Jekyll posted 02-22-99 08:53 PM ET (US)
Try this windle... instead of making your attack run a dive.. make it
a climb. That is, instead of being pointed down as you come within guns
range.. try to make your attack run from beneath the bandit so that you
are actually climbing slightly as you come within guns range.
This will:
1. Make you blow far less energy when you reverse after the pass,
2. Maximise your chances of taking him by surprise,
3. Make it a lot easier to compensate for his evasive maneuvers once
you get within guns range.
Let me know how it works out for you
Windle posted 02-24-99 11:18 AM ET (US)
Works like a charm!
You're priceless Jekyll
-Windle-
argo posted 02-24-99 03:00 PM ET (US)
OK...I'll bite.
Aren't you giving up some E by going below the con to make the attack?
I mean you're slowing down as you "climb" up to convergence (or
whatever you fire at) and have less E when making your escape for the next
pass (if you need one).
Just curious. I suck and am a hopeless TnB pilot, so I'm trying my damnest
to get *any* help in here that I can. This attack profile goes against most
of what I understand about using a BnZ ride.
Doug
WB: -argo- {501 FF}
argo@cyberus.ca - dough@mediaone.net
Windle posted 02-24-99 03:57 PM ET (US)
Here's how I understood and implemented Jekyll's post:
I dive onto the bad guy building my E while efficiently regulating my
G load and level off slightly under his six o'clock just before I get within
guns range. If he hasn't seen me at that point then when I 'wake him up'
he'll be hard pressed to locate my exact position because I am below his
FOV on his six (albeit closing very fast). At this point I have just transitioned
thru level flight just below the con and am just pulling up into a shallow
climb. The way I'm doing it the transition hasn't really cost me any E at
the time I goto guns and I've given myself a much better Angle Off Tail
position for the attack.
Going through with my gun pass I find myself with all my E intact and
(here's the big plus) have my nose pointed in a direction that offers me
many more options than having it pointed at a very steep down angle. Instead
of blowing massive E recovering from the dive THEN trying to gain altitude
advantage over my target for the next pass, I can immediately transition
smoothly into the vertical and use that E to direct myself into a much more
profitable position.
The whole point (as I took it) is not to build your E in the initial
dive while ALSO being regulated with the burden of holding steady on your
shot. I can build my E in the dive then, with room for positioning just
behind the con, transition much more smoothly into my attack and, after
the pass, find myself going vertical right over the cons head instead of
extending from beneath him thus robbing him of the chance to get too much
SA over me and manuver to his favor.
It's the same as a normal BnZ you are just going to guns right in the
upswing of your pass rather than in the initial dive.
-Windle-
Jekyll posted 02-24-99 10:25 PM ET (US)
Well argo.. the reason the climbing attack seems to be more energy efficient
is based on the kinds of defensive maneuvers you see.
In the boom portion of the attack, most targets tend to roll and break
slightly downwards. The temptation for the BnZ pilot is to try to follow
them 'just that bit further' to get his shot.
Before he knows it, he's pointing down at a 30degree angle and vertically
overshooting his target's flight path. The BnZ pilot then either has the
option of gradually pulling out of his dive (in which case he's lost his
altitude advantage), or pulling mucho G's (in which case he'll bleed off
a heap of speed)
But making a long, smooth dive to slightly below the target level means
that, should the target break low, you could still follow him for a short
distance until, say, you were level with the horizon. If you haven't killed
him by then.. time to zoom climb.
Most of these problems seem to stem from trying to BnZ a target from
too close a range. You're D10 away and 3000' above him.. you have no choice
but to angle downward. But if you commence your run from D20 or D25 out..
you can make that gentle dive, level off and slight climg much more E efficiently.
Duckwing6 posted 02-25-99 02:40 AM ET (US)
Also if you'tre coming from below him and zoom past him he meight be
more suspectible for a spiral rope or a normal rope 'cause when you were
flying by you had your nose allready pointed up and thus looking slower
than you really are 'cause your not covering that much horizontal distance
but rather vertical.... worked quite good in AW3 for me but just can't make
it work in WB (yet) HAHAH
Phil (DW6)
Jekyll posted 02-25-99 05:54 AM ET (US)
One other thing I should have mentioned. By attacking during a climb
you are virtually forcing your opponent to go nose low in defence.
Obviously, if you're faster than he is, and approaching from below, he's
dead meat if he chooses to climb as part of his defensive move. Even if
he breaks level you still are in good position to kill him. So his most
effective defence is to break low towards you.
Since he has gone nose low in defence, your zoom is doubly effective...
not only have you performed a low G zoom to maximise your own altitude and
energy, but you've probably forced the bandit to lose some of his own altitude
and energy as part of your attack.
eadg posted 02-25-99 09:11 AM ET (US)
The technizue Jekyll (correctly) describes is what -sick- taught me years
ago as the "swoop". It has many advantages, including:
* Allowing attack from a low 6 position, making it hard for the nme to
see you if he doesn't already know you are there.
* Controlling your rate of closure, so instead of accelerating at the
end of a long dive and being TOO fast in some cases, you are now decelerating
through the sweet spot at the time of firing to allow for better correction
for c guns solution.
* The aforementioned ability to keep your egress as a lo-gmaneuver, instead
of a massively loaded change from a 30 dgree dive to a 45 degree climb at
the overshoot (which many bnz pilots do, incorrectly, and watch in horror
as the spitfire they were attacking climbs with gentle ease right up to
them and blows them to pieces).
* The ability to maintain a guns solution against many defensive maneuvers.
A word of caution tho - as argo points out, you don't want to be in such
a high AoA climb, losing speed, that you lose the ability to separate safely
after the attack.
The swoop, as taught to me and later modified, goes like this:
1. Start above and behind the enemy (where else hehehe), I prefer about
d20 vertical separation and d50 horizontal.
2. Start a shallow (20 degrees or so) dive to the bgies extended 6. Stay
at full speed, and wep if the enemy may have lots of speed (came out of
a dive, is in a dora, 51, etc.). Your goal is to be co-alt at a point
d20 or so behind the enemy. Start to make the dive even more shallow.
3. Finish the dive another couple of hundred yards, ONLY, below the enemy.
You should now be d3 or 4 below the enemy, and d15 or so behind.
4. Start a lo-g climb AT the target (since you are JUST below, the climb
angle should be VERY shallow). Don't pull too much lead or you'll have to
adjust too much at the point of firing AND risk a collision. You should
be closing rapidly but not uncontrolably (as you would if you dove at the
enemy all the way in). Each energy plane has a "sweet spot" speed,
at which it is ultra-stable and responds to minimal control input smoothly
and obediently - you'll have to spend time in a plane to find its sweet
spot, but once you know it, your goal is to be AT that speed when you are
at d5 (obviously, that means you went a bit ABOVE that speed on your approach
dive).
5. Hold your fire until about d4 (I use a convergence of 275). STOP firing
at d1.5 and perform a lo-g pull up past and slightly above the enemy. You
should still have a HUGE speed advantage at this point from the dive (and
only a few seconds and lo-g's to bleed it off).
Any defensive the enemy pulls if you are still in his lo 6 at d10 or
so should still afford you a decent snapshot, but DON'T pull through a turn
with the nme; instead, apply an appropriate vertical reversal based on the
enemy's speed, aspect, and perceived skill level (a set-up hammerhead, a
hi yo, a wingover, or a zoom to the perch are all valid based on the setting).
Over the years, I've found that I prefer to attack from lo 4, 5, 7 or
8. That puts me in a nice blind spot, AND keeps my risk of collision lower
as the intersection of our flight paths describes a much smaller 3d space
in this orientation (as opposed to a direct 6 closure, even at a high speed
differential).
Hope this helps! Stop by the training arena Sunday through Thursday nights
(I'm on Mondays with hard, scop, and kjbl) and any of the trainers can help
you on this one.
Good Luck!
=eadg=
Member, Warbirds Training Staff
funked posted 02-25-99 11:48 AM ET (US)
Good stuff guys!
This is what Shaw calls "avoiding vertical overshoot".
One benefit that wasn't mentioned is that if you attack during the dive,
miss your shot, then fly under him, he can make an efficient move to get
a momentary guns solution while you are pulling out.
And if you blow too much energy in the pullout, this may end up being
a more than momentary solution!!!
But if you pull out early and make the low 6 attack as described, you
get to make a low-g maneuver to level, and you can stay in his rear quarter.
Jekyll posted 02-26-99 08:50 AM ET (US)
and if you're flying a fast roller like the 190 and your target breaks..
you can transition immediately to a pure vertical climb and roll your lift
vector onto your target, pull through and be on him again before he can
blink!
Of course... this move can also get you killed really easily
Duckwing6 posted 03-01-99 02:32 AM ET (US)
was tryig the F4U yesterday again and found out that i can't effectively
gain alt after the pass.. i did a pass on a Spit withabout 350 kts then
zoomed up to a speed of around 130-150kts, then i reversed with a wing over
... after that pass the spit was co alt and had lost NOTHING of her speed
.. even thou this guy was climbing all the time after me..
Did i pull up too sharply ? |