Few things on turning.
1. Turning does not mean only horizontal movement.
For example if you are in a SpitV (Seafire) and Im in a Yak9U then you do turn better then me right? Well yeah in a sustained horizontal turn, yes. Does that mean you can loose me of your tail by just going into a horizontal turn? No.
If I instead of doing a flat turns do a High YoYos then I will be able to get in and out of your six and stay with you through your turns. My High YoYo has a tighter turn radius then my flat turn plus it allows me to store energy (as I go vertical). This way I keep my speed up and Im able to close the offset distance from you the High YoYo creates.
IF I do this and you are trying to out turn me through flat turns it will appear as Im constantly on your six. Im not Im just very often on your six..
2. Instant turn rate vs sustained turn rate.
The Spits retain their energy really well which means that they retain speed in their turn really well. You dont loose much speed when you are turning (relativly to other air crafts). This means that the instant turn rate is quite wide.
Though the spit has a very tight sustained turn radius. Meaning the turn where you can keep going and going in circles without stalling it. You can do this on very low speeds and hence very tight.
A plane like the say 190A5 has a very good instant turn rate. It will bleed energy faster then the spit in a tight turn and turn tighter inititally then the spit. But inorder to make a sustained turn it has to keep quite high speed and hence its not gonna have as good of a sustaind turn rate.
So what does this mean?
Even though you are in one of the best turnign planes there are planes that can out turn you, initially.
3. Merge and Opening manouver.
Propably the most important part of combat and where noobs are beat in 9 out of 10 fights.
First rule dont ever go for a head on shot in the merge. If you do you will loose position for your opening move, not to mention that you endup in a cointoss situation where its a 50-50 chance that you die of the bat.
Instead go UNDER the enemy. Go under his nose. This is good for two reasons.
1. IF he wants to take a head on shot on you he has to either a) pull negative Gs (cant aim as he will red out) or b) roll inverted to take the shot. If he has rolled inverted he cant go high on his opening move, more on that soon.
2. You gain vertical separation for your opening move. To understand this lets go on to the opening move.
Your opening move should always (if you have the speed) be UP. Most new pilots always go in a flat turn after the merge. You should go immelman instead (half loop and roll).
Reason to this is:
*Flat turn burns energy.
*Immelman stores energy (speed converted to altitude)
*Flat turn takes longer time to complete then immelman
*Immelman gives you high position on the enemy if he flat turns.
If you after a merge do a flat turn it can feel like the enemy has out turned you with "magical turn rate" but what he has done is an immelman, gotten position on your high six with more energy.
If the enemy has good instant turn rate he can take a lead turn on you and wax you in no time.
Back to vertical separation.
If both pilots go immelman in the opening move, as they should. You want to be "inside" his immelman. If you get inside his immelman you will be able to get a gun solution on the exit of the immelman. Plus that you will be able to pick the angles to get in on his six if you dont waste him there.
Tex.