Author Topic: What are...  (Read 771 times)

Offline WMDnow

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« on: April 08, 2007, 09:13:10 PM »
What are some really useful tactics for the F4U?  I'm learning the plane, and it would be nice if I could get some good advice for it. :aok

Offline Saxman

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« Reply #1 on: April 08, 2007, 10:20:35 PM »
Woo, seems we've got a LOT of guys looking to the Hog recently. :D

Well, there's been a few threads on the subject, but this is what I find works:

In large, multi-plane fights:

F4Us live on speed in the furball. Keep her fast, between 250-300mph, ideally closer to 300. At this speed you'll be able to extend on most anyone who's in the circle-jerk as you'll be able to take advantage of the F4Us top-end acceleration over most TnB rides. Roll rate also improves DRAMATICALLY with speed while most opponents begin to lose aileron authority.

Corsairs have excellent instantaneous turn, so you can surprise a lot of guys within the first quarter to half of a turn. However don't sacrifice your airspeed by following an enemy into a break. Hogs hold on to energy well, but unless you have some air under you it's harder to regain it again (low-end acceleration the F4U is middle of the pack at best, it's not until you reach 300mph that the Hog will start to pull away) so in large fights hang on to it! Use the vertical rather than try and break. High and low yo-yos can allow the F4U to cut corners on many of the better turners, and have the added advantage of taking you out of plane with your opponent, making you harder to track.

The F4Us have an INSANE zoom. Even P-51s, La-7s and Typhoons who think they can escape you in the vertical are in for rude surprise. There's a lot of mass in that Hog, so she can leave even the best straight climbers hanging. If you've got the airspeed a proper zoom will leave a significant majority of the plane set watching your range counter grow larger.

Be ready to make an exit. If the fight is going badly, or you're finding yourself in trouble and cut off from friends, have a contingency for getting out of Dodge. Try to stay close to the top of the pack, whether that means 5000 or 15,000 as Not many planes will dive with the F4U, and few of those that will enjoy the high-speed handling of the Hog. At airspeeds of 500mph or more the Corsair remains highly responsive, which can't be said for quite a lot of the plane set. She'll also hold on to that airspeed far longer than most pursuers after leveling out, and once again there's the afore-mentioned zoom, which can be used at the bottom of the dive to extend even further. Remember also the F4U's rate of roll IMPROVES with speed, so very few aircraft will be able to keep you in phase if you start rolling during your dive as the speed piles on.


Most of the above applies in 1v1 fights as well, however in this sort of engagement the Hog is more forgiving when slow. With flaps out she has an extremely tight turn radius, though the turn rate suffers.


Set your guns in close, no further than 400yds. I have mine at 200yds, which is MURDER on a target. Plus, it's a lot harder to miss at that range. This is especially important in the 1/A/D and 4 armed with the Brownings, as they rely on fire volume far more than the 20mm of the 1C. The closer you are with the .50cal, the more punch they have. Set your guns to converge at a point. Some people recommend a zone, but again, with the .50cal you need to concentrate your fire.

Remember you have a very good airbrake in your landing gear. The F4U's gear can be kicked out at speeds exceeding 400mph, so use them to limit your dive speed, especially in ground attack or when diving on a con from above. They can also be used to help force an overshoot, and the reduction in airspeed they provide CAN also help you tighten up your turn. However except when using them as a dive brake don't kick them out for too long. If I do, MOST of the time it's just for a second or two at most before bringing them back in.

The Corsair has a MASSIVE rudder, and it's every bit as effective as that implies. Use it both as an extra brake for controlling dive speed of forcing an overshoot (or to prevent yourself FROM overshooting). Rudder authority is good even at higher speeds, so the Corsair can skid and slip--both to avoid an overshoot, swing the nose around for a snapshot on an enemy otherwise out of phase, or to fool an trailing bandit (remember that in a skip your wing will be banking the OPPOSITE direction that you're actually drifting)--at higher speeds than most opponents.That big rudder can also really haul the nose over at the top of a zoom to flop down on a target below you, and coordinated with aileron and rudder can help tighten your turn radius.

Remember Der Uberflappen (TM). The F4U's flaps are among the best in the game. Each time you drop a notch of flaps that big nose will jump through a turn, which can give even Spits, Zekes and Hurricanes a NASTY surprise. However you need to time it right. Drop flaps too soon and you may not get the nose around. Too late and you'll give yourself too MUCH lead and will miss the target.

Ideally, you don't want to use more than one or two notches in a large furball, as by that point you're REALLY slower than is good for you unless you're in a 1v1 on the edge of the fight.
Ron White says you can't fix stupid. I beg to differ. Stupid will usually sort itself out, it's just a matter of making sure you're not close enough to become collateral damage.

Offline trotter

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« Reply #2 on: April 08, 2007, 11:09:49 PM »
Sax, your writeups are great. Being a fellow corsair fanatic, I put my stamp of approval on all of the above, for what it's worth. I just hope you're not actually writing it all up each time...copy and paste copy and paste. Because, you're right, there have been a lot of people asking about the hog lately.

Offline Murdr

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« Reply #3 on: April 09, 2007, 03:52:53 PM »
Listen to Sax.  He pretty much covered it.

Offline WMDnow

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« Reply #4 on: April 09, 2007, 05:30:29 PM »
Thank you, I used the flaps like you said to on a zeke and got great shots on 'em.         :noid   Really great advice, I plan on using the F4U a lot.  :aok

Offline moneyguy

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« Reply #5 on: April 09, 2007, 06:49:03 PM »
what sax said is just about everything.  on landing, a Hog is controlable at 75 mph, full flaps and gear. land at that speed, and do a 3point. (nose high, all 3 wheels touch at the same time)  hold the stick all the way back on your roll with brakes on. and be ready on the rudder. some may dissagree but this is what works for me everytime.

Offline Max

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« Reply #6 on: April 10, 2007, 08:58:47 AM »
Great write up Sax.

Here's a question for you Hog drivers...
At which point I'm using flaps in a Corsair for a quick snapshot on my opponent, it always feels like there's 5,000 lbs of Jello rolling around from side to side rendering the plane almost uncontrollable. I'm talking one or two notches of flaps and not for any sustained period of time. Adding WEP reduces the wiggle waggle but that seems to fly in the face of using flaps in the 1st place.

What am I doing wrong?

Offline SkyRock

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« Reply #7 on: April 10, 2007, 09:02:47 AM »
One thing I disagree with Sax on is the use of gear to tighten your turn, this is false.  Letting gear down does nothing to tighten your turn.  If you are going to fast, then gear helps slow you down to make a tighter turn, but doesn't really help in making the plane turn anytighter other than slowing you down.   It is sometimes very important not to drain all your E in making that one turn, so I would suggest never using gear to turn with, maybe find alternative ways.  Letting gear down to turn generally hurts more than helps the situation!  Now using them as dive breaks is another story!!  Definitely use them as dive breaks! :aok

Mark

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Offline moot

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« Reply #8 on: April 10, 2007, 09:06:59 AM »
Yep, gears are airbrakes, not additional lift surfaces.
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Offline Saxman

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« Reply #9 on: April 10, 2007, 11:22:19 AM »
Sky, read my post more carefully. I said that the *REDUCTION IN SPEED* caused by kicking out gear can help tighten the turn, not that it's the gear themselves, and also not to leave them out more than a second or two.

As for your control issue, you may be trying to pull lead harder than she can handle. The Hgo will start to wobble if you try to pull too hard at low speeds.
Ron White says you can't fix stupid. I beg to differ. Stupid will usually sort itself out, it's just a matter of making sure you're not close enough to become collateral damage.

Offline FX1

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« Reply #10 on: April 10, 2007, 11:32:17 AM »
Gear down is a red flag when i am in a fight. Its just like turning off the engine..

It might help just a little but keeping your gear up and making the other guy judge your moves and speed will win you the fight.

Offline Hap

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« Reply #11 on: April 10, 2007, 11:39:04 AM »
Thanks for the tutorial Sax!



hap

Offline SkyRock

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« Reply #12 on: April 10, 2007, 12:24:33 PM »
Quote
Originally posted by Saxman
Sky, read my post more carefully. I said that the *REDUCTION IN SPEED* caused by kicking out gear can help tighten the turn, not that it's the gear themselves, and also not to leave them out more than a second or two.

As for your control issue, you may be trying to pull lead harder than she can handle. The Hgo will start to wobble if you try to pull too hard at low speeds.

I see now, I was thrown off by this quote, "they can provide  Can also help you tighten up your turn"  I mistakenly read a period on the end of provide because Can was capitalized! :eek: :aok

Triton28 - "...his stats suggest he has a healthy combination of suck and sissy!"