi all,

Since 2.5 all of my previous methods of succesfully ditching are now insta-killing me back to the tower. Could any of you oh-so-wise folk lend some advice??? Sacrificing my plane by bailing out every time is so unelegant, and the P51 inventory control department is starting to complain about my wasteful aircraft consumption.....

Thanks,

grgyle

Posted by: Trxx of the **MOL**

Posted on: 16:10:27 11/05/98

Message: No expert, but here's what I do.

I actually think the ditching is easier than it was in 2.01, but thats just me, because I think most of the things people are bitching about in this rev are all much better (ditching, latency, gunnery model, damage model, etc.) with a few notable exceptions (landing! (you roll forever), certain plane models that got neutered (p38)) so this may or may not work for you. I've only died once during a ditch, so this should work.

Make sure you're not using "easy flight mode" they may have fixed this, I've not checked since the 2.5,but you used to be able to fly in the MA using this mode , and it is definitely harder to ditch using easy flight, plus it flies like mush.

If you're a glider, descend at a fairly rapid rate to keep your airspeed up, until you're about 200ft agl, extend your flaps, (be ready for your nose to pitch down slightly), keep your nose up by putting in a lot of elevator "up" trim (keyboard "K").

Then begin a shallow descent to about 50 ft agl. At this point let your airspeed decay a bit and pull back on the stick. As the plane slows (it's nearly stalling), it will start to lose airspeed and sink, ease up on the stick just a bit to ride the stall while still keeping sirspeed up, alternately pulling back then easing off until you're approx. 50 ft agl and going fairly slow.

As it sinks closer to the ground get ready and at about 20 ft. pull back sharply but steadily on the stick (to flare and reduce airspeed) and the plane will just plop to the ground at a slow enough speed to live through itusually.

Trxxout

Posted by: -deft- VVS -=Red Falcons=-

Posted on: 15:29:42 11/05/98

Posted from:

Homepage: Flying Circus Score Applet Test

Subject: ditcher extrordinaire

In Reply to: Are there any version 2.5 ditching experts yet???

Posted by: grgyle--1st ACG Fighters on 14:16:11 11/05/98

Message:

Ditching is a pretty important skill. I have pretty much attempted to ditch every sortie (that I wasnt outright killed) this tour for practice. (I even ditch on the runways)

I fly in 3d mode so I'm not sure what the ground looks like in 2d.

1) Dark Green/Light Green ground good.

2) Grey / Dark Grey ground bad (rock) which will kill you on impact.

3) Water good.

4) Runway good.

5) You will have higher success at or below 150 IAS.

It simply takes to long to get a plane stopped on the runway when you have a full head of steam so I just forgo the gear and slide to a stop on my runway landings. (dont you hate overrunning the runway and having to turn around and get back on it to exit)

The art of ditching really shows its importance in the ju52. When your storming an enemy airfield in your 52 it just takes to long wait for the troopers to drop from the sky then run to the tower. It also takes to darned long to roll to a stop.

We of the -=RF=- have developed the "curbside service" tactic. You take off in your JU52 and head for the nearest suppressed airfield.

Whilst on the way to said field, clip your gear on the nearest ridgeline along the way so it breaks off. Proceed to the field at 10 feet off the water (you can get real low w/ no gear :)

Since the JU's level speed is around 200 IAS, cut the engine(s) just before you get the the end of the runway. Once your 1/2 way down the runway to the tower (1/4 runway length) put the belly down and skid right up to the tower.

I just found it morally questionable to release drunks into the air so that they might injure themselves in the fall, or running across a busy airstrip possibly being run over. As the "designated JU driver" it is truly your responsibility to ensure the safety of your drunks.

In my personal best "curbside service" run, I skidded up to the tower, and clipped my left wing off hitting the tower. The drunks had to take about 2 staggers to get to the tower stairs.

P.S. If your preparing to rant cause I am exploiting a loophole, go take some practice offline and see how often you can clip your gear off without killing yourself.

deft

Posted by: =worr=

Posted on: 14:45:51 11/05/98

Message: : Hehe, oh that's great! I'm glad to hear it's not my 2D depth perception getting me killed. ;*D So was this an intentional change in survivability?

No randomness to it at all. Do it by the "numbers" and you will always ditch. Its just the "nubmers" were narrowed in 2.5 or actually the undercarrage became more realistic.

Worr, out

Posted by: Stiglr Stab JG5

Posted on: 14:35:27 11/05/98

Message:

Ditching was a crapshoot in real life (as was bailing, too), and it should be viewed as such in WB. Truth is, there usually isn't much to land on that's flat enough, smooth enough and supportive enough to accomodate an aircraft which doesn't have a fence, or a house, or a tree, or power lines in the way. That's what airstrips are for. As such, some "good" ditches should still result in death.

Much as I bitch when I execute a "textbook" ditch and still get transported unceremoniously to the tower, I think a lot of uncertainty in ditching is necessary; once there are established "do's and don'ts" of ditching that *always* work, people will use it as a substitute for ACM and "simply not getting shot up in the first place".

Ditching had become so easy at the end of 2.0 that I could depend on it alone to keep my K/D ratio up during slumps. Thinking back on it now, it really was "gaming the game" (I'm going to counseling now, don't worry). I was glad to see the capture element placed into 2.5 and if ditching does involve an unseen arbitrary "dice roll" so be it.