Author Topic: Ar 234 Tips  (Read 1074 times)

Offline 28sweep

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Ar 234 Tips
« on: December 12, 2001, 09:17:00 AM »
After working hard (I am newbie) I almost have enough perk pionts to fly the AR 234.  This has been my goal for a while.  Any tips on staying alive while having some fun.  Oh ya-how much fuel should I take and what range can I expect? Thanks.......

Offline ergRTC

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Ar 234 Tips
« Reply #1 on: December 12, 2001, 10:14:00 AM »
The only good thing about the ar234 is the sound when it takes off, and the knowledge that somebody else may here you turn the rockets on. (particularly fun when passing a lancaster on the way up)

It carries almost no eggs (3000lbs), much less if you take drop tanks. (the range is actually pretty good, so I have not found the tanks particularly important, use them for recon when looking for a stashed nme carrier group)  Remember you can always land closer than you took off from (which has to be the furthest base from cons).  Just watch your fuel and turn back when you know you still have enough.

Problems::::::::::
Any beloved pet you own besides a parrot or tortise will pass away before you hit cruising alt and speed.

If some lucky shmuck happens to be above you in a p51 p47 p38 la7 mossie yak b26 or a friggin tbm for that matter you are toast.

You have no guns.

If somebody is at alt in a me262 you are toast eventually.

On the good side, they are fun for strat targets like depots and training facilities.

One thing you can do is get to 25-30k keep her at 425 mph, and just wait for a call from somebody that needs that last building down at a nearby city.  That is really the limit of its use.

Oh and if you want to land just be very patient.  The gear is strong and it handles well, but it holds its speed forever.  You really need to slow down a long time ahead of landing, and be sure the base you are landing at is not in a valley.  Have fun! (although not likely).

Offline Dinger

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Ar 234 Tips
« Reply #2 on: December 12, 2001, 10:23:00 AM »
First, practice landings in the TA or offline.  The thing lands like a 737.

Now, how to  use it:
It is a kerosene burner, and thus is more of a flying gas tank than anything else.  Fly with 100% fuel.
DTs only add 5% endurance, so only use them if you're on a reconnaissance run.

One of the major differences between props and jets is that jets have more or less constant thrust across airspeed, whereas the power output of props decreases with airspeed.  What that means is that props will give you a hell of a lot of acceleration and excess power when you're going slow, and drop off markedly at faster speeds, but a jet-powered aircraft will provide relatively good acceleration and excess power at high speeds.
In English?
In a prop, if you slow down too much, you can accelerate fairly quickly; in a jet, if you slow down too much, you're a fat, slow target for a long time.
In a jet, best climbspeed is also much higher than in a prop.
For the Ar234, look for Funked's pilot notes from shortly after its release, published somewhere (A&V page?).  He's got all the critical numbers you need.

Here's what you need to get started:
Takeoff: Hold on brake.  Keep flaps up.  Ensure that your secondary weapon selection is set on RATO.  Spool engines up to full power.  When they're at max rpm, release the brake and start your takeoff roll.  At about 75 MPH, fire the RATO bottles.  Run down the runway until either the tires start squealing or you run out of runway.  Rotate, retract gears, pull up for terrain clearance and level out.  Wait for your speed to hit 250, then engage autoclimb.

in terms of time, the Ar234 doesn't have great endurance; in terms of distance, it's great.  If you cruise at 14-18,000 feet (above that it takes forever to climb with ordnance) at half throttle, you should get good results.  You should always take off from a rear field and land there.

IMO, the best use for the Ar234 in the arena is for launching advance strikes ahead of the main wave.  If there's a group on your side running a field capture campaign, what you do is get one or two buddies, and grab Ar234s.  You fly into the general area of their operations, then liase for information on their next target.  Go in and pork the field to eliminate or severely hamper an enemy resistance.  I've had a couple of Ar234 missions where we'd spend hours on a single sortie, shuttling bombs to the front, landing at rear field, rearming, and going back.

If you get attacked from above, drop ord, unload the plane and head for a shallow dive until the thing shakes.  Then run like hell on the deck.  Only the 262 dives faster and flies faster, and they don't like going to the deck.
So maintain your SA when flying -- always fly away from those high dots on the horizon.
Landing,
you want to shoot a _long, shallow_ approach.  The thing is very streamlined and doesn't like to slow down.

[ 12-12-2001: Message edited by: Dinger ]

Offline Dux

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Ar 234 Tips
« Reply #3 on: December 12, 2001, 11:26:00 AM »
Quote
Originally posted by Dinger:
...  Ensure that your secondary weapon selection is set on RATO.

Lol, this is VERY important!

  :)
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Offline troxel

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Ar 234 Tips
« Reply #4 on: December 14, 2001, 02:22:00 AM »
Another thing to note in regard to the 234 in the defensive is that it has a pretty nice roll rate, which can be employed well in a high speed scissors move if bounced by a p51 or the like.  With the high speed of the bouncer, he will more than likely only get once chance at you before overshooting, or pulling off the throttle to not overshoot.  Either way, with the excellent top end acceleration in the 234 you can get outside of his gunrange pretty quickly.

If you get bounced by a 262, your only bet is to run like hell for some ack (there, I said it and I'm not ashamed   :p )!

Offline SpinDoc1

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Ar 234 Tips
« Reply #5 on: December 15, 2001, 01:08:00 PM »
Historically, the AR234 was dubbed "fully aerobatic" by the manufacturer, which meant rolls, loops, all that good stuff. And in agreement with everyone else, pilots were told that if they ran into trouble, they should use speed to their advantage. In other words, yeah 'run like hell' (Although they never entered serive, it would be interesting to see the later variants with the 20mm defensive gun or the 4 Jumo turbojets...)

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