Basic ACM
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Air Combat Manovers-------ACM's
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We will briefly discuss some basic Air Combat Maneuvers.
More specificly we will discuss manovers that commonly take place when two
planes merge.
Keep in mind that planes in a dogfight may merge over and over again in one
fight, and that each merge is a new situation.
Also keep in mind that there is not a 'be all end all' maneuver in a dogfight.
There is always a counter-move that will at the very least make your move
ineffective for gaining an advantage, or at worst,
turn the tables o_n you.
You will however learn how these maneuvers react with each other in
MOST situations, and when the proper times to use them are.
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Basic ACM's 1 The Immelman
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The Immelman, or Immel is the most effective, and energy effecient way
to change your direction 180 degrees.
The Immel is simply a half loop up, commonly ending with a roll to
un-invert your plane at the top.
There are some exceptions depending on the plane type,but think of
turning your plane as you would a car. The slower you go
the tighter you can turn. This is why the immel is so effective, when
you turn your plane up, you have both the drag of your turn slowing you
and gravity. Its effecientcy comes from the fact that you are now
higher than when you started your turn. You have just converted speed
into altitude. You now have the option of trading that altitude
for speed if it is needed.
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Basic ACM's 2 The Flat Turn
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When your speed prohibits you doing an immel to turn 180, turning parallel
or near parallel to the horizon can be an asset when employed at the right
time or a very bad liabilty when used at the wrong time. For now we will
discuss the mechanics of the turn. As in any turn, the harder you use
your control surfaces the greater the aeroresistance or drag is aginst
your plane. Unlike exchanging altitude for speed, the energy lost to drag
is not instantly recoverable. This is why this maneuver is generaly used
in a low speed situation. If you would start a flat turn at 200kts and exit at
140kts you would have lost 60kts of speed, and failed to tranfer some of
that speed to altitude, instead that energy is lost.
Where you put your nose in relation to the horizon will depend on the
ability of your plane type. Some Planes are better suited turning nose high, while others are better nose low. Normally a consideration like that comes into play during sustained turns. However, it is something to keep in mind.
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ACM's The Split-S
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The Split-S is the exact opposite of the Immelman. You roll to inverted
position and pull a half loop down. This maneuver is very versitile, and often
is just a part of a series of manovers. For merge tactics, which is what
we are discussing the split-s is most often used to gain speed. With the
Immelman you are trading speed for alt, the split-s is of course the reverse,
where you trade alt for speed, while turning 180.
The second half of a loop for our discussion can also be treated as a
split-s.
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Basic ACM's Interactions
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Now we will discuss how these ACM's interact with each other.
Given two planes with comparible turning abilities and merge speed:
Immel beats Flat Turn---
Even aginst a plane that in the long run can out perform your plane this will
hold true.
Not _only does the Immel offer the benifites of turn rate/speed,
but also position.
Plane A that did the immel is now inverted looking down o_n plane B
who had not yet completed a 180.
Plane A has to do a slight roll (45 degrees at most) and bare down on plane B.
Plane B however has to first locate plane A at its 3 or 9 o'clock high,
and then roll well over 45 deg just to orient o_n it.
If Plane B even survives past this point it has an uphill battle.
Unlike plane A who turned its speed into alt, plane B is now lower and slower,
and will o_nly lose more speed trying to face plane A.
Two planes merge, one does an immel,
the other does a flat turn.
Download an AHfilm demonstration of this------------------------------------------------------------------------------
Flat Turn beats a Split-S---
Plane A is slow, but it is also higher and already banked toward its enemy.
Plane B is gaining speed, and not turning as tight as plane A.
And again Plane B will have to climb up to meet plane A.
This situation often happens several merges into the fight.
Even seasoned pilots forget that each merge is a completely new fight,
and do a full loop while the enemey pulls a flat turn and waits for them
to come back up or drops right o_n their 6
Download an AHfilm demonstration of this------------------------------------------------------------------------------
What about Immel vs. Split-S?
This situation is rare for an opening merge between experienced pilots in comparable planes.
There may be one of several things, that motivate a split-s at merge.
The Immel plane at this poit will have to observe the enemey and determine
what he is trying to pull. Often the split-s plane knows he does not have the
speed to immel fight, in which case the advantage is clear. Keep in mind however
this is more likely to happen in an uneven match up. For example, a P38J will
dominate a 109K-4 at low speeds, but at intermediate speeds the 109K-4 is able to
turn inside the PJ. The K-4 will be trying to make it a loop and dive fight to
keep the speeds to his advange. (another situation where the flat turn can come
in handy)
It is more common to see these turns match up several merges into a fight. Generally, the Immel plane will have a tighter turn radius, but a slower rate of turn (degrees per second). The split-s plane will have a wider turn radius, but a faster rate of turn. The net effect is a nose to nose situation at the opposite end of the turn. To avoid this potential head o_n situation, the plane that immel'd should have adjusted to what the opponent was doing by opting for a flat turn.
Download an AHfilm demonstration of thisAdditional Note: o_ne common mistake for inexperienced pilots to make is that they see the other plane
diving into the merge, and they invert to go for a shot. When they miss the shot, they contiue their turn,
which makes a split-s. The problem with this is that the split-s plane in effect has ended up starting a 180 degree turn way too early. The opposing plane doesnt have to turn 180 now because the split-s plane with its increased speed will make a wide turn underneath them, and will end up in front of the opposing plane. This situation in effect becomes and overshoot, and o_ne should be wary of being drawn into that position.
[Back to Articles Index]Note: This is my old text file, that I had used to assist in training in AW. After giving this lesson we would supplement it by dueling, and refering back to this to point out mistakes. Although this is short and simple, I have found it invaluable in helping to point out bad habits pilots often get into.