Posted by: Bino (II./JG54)
Message: Maybe it's 1.) there are more "dissimilar aircraft"
matchups in WB than in SU27 or 2.) the flight model is more realistic here
in WB, so formula-based tactics don't work or 3.) these planes have a *lot*
less thrust than a Flanker. ;-)
Personally, I find that going Nose-to-Tail works best if I have a turn
performance advantage. Said advantage can either be transitory, due to comparative
aircraft speeds, or constant, due to relative aircraft performance. If I
suspect the badguy's going to get around the circle faster and/or tighter
than me, Nose-to-Nose will at least allow me the odd snapshot, and possibly
the ability to disengage.
If you check out Toad's "Tales From The Wingless Archives",
over at http://www2.nconline.com/kirschd/wingless.htm,
you'll find a little ditty I threw together called "Bino Bags Both
Bogies" in the March 1998 archive file. In addition to being a ripping
yarn, telling of single-handed combat against the Green Horde, it contains
a pretty detailed description of my own use of Nose-to-Nose and Nose-to-Tail
whilst flying an A6M3 against a Ki-84 and an F6F.
cya!
bino--
Posted by: Topcat (RAF, Duxford Wing)
Message: This is how I moved from awful to average - hope it helps!
Topcat's Tips!
Choose one aircraft and stick to it. Loads of people will try to tell
you which one is 'best', but only you can really make the choice. My best
advice for this is to choose an aircraft which you like (eg because your
boyhood hero flew it), then when the going gets bad - and it will - you
will still get a thrill out of flying the plane.
Conserve energy at all times, even in a turn fight. If you are closing
fast on an anemy that turns, don't try to turn with him. Instead, gently
pull up, gain a bit of altitude (speed bleeds off), roll inverted and gently
pull back down again towards the enemy (a bit like a rollercoaster in a
fairground ride). That way you can both maintain speed and keep on the 6
of your enemy. (If you pull too hard doing this you loose speed). Have patience
- even though it looks like the enemy is escaping, by retaining your excess
energy you will quickly catch him up again. (this link shows a similar move
http://cust.iamerica.net/dstar1/YoYoFrames.htm
)
It also helps *alot* to get very familiar with the views. Keep your enemy
in sight at all times. Learn to fly the plane from any one of the views,
so that you don't need to loose sight of the target.
Don't get target fixed! If you see tracers coming over your head, think
*very* seriously about how bad you want the kill! To escape an enemy on
your 6 *do not* pull up. You *will* die! Don't turn in circles. This is
predictable, and easy to beat. Look for 'guns defence' lectures on the training
page.
Never enter a combat zone below 10k (12 k is better, as many a/c use
the 10k mark, so it can get quite crowded!). Take the time to gain altitude
before entering a combat area. If you're too high, you can easily come down.
If you're too low......
Concentrate! Always look behind you, and weave from side to side to check
behind (even when taking off from a friendly rear field) as death comes
quickly if you fall asleep! This requires discipline, but pays off as your
deaths in level flight vanish.
Don't rely on the 'up back' view. It might seem to provide a good unrestricted
view behind, but it leaves a *huge* blind spot. Use the 'back' view and
weave to uncover the blind spot.
Learn how to sidestep a b&z attack - check the training pages on
this.
Read all there is on the training pages. Most of it won't make sense.
Print it out, and re-read it every few months. That way, you can use your
growing arena experience to give you pointers in understanding the training!
One more tip - shoot at d2 or less
d2! remember that! d2 or less! do not be tempted to long shots!
Just my 2 pence worth :o)
Posted by: Jinx
Message: Well, I might be stating the ridiculously obvious here, but
a WW2 prop fighter don't have the power a modern jet. You only have a finite
amount of energy to play with and the engine is only marginally helping
the situation. What this means in terms of turn fighting is that there is
no way you can stay at corner speed for very long without pointing the nose
down a lot. Generally there is not much point in flying the numbers (like
corner speed and G-numbers), its better to try and maximize the energy advantage
and trade that for angles to get the shot, using lead and lag pursuit instead
of fast and slow. Ending up in a horizontal circle fight (usually on the
deck since flat turns at altitude is usually not the best idea) means I
made a bad move earlier in the fight.
I would try and work with energy moves in the vertical more and use oblique
turns, like sugested before.
Welcome to Warbirds!
-Jinx
Posted by: Juice-
Message: bmbm statment about yo-yo is a good one. If I may add that to
roll slightly during the up and down to avoid negative g's will hold more
energy (if you can stand calling it that in stall fights). Also the "real
close" part is good, and that means 0 or 1, then all the gunnery stuff
goes poof and you just fly and fire, but as I always say "fly first"
or you will hit the deck trying for a guns solution. Lastly try over trimming
(again mentioned by bmbm) to gain a temporal snap shot that you seem to
be able to do. And really lastly practice your gunnery offline in awkward
positions like inverted, 90º, in near full stall and even attempt to
spin near a drone and see if you can hit it during a revolution, under,
over, fast, hi-g, negative-g, etc. This all because if you hit a rudder
or a rudder and it comes off you are now extremly manuaverable in contrast.
No not an expert but it's a lot of fun learning
Juice-s .02
Posted by: -bmbm- CO RSAF
Message: If you're trimmed for level flight at lets say 300 KIAS and
start turning and burning, you will soon find ourself at a disadvantage.
Trim elevator DOWN in a power dive and trim elevator UP - a LOT - when you
bleed airspeed. Also, avoid horizontal turns: keep enough E to let you do
vertical or oblique turns for as long as possible. Go for yo-yo's to get
out of the horizontal and don't try to make "clean" maneuvers
- thus you're becoming predictable.
Trim is arguably the most important feature - don't mess with autotrim,
learn to manually check trim continuously instead.
Other than that, make sure you're pulling proper lead in the low and
slow dance, and get REAL close.
Hope this helps.
Bombom Nattinatti, out |