to be honest I think we approach it from exactly the opposite tact. You "wan't to live" and I "want you to die", in the end I'll win 90% of the time. ACM is all about controlled aggression. In a fight where your looking to keep an out and I'm looking to push all in you end up not being aggressive enough to win and not being timid enough to live...just the reality IMO
Yeah, I agree about controlled aggression - that's why I suggested an aggressive lead turn merge. The thing about THIS particular fight is that the F6F loses its advantages over time. The aggression is going for the shot early.
The control is realizing that you are not going to be in any better position during the fight than you are right after that merge unless the Spit makes a mistake.
At THIS point, you have the option of continuing the fight or disengaging. You've gained enough angles that you can disengage by diving out and he won't be able to follow. You'd preserve this out e.g., if this weren't a true 1v1 and you were afraid other cons might come in on you. Controlled aggression is knowing when you have an advantage you can press and knowing that pressing it will give you a bigger advantage over time rather than losing it over time.
If you choose to continue to fight after that, then of course I agree, it's ALL IN or dead. But if the Spit is equally competent, it's more than likely "dead". Hence the emphasis I'm placing on judging pilot skill.
On the other hand, the option for the Spit remains completely open during the entire fight. He can push as aggressively as he wants the whole fight because of better turn rate, going so far as to chop throttle in order to tighten turn radius to match yours, or he can keep an E advantage and zoom when he loses his shot solution. Remember, if the other guy is trying to force an overshoot, you always have the option of going vertical to control closure.
And no, Energy tactics are ENTIRELY relevant to a turn radius fight. I have to completely disagree with you here because horizontal turn radius is reduced to ZERO if you can zoom vertical. That's the entire point of a high yo-yo - to cut inside a turn. Not to mention that all our planes turn tighter at corner velocity than at sustained (by Badboy's numbers).
Edit: If I'm trying to give advice or analyze a specific fight, I have to assume that the opponent doesn't make a mistake except possibly on the merge. The ACM solution is trivial if for example, a 190 chooses to turn fight a Spit16. Or if say... it's a mirror match but your opponent departs from controlled flight for 5 seconds.
If my opponent does make a mistake, there's a whole bag of ACM tricks that can be used and it quickly becomes a very complicated question because it depends on what mistake is made.
Yes, mistakes are part of the game, but when somebody asks me "how do I fight X v Y" I can't in good conscience tell him to rely on his opponent messing up.
Edit: I reviewed your fight against SHawk. Several things stick out. FIRST he retained his drop tank. Mistake 1. Second, the shot solution you generate and win with relies ENTIRELY on his choosing to scissor back across your nose. Mistake 2. If he had simply continued his turn, you would not have gotten that shot on him - he scissored twice in fact. Third, the A20 from what I know has superior slow speed stall characteristics vs the F4U1C. Therefore getting into a slow speed stall fight with an A20 is Mistake 3. This allowed you to pull a barrel roll and reverse him as well as allowed you to get the killing shot. Fourth, you gained angles on him with a climbing lead turn merge while he inexplicably flat turned - Mistake 4. One of the first trainer films I ever watched said "Immelman beats a flat turn."
That fight was as much "He lost" as "You won". P.S., the ACM that you did is very close to what I would have done.