Thanks Andy.
I guess the point is that in the case given I know the attacker is going to lose if he stays in the Lufbery, so I'm not looking to stay in it. The low yoyo may give him the snapshot you describe... and that's what I would go for in that situation. Anything to break the stagnant Lufbery where the other guy is slowly gaining on you. The low yoyo will generally play to the strengths of a more highly wingloaded plane such as the D9 or the P47. A short acceleration dive combined with a roll to cut off the angle and a hard pull to get guns on works well in the high power fighters with higher wing loadings. These fighters tend to accellerate fairly well, and also tend to have very good instantaneous turn rates at higher speeds. The low yoyo then plays to those strengths, and the snapshot you can get using a low yoyo can save you from the immenent doom of a flat turn Lufbery circle versus a fighter with a better and slower sustained turning ability.
Urchin,
Yep, I'd guess the best sustained turning speed for the Dora would be pretty high. I'd guess somewhere under 300 for sustained, but up around there is a good place to start since the big Wulf will burn speed very quickly.
Your description of the low yoyo sounds fairly accurate, but you are missing the roll component. The reason this works, is that you incorporate some vertical into the move and turn in the horizontal by simply rolling the plane while the other guy flat turns. It can net you snapshot opportunities if used properly, but as Andy mentions, it doesn't really gain you anything in a static continued turn fight.
One good way to get out may be to start with a low yoyo, then at the top of it hit a fast roll to inverted and pull through the other way. This could generate a bit more separation although it will likely give the other fellow a snapshot opportunity. In a fast plane like the Dora, you may get enough separation to make your escape. Try not to test that versus the La7 though... it's likely one of the most dangerous planes to a Dora driver at low altitude.
About pulling lead pursuit... if you are in a faster plane and trying to be a good Energy fighter, you only want to pull lead to increase closure or to put bullets on target. You should normally be trying to use lag pursuit to manage closure and maintain greater speed with an E advantage. (You didn't engage without and E advantage RIGHT?

) Once you are in a close knife fight and you are close enough for a shot, you basically don't want to pull lead pursuit until the very end. One of the tricks of successful E fighting is learning when to relax a bit and stay in lag pursuit... build up your E advantage or at least maintain it. In a close tail-chase fight, only when you are fairly certain of a kill should you pull lead. Every time you pull lead on him, you are turning harder... burning more E. This is why I set the 8 .50's of my Jug to a convergence of 250 for all guns. When I'm E fighting and my advantage is slipping away, I'll burn my E for lead for just a second or two, and I need to make that count. Often after the shot I'll mush the plane into a bit of a stall, because I've burnt the last of my speed in a short turn to get a shot. In a plane like the Jug or the Dora you need to learn when you've burnt your E for that shot, and if you've missed, you need to bug out fast. It takes careful management of E, and knowing when to burn it for the shot, but more than anything it takes knowing when you've lost the advantage so you can get out before you get shot. This is why I LOVE flying planes like the Jug and playing the E game. It's a great challenge, and a great reward when you pull it off.

[ 08-20-2001: Message edited by: Lephturn ]