More thoughts on E Fighting. Keep in mind that I am no expert. I often do not know the correct terminology, but please consider the concepts that I present.
First off, always remember you lose far less E while manuvering at slower speeds. This is one strategy for the use of vertical turns. You are slowest at the piont you make your turn (the top), but retain E thru gaining altitude.
A side effect of using vertical turns, is that you also shorten your effective turn radius over a comparible flat turn. This is readily noticable using a top down view.
There are several ways you can be "CO-E". For example, consider two circumstance. One way is being higher, but slower. Another way is being lower, but faster.
If the lower plane flies to the higher planes atlitude then dives back to starting altitude or vice versa for the higher plane. Each plane will retain they're relative "CO-E" states. Maybe a slight advantage in E retention to the plane that started lower.
As Leanid states, the faster low plane converts speed to altitude while climbing, the slower high plane converts altitude to speed while diving. Now, when the higher plane (do to climb) makes its reversing turn, being much slower, it loses less E on that turn. Just the opposite for the other faster plane (do to dive), which loses more E.
Remember, E fighting has less to do with your current E state or the opponents current E state. It is the
relative E states between the two planes, that is more important.
Try to make your opponent lose E faster than you do. In essence, you will lose less altitude, and be able to attack from a higher altitude and with more speed. The optimum is a swooping kill, when your opponent is "Wallowing in a Stall" and cannot manuver.
Always remember however, in an arena atmosphere, being too low on E may leave you an easy victim to any sniper that comes along.
More ideas to keep track of.
Being slower, often reduces your turn radius, but only to a certain piont. The slower plane might be able to turn inside of the faster plane, even though the faster plane could have a higher turn rate. The faster plane has more E, and more often will win the fight should the "Snap Shot" fail.
The idea is to find that "Sweet Spot" where the speed that your plane has the shortest turn radius combined with the highest turn rate.
Yet, another idea about turns.
As you probably know by now, you generally turn a fighter by pointing the lift vector (top side of the wings) in the direction you want to turn (high performance turns). Or use a turn vector relative to the lift vector. Anytime you can get the gravity vector (earths gravity) combining with your planes lift (or turn) vector your turn will be sharper.
Basically, having the top side of your wings, facing the earth (down) in some fashion. Gravity then combines with your lift vector, not opposing it. This increases your total turn vector and you turn faster.
Good Luck. Experts, please jump in to flame me! The idea is to be accurate.
Mino
[This message has been edited by Minotaur (edited 01-01-2000).]