DaKing,
With regards to what appears to be your question - re: Out-turning your opponent after the merge - there are *a lot* of factors.
1. Types of planes involved. Your best change to out-turn your opponent is in somthing like a 202 or Spit V or Zeke. A P47 or F4-U, or 109 wont turn round very fast at all (nor do you need to - thats a different story).
2. Speed. Planes have an optimum turning speed which is different for each plane. If you want to get the best turn possible out of your plane then you have to be at (or close) to your optimum turning speed. Turn planes like the aformentioned ones will turn best at around 200-240 IAS. If your too fast your turn circle increases. If your too slow you wallow round and stall. Spits and zekes 202s N1k2s all turn very well at slow, near stall speeds. Use rudder and flaps to help in slow/stall turns. PS, dont use flaps in spits for turnin.
3. Type of turn. A flat turn, ie done on the horizontal plane is a relatively inefficient and slow means of turn. For a turn and burn plane (spits, 202s, 205, zekes, N1k2) you would be better off using some vertical component in your turn, like a slice-back, or chandelle, yoyos etc. They should get you round a little bit faster.
4. Timing of turn. The earlier you start your turn the better the chance of out-turing him - called a lead turn.
However, what i think your question really is, is something like: "i always end up with a con on my 6 cause he appears to have out-turned me, what do i need to do to avoid this?"
Sadly, there is no easy answer to that one, except spend some time with a compotent trainer or ride with someone in the MA (.join PlayerID command) and watch and learn.
You will need to decide if you are going to learn angle fighting or E fighting.
Turning with your nme isnt necessary at all -try E Fighting
Your welcome to ride with me sometime if you want, give me a yell.
Spatula
=357th Pony Express=[This message has been edited by Spatula (edited 08-27-2000).]