Let’s visualize an extension with the bandit attempting to catch us. I’ve made some rough rules of thumb for you to consider based on turning performance. I’ll assume that we can complete the 180 degree turn around in 10-15 seconds. During that time, the bandit will be closing on us. This figure shows the situation:
Next, I’ll choose two types of bandits…a WW2 type at 300mph and a modern jet at 600KIAS. These speeds allow me to compute how far the bandits travel in the time that it takes us to turn around (I’ll average the distance for the 10-15 second period). By rounding the numbers off, I come up with a distance of 1nm (6000’) for the WW2 fighter and about 2nm (12000’) for the jet fighter. I then add my desired distance at roll out and end up with approximate values of 2nm for a WW2 situation and 4nm for a jet situation. These are just rough values, but they do give you a feel for the time/distance relationship of the turn back maneuver.
How do you know when you are at these ranges? Many sims offer target labels that gives you bandit range. I do not look upon these as a cheat since the depth perception and ability to depict fine graphical detail is lacking in our sims. If the video picture allowed us to recognize and measure range as easily as can be done in real life, then I would not favor labels…but that is not the case.
The reason why I went through this math drill was to show you that the distances are not as close as some might imagine. In order to effectively return to the fight, you must get substantial separation prior to initiating the turn back. One cautionary note – these are real world approximates. They are based on specific turn rates. Your sim flight model may or may not use real world turn rates…we have all seen bandits do some amazing turns and reversals in our sims. In those cases where a sim’s flight model is suspect, only trial and error will produce an answer to the question of "how far is far enough".
One last caution. If you are going to err in this estimation of when to turn back, err on the conservative side. Extending too far is much better than not far enough. What may happen if you do not go out far enough? Quite simply, the bandit has the opportunity to rejoin on you in your turn.From "Boom and Zoom Tactics", chapter two, by Andy Bush the whole article can be found here.
http://www.simhq.com/_air/air_024a.html I understand the author knows something about ACM...Consider the ack and WWs a time-saver in this situation, rather than having to extend the whole approximately 4K.
Maybe the noob deserved to get shot down for not knowing that the one place a Stuka could beat his 205 was a flat turning fight...maybe Waystin2 would be much happier if the guy had skillfully used the vertical and killed him with a good snap-shot, instead of hit and run. Maybe.
Then again, maybe all the noob did was find a way, (a crude and untutored way, to be sure), to use the relative strengths of his airplane, and to demonstrate just why the Stuka was considered so vulnerable.
<S> No disrespect intended towards anybody.