Author Topic: hurr1 spit1  (Read 2372 times)

Offline bortas1

  • Silver Member
  • ****
  • Posts: 1227
hurr1 spit1
« on: July 06, 2016, 09:39:07 AM »
 :salute any tips on ether bird?

Offline LCADolby

  • Platinum Member
  • ******
  • Posts: 7314
Re: hurr1 spit1
« Reply #1 on: July 06, 2016, 09:40:11 AM »
Don't pull negative G
JG5 "Eismeer"
YouTube+Twitch - 20Dolby10


"BE a man and shoot me in the back" - pez

Offline FLS

  • AH Training Corps
  • Plutonium Member
  • *******
  • Posts: 11617
      • Trainer's Website
Re: hurr1 spit1
« Reply #2 on: July 06, 2016, 09:57:27 AM »
If you're flying it, don't push neg G.   Shoot at your convergence setting. Avoid the stall, it's harder to recover if your engine shuts off.

If you're fighting it, use neg G maneuvers and try to avoid getting shot at the typical 150 -250 convergence range.


Offline ImADot

  • Platinum Member
  • ******
  • Posts: 6215
Re: hurr1 spit1
« Reply #3 on: July 06, 2016, 10:58:57 AM »
I used to fly the Hurri 1 all the time. Convergence at 250, never shoot further than 300 and concentrate the fire in one place. Get used to roll/pull instead of pushing down when you need to dive. These planes aren't real fast, but they are very maneuverable. Be very careful when approaching a stall, and do not stall/spin while inverted in the Spit because you will not get out of it.
My Current Rig:
GigaByte GA-X99-UD4 Mobo w/ 16Gb RAM
Intel i7 5820k, Win7 64-bit
NVidia GTX 970 4Gb ACX 2.0
Track IR, CH Fighterstick, CH Pro Throttle, CH Pro Pedals

Offline Oldman731

  • Plutonium Member
  • *******
  • Posts: 9423
Re: hurr1 spit1
« Reply #4 on: July 06, 2016, 11:42:03 AM »
I used to fly the Hurri 1 all the time.


And we had some great fights!  My own preference for convergence is 175 yards, and take the shots at that range.  Otherwise I agree with everything ImaDot says.

- oldman

Offline Zimme83

  • Gold Member
  • *****
  • Posts: 3073
Re: hurr1 spit1
« Reply #5 on: July 06, 2016, 11:49:36 AM »
Yep, very short convergence, <200. the .30:s isn't that effective on longer ranges. The spit also have the guns spread out all over the wing so they are only effective near convergence range.

333 rpg isnt a lot for .30:s so you cannot spray them around too much.
''The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge'' - Stephen Hawking

Offline Vudu15

  • Gold Member
  • *****
  • Posts: 3055
Re: hurr1 spit1
« Reply #6 on: July 07, 2016, 12:52:33 AM »
as long as you dont keep neg Gs the engine will come back to life when you return to neutral or pull positive G. You can push neg. G to make shots and surprises the hell outta folks when you do. If you do go vertical and you kill the engine you can get the nose down and restart in air on the way down. Like has been covered before get close 300 or less and let em have it wingroots/wingtips and cockpits. If the plane will do it and you can control it.....use it. The flat spin is harder to enter in the Hurri but just as hard to get out of as the spit, especially if the motor stops.
"No odds too great"

"I was a horse ahead at the end" - Nathan Bedford Forrest
Training Video List https://www.youtube.com/playlist?list=PL54E5CE

Offline bortas1

  • Silver Member
  • ****
  • Posts: 1227
Re: hurr1 spit1
« Reply #7 on: July 08, 2016, 10:36:46 AM »
 :salute thanks  gents just  found out we in spit1s :cheers:

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: hurr1 spit1
« Reply #8 on: July 08, 2016, 12:47:21 PM »
Watch casually letting off pressure with nose pitch. If your speed is low at any alt which will vary, the nose may drop first to pickup speed causing the engine to go out. Flew the spit1 a bit last night for a refresher for FSO and forgot about that. Man do guys in late war birds start HOing when they cannot out maneuver a spit1.... :O
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Online DmonSlyr

  • Platinum Member
  • ******
  • Posts: 6667
Re: hurr1 spit1
« Reply #9 on: July 08, 2016, 02:11:46 PM »
:salute any tips on ether bird?


1. Get alt and always check your 6. Speed and E is important.

2. Roll over first, and then pull the stick back to dive, this will keep your engine from dying thru negative Gs.
The Damned(est. 1988)
-=Army of Muppets=-
2014 & 2018 KoTH ToC Champion

Offline bortas1

  • Silver Member
  • ****
  • Posts: 1227
Re: hurr1 spit1
« Reply #10 on: July 08, 2016, 10:53:41 PM »
 :salute thanks gents  between dodging thundarstorms and power outages could not make it happen. :cheers:

Offline Scca

  • Gold Member
  • *****
  • Posts: 2718
Re: hurr1 spit1
« Reply #11 on: July 19, 2016, 07:26:46 AM »
Took a Spit I up last night.  Didn't shoot unless within 200, killed 2 bombers, and got an assist on a Dora, got killed once too...  Darn thing climbs good, but is really slow. 
Flying as AkMeathd - CO Arabian Knights
Working on my bbs cred one post at a time

http://www.arabian-knights.org

Offline bortas1

  • Silver Member
  • ****
  • Posts: 1227
Re: hurr1 spit1
« Reply #12 on: July 30, 2016, 10:29:20 AM »
 :salute last fso I got 1 kill 1 asst. damaged a bunch but  not enough. lol looking forward till next battle of Britain.
 :cheers:

Offline Bruv119

  • Aces High CM Staff
  • Plutonium Member
  • *******
  • Posts: 15667
      • http://www.thefewsquadron.co.uk
Re: hurr1 spit1
« Reply #13 on: August 02, 2016, 04:11:49 PM »
for the spit 1 don't try to many aggressive loop turns with your flap down.  Soon as you run out of speed and pull to hard you will go into the dreaded flat inverted stall and it is a bugger to get out of.   It can be done but you will lose altitude.   

I set my convergence to 200 and never shoot much past that as the 303s lose their hitting power rapidly.
The Few ***
F.P.H

Offline bortas1

  • Silver Member
  • ****
  • Posts: 1227
Re: hurr1 spit1
« Reply #14 on: August 04, 2016, 11:30:54 AM »
 :salute hitting power, do you mean a concentrated  volley?  :cheers: