-disclaimer --- I am not a trainer. DO NOT FOLLOW MY ADVICE unless you fully understand it. Consider this advanced information. I do not recommend begginers trying this.
I used the term "fake rope" in another rescent thread here.
see this thread
http://bbs.hitechcreations.com/smf/index.php/topic,272282.0.htmlThe closest definition in this thread came from Bruv119
"A fake rope i would say is more disguising the amount of energy you really have by spiral climbing or just not climbing straight up vertical. Basically encouraging the enemy con to come up and have a go when you then pull up even higher and then roll in for the kill."
This definition is nearly correct except for this part "you then pull up even higher and then roll in for the kill". THis I do not do in the fake rope
I will try to clarify what "I" call a "fake rope" and why I do it.
The basis behind a lot of the moves I do is simple...have no form...that is to say remain mysterious. If I plainly say to you.."I am going to take you up then drag out all your energy then catch you falling out of the sky and shoot you"..you would be thinking...I think I will not let that happen and just dive away or otherwise escape causing me to chase you around and giving you time to set me up or for other friendlys to kill me. Instead, what if I say that to you with no intention of doing any of it. I then know what YOU will do but you have no idea what I am going to do.
A fake rope is simple deception. The act of appearing to do one thing but doing something totally different.
A classic rope is very easy to spot (I may as well yell out the back of my plane...hey im going to rope you). A zeek for example is not going to try and follow a 4hog or spit16 or a 109k4 up into a rope that is obvious... A situation where the defender is simply going to go up and up ...doulbe or even triple immels. No..the bandit breaks off, dives and meets you head on when you come down. THis can continue over and over. Even if you get on top of the bandit he can just break turn out of guns. Its a stale mate. The more time you spend doing this the more time his buddies have to find and kill you.
If you blow the rope by not getting the angle, missing the shot, taking too long reversing at the top or worse don't have quite enough energy to pull it off, you will end up flying past the bogey nose down. The bogey can now follow you into your dive. At this point he is BEHIND you. THis is bad regardless of the speed or seperation. Even worse if you are in similar planes.
Think of a fake rope as a lead turn in reverse. I am lead turning the bandit from my six. Perhaps a more accurate description would be causing an overshoot because thats what a fake rope really is. In the beggining the bandit is behind me but at the end I am behind the bandit with him having no chance of escape.
I normally get speed (350+) and then make a turn giving the bandit an angle that allows him to close to my six..as if I were going to drag them up for a classic rope. I then take them up verticle as they expect...wagging my tail like I am trying to see their stall...and rolling my plane like I AM GOING TO STALL ( I dont really have to even see him because I know where he is). I then early turn...before THE BANDIT is out of energy into a simple flat turn pointing my down wing at the bandit. The WHOLE POINT is to keep the bandit nose up and salivating for guns on my drop. Now the bandit is thinking I could go up more and chase or I could float here and wait for the drop. Either way he is commiting to stay ON MY SIX.
At this point I am above the bandit with my down wing pointed at him and pulling low g flat turn. It is only a matter of rolling over the correct amount then cutting the corner to his plane using either a slicing rudder skid or a low yoyo.
Imagine a simple flat scissor turn where the defender in front makes a sharper turn while the attacker goes more strait. The defender will now have guns on the attacker as the attacker passes in front of the defenders guns. Now take this situation and rotate it to the verticle so that all the same moves are done going up. The flat turn becomes the sharper turn with the bandit taking the longer turn below.
While I am above pulling the low g flat turn so is the bandit. He is trapped now. He doesn't have nose up for guns because he is now pulling the same flat turn below me. He can't pull up because if he does I can just immel or wing over and pop him stalled. He can't dive away because I am already turned ready to pounce and will close in seconds if he dives. His only option is to pull a scissor reveral if I drop my nose too fast.
If I had just pulled a classic rope to start, the bandit would just dive away while im reversing at the top. Now the bandit is 2k away...thats no good.
Its better to drag them up into a fake rope then suddenly go into a flat turn dragging them around into a situation they can't escape from. If I blow it I can easily get away by diving out myself or shallow extending 90 deg the opposite direction. I have all the options. The bandit has one...go down.
The fake rope is used to gain a superior angles advantage at close range giving you a no miss shot...much the same if you did a classic rope. The difference is in the classic rope you shoot a stalled out bandit as you come DOWN.
In the fake rope you typically shoot the bandit off the high side either while he is turning away or while he tries to barrel roll/vert reverse.
Agent360