Author Topic: energy fighter vs turn or stall fighter  (Read 461 times)

Offline df54

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energy fighter vs turn or stall fighter
« on: December 30, 2006, 06:52:55 PM »
what tactics should a energy fighter(yak or fw)use against a stall or turn fighter such as zero or fm2. Getting a stallfighter slow doesn't work
because they can manoever well at low speeds anyway.

Offline Lusche

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energy fighter vs turn or stall fighter
« Reply #1 on: December 30, 2006, 07:04:02 PM »
But if they get really slow, all their maneuverabillity wonīt save them when you make sweeping passes and are at least mediocre shooter.
 Rope them,  use the vertical, keep your E high, but donīt extend too far away. And be careful when they try to force the overshoot. Getting greedy kills you, donīt let they suck you into the turnfight. Just donīt play their game.
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Offline Benny Moore

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energy fighter vs turn or stall fighter
« Reply #2 on: December 30, 2006, 10:17:52 PM »
The first thing you need to know (it took me at least a year to figure this out) is that a "zoom climb" is not necessarily made at a steep angle.  With most aircraft, unless you have a great energy advantage, it's far more efficient to simply raise the nose thirty degrees or so (not losing sight of the gyro horizon) instead of yanking the stick back and hurtling your ship straight up.  Hold the airplane in this shallow zoom climb until your speed reaches your best climb speed (a good average is 160 M.P.H., although it is different for every aircraft and varies with weight, power, and altitude).  When you are at your best climb speed, and you are about three miles away, you can begin a careful reversal.  If you have enough speed, an Immelmann is the best, but a combat turn (climbing and turning in equal measure) made at or near your best climb speed is the next best thing.

Offline Krusty

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energy fighter vs turn or stall fighter
« Reply #3 on: December 31, 2006, 12:26:55 AM »
FYI ranges on the icons are in yards. 3.0k means 3,000 yards (roughly 3km, not 3mi)

Offline BaldEagl

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energy fighter vs turn or stall fighter
« Reply #4 on: December 31, 2006, 01:37:35 AM »
Quote
Originally posted by Benny Moore
Hold the airplane in this shallow zoom climb until your speed reaches your best climb speed (a good average is 160 M.P.H., although it is different for every aircraft and varies with weight, power, and altitude).  When you are at your best climb speed, and you are about three miles away, you can begin a careful reversal.  If you have enough speed, an Immelmann is the best, but a combat turn (climbing and turning in equal measure) made at or near your best climb speed is the next best thing.


No disrespect meant but if you're going to do an immlemen in a pure B'n'Z fighter you better have a LOT more than 160 ias (probably double that).  In fact to climb and turn you better have closer to 250 and you still aren't going to climb long while turning.

200 is a good rule of thumb to immelman in most planes but not in pure B'n'Z planes.

At 200-250 in a FW I usually do a split-s out of the zoom-climb to maintain speed.
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Offline Benny Moore

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energy fighter vs turn or stall fighter
« Reply #5 on: December 31, 2006, 06:04:48 AM »
Quote
Originally posted by Krusty
FYI ranges on the icons are in yards. 3.0k means 3,000 yards (roughly 3km, not 3mi)


Right, I meant miles however.  I believe that equates to roughly five thousand yards.

Quote
Originally posted by BaldEagl
No disrespect meant but if you're going to do an immlemen in a pure B'n'Z fighter you better have a LOT more than 160 ias (probably double that).  In fact to climb and turn you better have closer to 250 and you still aren't going to climb long while turning.

200 is a good rule of thumb to immelman in most planes but not in pure B'n'Z planes.


Yes, you are right.  I usually begin an Immelmann in my P-38 from about 220 M.P.H.  I level off briefly from my climb to pick up speed.  If I cannot afford to do that, I begin my reversal from 200 M.P.H. and do a combat turn instead.  Here's a diagram that I use to demonstrate my maneuver; it was based on another game in which the P-38 had more horsepower, so it doesn't quite work in Aces High II.  Increase the distance from a mile and a half to three miles, however, and it should work in Aces High II against ships that are considerably slower than you.  The drawing is not to scale.




Quote
Originally posted by BaldEagl
At 200-250 in a FW I usually do a split-s out of the zoom-climb to maintain speed.


That is a reasonable tactic for an FW-190, P-47, and perhaps even a P-51.  However, this is essentially setting up for a head-on pass and therefore is something I only do when I am desperate.  Generally speaking the Focke-Wulf is the only ship in which I ever feel it necessary to perform a split-S after a zoom climb.