Couldn't open that site, I'll try later.
In the mean time, I've been talking to some of my squad mates. Among The Flying Pigs lurk some great ACM masters such as Worr and Eagl. Eagl is a USAF pilot who has flown F-15's as in currently working on becoming an instructor. He emailed me what is easily the best description I have ever seen. What follows is reprinted with permission, and email from Sean "Eagl" Long.
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Those diagrams are really showing what we call "offset turning circles".
Rolling in the opposite direction is simply creating some turning room for
the pursuing fighter, offsetting the turn circles so that the circles will
meet again on the far side of the circle.
A better method of offsetting the circles would be to pull up and maybe
slightly away, using the vertical to gain your turning room, then quickly
turning back in the direction of the bandit. The turn circles are now
offset, and the result will be a snapshot opportunity just like the diagrams
show at the end of the depicted manuvers. The beauty of rolling the wrong
way is that it ensures that the fighter doesn't delay turning back in too
long, but a little discipline can fix that problem, and pulling up and
slightly away (but not too long!) becomes a better way of getting the
required offset.
To see what I'm talking about, imagine 2 hula hoops, one 3 ft in diameter
and one 4 ft in diameter. Hold them both with one hand. You can see that
the hoops touch in one place (where you're holding them), but after that the
3 ft hoop is inside the 4 ft hoop the entire rest of the circle. This
illustrates the turn circles of 2 unequal performing planes that start at
the same spot. Now take the 4 ft hoop, and move it in one direction or
another so the hoops cross in 2 places (like the overlapping Olympic games
symbol). This illustrates "offset turning circles". Now with the 2 hoops
offset like that, imagine 2 planes racing around the hoops. At one spot
around the hoop (the crossing right after the area where the 4 ft hoop is
OUTSIDE the 3 ft hoop), the 4 ft circle plane will have a snapshot at the 3
ft circle plane, and at the other crossing spot around the hoop the 3 ft
circle plane will have a shot on the 4 foot hoop plane.
The trick for the 4 ft circle plane is to get enough turning room at the
spot where the 4 ft hoop is entirely outside the 3 ft hoop so he can turn in
cutting inside the 3 ft hoop's circle, and get a killing shot. How you get
that turning room is up to you, and the more room you get the higher angle
the snapshot will be. The diagrams and WWII tactics seem to show that the
offset is gained by rolling first away from the bandit then rolling back in,
but the same thing can be done without losing sight of the bandit by rolling
only slightly away and climbing, gaining you both lateral and vertical
turning room. This would be a classic high yo-yo btw, and the manuver might
only take a second or two. If you also have vertical turning room in
additional to lateral turning room, it will do a few things for you. First,
since you're going down hill, you will sustain energy better and your 4 ft
hoop will shrink to a 3.69 ft hoop

Second, your turn circles will cross
or align for a slightly longer time since you're turning harder, and you'll
get a longer snapshot. Third, since you moved up, there's an increased
chance of your stupid flat-turning opponent losing sight of you.
Note that at the first time the circles cross (after the spot where the 4 ft
hoop is outside the 3 ft hoop) the 3 ft circle plane has turned more angles
than the 4 ft circle plane. The more offset you have, the greater that
angle difference becomes and the briefer the snapshot opportunity will be.
Taken to the extreme, if the offset is too much, you will meet head on.
More on that later.
Offset turning circles work regardless of the plane of motion of the bandit.
For example, if you imagine the hoops standing up on edge, you're seeing
offset turn circles in a looping fight, and the only difference there is
that the hoops should be egg shaped (fat at the bottom, skinny at the top)
because of gravity effects. It's even more interesting in a looping fight,
because you can offset vertically (if you're bounced) or laterally (if you
engage a looping bandit from co-alt setup) and the amount of time spent
vulnerable or in firing position will change depending on the setup.
The last trick to an offset circle fight, is for the inferior turning
fighter to give it up after his snapshot. With an offset turn circle, the
inferior fighter might THINK he's winning the turn fight, when instead he is
simply reaping the benefits of the offset circles. Even one half of a
circle later, he may be defensive as the circles cross again. The solution
is after the initial snapshot, the inferior turning plane must do something
to reposition his fighter, either changing the plane of his manuvering or
extending for another entry. If he has kept his speed up, he could roll
wings level and pull up into a loop. If he has sufficiently scared the
bandit, he'll again suprise him as he comes back down the other side of the
loop. If the bandit has any SA and remains undamaged however, the bandit
can reverse his turn, go vertical with the fighter and nail him at the top,
or transition to a spiral climb which will "stuff" the fighter at the top
without enough offset turning room. Remember the bandit was taking fire in
the first place because he gave the fighter turning room, so if he's smart
he'll do whatever he can to take away that turning room by not letting the
fighter get far enough away to turn in for a shot.
The extreme of an offset turn circle fight is a classic head-on merge 2
circle fight, where the fighter and bandit make an HO, both make left or
right turns, then HO again. In that case, the circles are offset so far
that there is only one spot where the circles cross, at the HO merge. This
is a losing proposition for the inferior turning fighter, because eventually
the superior turning bandit will get turned around fast enough that he can
shoot, while the fighter can't get his nose around in time for even a
minimal snapshot. Use of the vertical at the initial merge can help the
fighter if the bandit makes a flat turn, but if both fighter and bandit go
vertical (making it a single circle vertical fight), the superior turning
bandit will get his first shot before the fighter tops out of his loop.
Doh... Is that long enough?

eagl
/('o')\
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Wow, that certainly simplifies things and puts it all in perspective.

Having USAF (soon to be) instructors lurking in the community is a big plus. <G> I'll be turning this into an article for my web site as well, so this great piece of training info will not be lost!
------------------
Lephturn - Chief Trainer
A member of The Flying Pigs
Visit Lephturn's Aerodrome for AH news, resources, and training data.
http://users.andara.com/~sconrad/
"MY P-47 is a pretty good ship
And she took a round coming 'cross the Channel last trip
I was thinking 'bout my baby and lettin' her rip
Always got me through so far
Well they can ship me all over this great big world
But I'll never find nothing like my North End girl
I'm taking her home with me one day, sir
Soon as we win this war"
- Steve Earl