Author Topic: Flat Turn Fight  (Read 5357 times)

Offline Mar

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Re: Flat Turn Fight
« Reply #45 on: March 13, 2015, 11:15:39 PM »
What nonsense have I posted then? Explain how everything I've said is incorrect.

I agree with you MAR. What the numbers, charts, and "experts" say here doesn't always match up with what CAN be done in the game. Practice and pushing the "planes" to and past the limits teaches you what can be done far better than reading and studying charts.

We are not playing in a real world, its a virtual one and the rules are not always the same.

I'll tell you what Fugi, dumping remaining flaps to temporarily increase turn rate can be charted too. The chart in question though does not show anything about starting from 2 notches at 150mph, to dumping out 5 notches and the rates that occour between 150 to whatever the 5 notch at edge of stallhorn best sustained speed is.
« Last Edit: March 13, 2015, 11:30:07 PM by Mar »
𝒻𝓇𝑜𝓂 𝓉𝒽𝑒 𝓈𝒽𝒶𝒹𝑜𝓌𝓈 𝑜𝒻 𝓌𝒶𝓇'𝓈 𝓅𝒶𝓈𝓉 𝒶 𝒹𝑒𝓂𝑜𝓃 𝑜𝒻 𝓉𝒽𝑒 𝒶𝒾𝓇 𝓇𝒾𝓈𝑒𝓈 𝒻𝓇𝑜𝓂 𝓉𝒽𝑒 𝑔𝓇𝒶𝓋𝑒

  "Onward to the land of kings—via the sky of aces!"
  Oh, and zack1234 rules. :old:

Offline FLS

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Re: Flat Turn Fight
« Reply #46 on: March 13, 2015, 11:43:17 PM »
What nonsense have I posted then? Explain how everything I've said is incorrect.

What part of "nonsense like fugi's" do you think refers to you?

This part was for you: The nice thing about hypothetical situations is that they will demonstrate anything you want them to.

If you don't want to discuss ACM consider that nobody dragged you into the thread and forced you to.
It seemed you complained about the lack of response. Now you're complaining about the response.


So now you're fed up and the conversation is over.

Offline Mar

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Re: Flat Turn Fight
« Reply #47 on: March 13, 2015, 11:58:37 PM »
Quote
What part of "nonsense like fugi's" do you think refers to you?
I assumed you were refering to your your "corrections" to my posts.
Quote
is going to get corrected.

Quote
The nice thing about hypothetical situations is that they will demonstrate anything you want them to.

They were not hypothetical, they happened, and will continue to happen until the end of time.

Quote
If you don't want to discuss ACM

What part of my post is not ACM? I am describing maneuvers to use to the effect of not getting shot and/or getting a shot, am I not?

What part of my posts will not help with understanding what can happen in a fight?
« Last Edit: March 14, 2015, 12:01:38 AM by Mar »
𝒻𝓇𝑜𝓂 𝓉𝒽𝑒 𝓈𝒽𝒶𝒹𝑜𝓌𝓈 𝑜𝒻 𝓌𝒶𝓇'𝓈 𝓅𝒶𝓈𝓉 𝒶 𝒹𝑒𝓂𝑜𝓃 𝑜𝒻 𝓉𝒽𝑒 𝒶𝒾𝓇 𝓇𝒾𝓈𝑒𝓈 𝒻𝓇𝑜𝓂 𝓉𝒽𝑒 𝑔𝓇𝒶𝓋𝑒

  "Onward to the land of kings—via the sky of aces!"
  Oh, and zack1234 rules. :old:

Offline BaldEagl

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Re: Flat Turn Fight
« Reply #48 on: March 14, 2015, 12:46:03 AM »
Lead pursuit does not decrease turn radius or increase turn rate.

It absolutely does in an equal nose to tail chase.

If two planes are flying the exact same circle and one pulls into the circle for lead he has to have decreased his turn radius, otherwise he couldn't pull lead.  Likewise if the same pilot eases back on his stick he increases radius and gains speed.  You simply can't argue this.

You need geometry lessons.

Baldeagl gets a clue why he usually gets an early exit from his dueling ladder and you see the thanks I get.  :D

And BTW you're an arrogant prettythanghole.
« Last Edit: March 14, 2015, 12:49:26 AM by BaldEagl »
I edit a lot of my posts.  Get used to it.

Offline FLS

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Re: Flat Turn Fight
« Reply #49 on: March 14, 2015, 01:02:25 AM »
If two aircraft are making their max turn, which is normal when they want to avoid getting shot, neither one is able to pull lead without stalling. Go ahead and argue that.

I'm not arrogant, I'm well informed and helpful. I don't get frustrated by disagreement and I find it easy to avoid petty insults.

If you study the EM diagram I posted you'll learn something important that can help you.

Offline Mar

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Re: Flat Turn Fight
« Reply #50 on: March 14, 2015, 01:30:29 AM »
If two aircraft are making their max turn, which is normal when they want to avoid getting shot, neither one is able to pull lead without stalling. Go ahead and argue that.

You got it.

Quote
If for example, in the f4u1a, you're at 2 notches doing best sustained, dumping the rest of your flaps will temporarily increase your rate until your speed runs out. This can be useful if you are close enough to get a shot after doing so, but will leave you in a bad position if you don't get the kill.

There are other planes where what you say is true however, like the 109's and the KI-84 which do best sustained rate with full flaps at about the very edge of stalling a wing.
𝒻𝓇𝑜𝓂 𝓉𝒽𝑒 𝓈𝒽𝒶𝒹𝑜𝓌𝓈 𝑜𝒻 𝓌𝒶𝓇'𝓈 𝓅𝒶𝓈𝓉 𝒶 𝒹𝑒𝓂𝑜𝓃 𝑜𝒻 𝓉𝒽𝑒 𝒶𝒾𝓇 𝓇𝒾𝓈𝑒𝓈 𝒻𝓇𝑜𝓂 𝓉𝒽𝑒 𝑔𝓇𝒶𝓋𝑒

  "Onward to the land of kings—via the sky of aces!"
  Oh, and zack1234 rules. :old:

Offline BaldEagl

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Re: Flat Turn Fight
« Reply #51 on: March 14, 2015, 03:17:11 AM »
If two aircraft are making their max turn, which is normal when they want to avoid getting shot, neither one is able to pull lead without stalling. Go ahead and argue that.

Which is exactly what I said to begin with.  The guy who can pull closest to that edge without stalling wins.

I don't get frustrated by disagreement and I find it easy to avoid petty insults.

No, you just take cheap shots.

If you study the EM diagram I posted you'll learn something important that can help you.

And another cheap shot.  You are beyond being an arrogant amazinhunk...
I edit a lot of my posts.  Get used to it.

Offline Mar

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Re: Flat Turn Fight
« Reply #52 on: March 14, 2015, 03:52:10 AM »
Which is exactly what I said to begin with.  The guy who can pull closest to that edge without stalling wins.

Yes, well, it does depend on the situation and plane type as I have demonstrated, but it does work well as a general rule to start out with.

That diagram is useful for learning the F4u-1's maximum sustained and instantaneous G, rate, and radius at various speeds with no flaps down. Badboy made another diagram that showed the best sustained rate (and the radius that came with it) for each of the flap settings for the F4u, which showed 2 notches made the best rate, and is what I keep basing the 2 notches for f4u is best on.

However, neither of them can demonstrate what happens while you dump all of the flaps and burn your speed down until you get to the best speed the F4u can generate at the best rate turn for the full flap setting.

Edit: I should have thought to describe "dump all of the flaps and burn your speed down until you get to the best speed" as an instantaneous turn. Here is a post by Badboy on flaps and what they do to rates, take very special note of the third paragraph under his a6m chart:

Some players make good use of flaps, others don't. For the most part, we learn how to employ flaps from experience, but in some cases, even after significant experience it is still all too easy to get it wrong. One reason for this is the difficulty getting the quality experience in the first place and also the difficulty getting good information. 

Before I give you my take on this I need to make some general comments on the use of flaps in air combat. It is fairly commonly known that using flaps changes the camber of the wing and that this changes both the lift and drag. Most players are aware that the lift increases, and the drag also increases, but what is important is the ratio between the increase in lift and drag and that ratio is known as the aerodynamic efficiency. Depending on the type of flaps and how much they are deflected, the influence of the flaps on the profile and induced drag in proportion to the lift can result in either an increase or decrease in the resulting aerodynamic efficiency of the wing. What that means is that the use of flaps can be good or bad in terms of the price you have to pay for the increase in lift.

What does that mean in terms of air combat? During an engagement, the differences in lift and drag are apparent by the influence on the way our aircraft can turn. Employing flaps generally results in higher instantaneous turn rates, and a smaller turn radius. However, in the case of a sustained turn, while the turn radius is always reduced, the sustained turn rate may either increase or decrease.

In cases where a particular flap deflection results in a reduction in turn radius, and an increase in the sustained turn rate, it is very important to identify that, because it can be highly desirable to fly in that configuration. However, it is more common for a reduction in turn radius to be accompanied by a reduction in the sustained turn rate. In those cases it is essential to know when you need to minimise your turn radius, or when it is more important to maximise your sustained turn rate.

The answer is this… Generally, (I need to speak in general terms because there are exceptions and I will come to that later) it is better to minimise your turn radius in a one circle fight (nose to nose turns) and to maximise your turn rate in a two circle fight (nose to tail). This is a very important point, it is so important that many players lose fights because they fail to understand the subtleties of it.

In order to make best use of the differences in radius and rate caused by the use of flaps, it is necessary to know how your turn radius and turn rate are influenced by the use of flaps in a sustained turn. That information is conveyed most readily by means of a diagram showing the turn circle for a fixed time. That way the turn radii can be seen relative to each other, and because the circles are drawn for a fixed time, the differences in sustained turn rates will be apparent because some lines will extend farther around the circle than others. You can see this by inspecting the following diagram.

(Image removed from quote.)

Here you can see that the F4U1D benefits from a tighter turn radius and an increased sustained turn rate when flaps are employed. You will notice that the best sustained turn rate occurs when the flaps are deflected by two notches. That's the best place to be in nose to tail fight, because the way to win that kind of fight is simply to win the turn rate war. You need to gain angles on your opponent until you move around the circle onto his tail. In order to do that you need to know how to maximise your sustained turn rate. The diagram above shows you exactly how to do that.

You can also see that if you deflect the flaps on the F4U1D beyond two notches, you pay for it with a reducing sustained turn rate. Notice also that once you get to four notches, the fifth and final notch gives you a slightly tighter radius with an insignificantly small reduction in rate. So for this particular aircraft, once you enter a turn fight, you should use only two notches of flaps as long as you are turning nose to tail to optimise your rate, and if the fight goes nose to nose, such as in a scissors, where you need to reduce speed and minimise your turn radius, use full flaps.

Lastly, if the situation changes don't be afraid to work the flaps. If the fight is nose to nose and you employ full flaps as appropriate in that case, but the situation changes to one where you find your self chasing the bandits tail, don't be afraid to reduce your flap deflection in order to improve your turn rate, and thus out turn your opponent.

Having said that, few things in life are cut and dry, and even that wisdom isn't always safe. It all depends on the aircraft. For example, take a look at the diagram for the A6M2 shown below:

(Image removed from quote.)

You will see that this case is very different from the previous one. Instead of the flaps producing an increase in the sustained turn rate as it did in with the F4U1D, you now notice that as the flaps are deflected the turn radius tightens up as expected, but now the sustained turn rate drops also. You can see that while there is a significant drop in sustained turn rate for the first and second notch of flap deflection, the second, third and fourth positions all have very similar turn rates.

The conclusion you can draw from this is that for this aircraft, if you want to maximise your turn rate, don't use your flaps at all. There is no sweet spot as there was with the F4U1D. Also, if you feel the need to deflect the flaps by two notches, you might as well go all the way, because you will get a tighter turn radius and your sustained turn rate won't diminish any farther than it already has. However, in this case the turn radii are small and the reduction in radius at full flaps is significant and that introduces another complication.

Most of us learn fairly quickly that the right thing to do in a nose to tail turn would be to optimise turn rate, however because the circles are so small in this example, there is a danger that a player who drops full flaps may be able to pull his nose inside his opponent's turn for a shot across the circle. If the shot succeeds, the energy sacrificed will be worthwhile, but if you don't make the shot, at worst it may very quickly prove fatal, or at best  the energy lost in the attempt will haunt you throughout the remainder of the fight. That's why some players will deliberately offer the prospect of a shot in the hope that their opponent will go full flaps and give up all their energy for a first shot opportunity.

On the other hand, getting slow quickly and using full flaps is a strategy that can be an effective way to get quick kills if you always take the fight one circle, in a scissors type engagement, in which case full flaps is almost always the right thing to do. It can be so effective against weaker players that it is easy to get locked into that way of fighting. The catch is that a good player can force the fight back to a nose to tail turn, and if they are good at optimising aircraft performance in that that situation, and if they have a proper understanding of the relationship between angles and energy, the fight can become very difficult for the player stuck at full flaps with a one circle fixation. The longer such a player allows themselves to remain in that situation, the more they continue to lose angles and energy until they become entirely defensive.

The bottom line is that good players develop a feel for when and how to use flaps so that they can maximise aircraft performance for the situation they are in. They simply know where the sweet spot is for their particular ride. It takes hundreds of hours of top quality fighting to develop the skills needed to excel in this, so my advice to anyone who hasn't figured it out yet is this:

Forget about trying to survive, speed is life, but you won't learn as much that way. Get stuck in at every opportunity, seek out tough fights because quality experience produces accelerated learning and adrenaline packed fun! That is the best way to make rapid progress, because as other players appreciate your willingness to engage and have fun, the better ones will be equally willing to help, its a win win situation.

Hope that helps...

Badboy
« Last Edit: March 14, 2015, 04:27:16 AM by Mar »
𝒻𝓇𝑜𝓂 𝓉𝒽𝑒 𝓈𝒽𝒶𝒹𝑜𝓌𝓈 𝑜𝒻 𝓌𝒶𝓇'𝓈 𝓅𝒶𝓈𝓉 𝒶 𝒹𝑒𝓂𝑜𝓃 𝑜𝒻 𝓉𝒽𝑒 𝒶𝒾𝓇 𝓇𝒾𝓈𝑒𝓈 𝒻𝓇𝑜𝓂 𝓉𝒽𝑒 𝑔𝓇𝒶𝓋𝑒

  "Onward to the land of kings—via the sky of aces!"
  Oh, and zack1234 rules. :old:

Offline FLS

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Re: Flat Turn Fight
« Reply #53 on: March 14, 2015, 04:29:25 AM »
Which is exactly what I said to begin with.  The guy who can pull closest to that edge without stalling wins.


You ignore my point. You can ride the stall to a decrease in rate and an increase in radius. That's how you lose. That was my point all along and you haven't addressed it.  Lead pursuit is simply pointing in front of the bandit. You could be flying straight in lead pursuit. Your description was inaccurate and the implication that there is no speed limit to turn performance is false.

You persist in rudeness. We're done.

Offline Zimme83

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Re: Flat Turn Fight
« Reply #54 on: March 14, 2015, 08:57:13 AM »
What u must remember is that every flap setting and every weight configuration has its own chart. Each plane has an almost unlimited numbers of charts from 100% fuel and ords to almost 0% fuel and no ammo.

2 planes are not equal because its the same model, if one have 25% fuel and the other 75% it could be the difference between winning and loosing.
''The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge'' - Stephen Hawking

Offline The Fugitive

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Re: Flat Turn Fight
« Reply #55 on: March 14, 2015, 08:58:59 AM »
What nonsense have I posted then? Explain how everything I've said is incorrect.

I'll tell you what Fugi, dumping remaining flaps to temporarily increase turn rate can be charted too. The chart in question though does not show anything about starting from 2 notches at 150mph, to dumping out 5 notches and the rates that occour between 150 to whatever the 5 notch at edge of stallhorn best sustained speed is.

Oh I agree. The problem with FLS is that there is only one way for everything. His hard facts is all that matters. The problem is he doesn't have ALL the facts. He doesn't take into account facts that apply in game that have nothing to do with real world. He doesn't take into account that not everyone has the same knowledge/skill set in this game and that factors into who can out turn who as well.

I gave up reading what he writes some time ago. It seems Bald is finding his arrogance to being detrimental to the discussion as well. I never liked a teacher that would brow beat info into you and expect that was enough. Arrogance is just not a good trait for an instructor.

My point still is, read all you want, but getting in there down and dirty is the only way your are going to learn what to do in those situations.
« Last Edit: March 14, 2015, 09:03:08 AM by The Fugitive »

Offline FLS

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Re: Flat Turn Fight
« Reply #56 on: March 14, 2015, 12:16:09 PM »
Fugi giving people advice when you don't know what you're talking about is arrogant. You insult Hitech when you say the aerodynamic model has nothing to do with the real world. When I ask you to list these facts you claim I don't have you don't seem to be able to come up with any. You told me to watch a video, that I appear in, to learn something that you can't name or describe except to claim people should exceed limits and fly 110%. I'm confident most people reading that recognize BS when they see it.

Offline glzsqd

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Re: Flat Turn Fight
« Reply #57 on: March 14, 2015, 02:01:01 PM »
FLS doesn't seem arrogant at all Fugi

I think he just tries to stop miss information so people don't get confused :D
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Offline morfiend

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Re: Flat Turn Fight
« Reply #58 on: March 14, 2015, 02:18:33 PM »
I will clear something up,turn rate is measured in degrees per second,turn radius is measured in feet,yards,etc.

  The use of flaps wont increase turn rate they will however decrease the turn radius.... You can claim to do whatever you want but you cant change simple facts and physics.


   :salute

Offline FLS

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Re: Flat Turn Fight
« Reply #59 on: March 14, 2015, 02:30:43 PM »
Mar is correct. Sometimes flaps increase rate while reducing radius. It depends on the aircraft. We can see that on another of Badboy's very helpful EM diagrams.
However you'll notice that in this example, the P-38, you only have about a 10 mph speed band where each flap setting is worth the drag for a rate increase. The speed difference for best sustained turn is first notch 5 mph then 10 mph. Most players will likely miss the speeds and not increase their turn rate so Morf you're correct in practice.  :D



For those not used to reading these charts, it shows that a P-38L at sea level with 25% fuel and WEP will give it's best sustained turn rate and minimum radius with 3 notches flaps with is presumably the 50% extension maneuvering setting. An increase in flap extension would reduce the radius but add enough drag that the rate would degrade.
« Last Edit: March 14, 2015, 02:39:09 PM by FLS »