Author Topic: Hurricane C Model  (Read 754 times)

Offline Curval

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« on: April 21, 2003, 08:58:31 AM »
I have decided to learn how to fly this plane.

Any Hurricane pilots out there who can give me the "low down" on the relative strengths and weaknesses?

Thanks in advance.
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Offline gofaster

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« Reply #1 on: April 21, 2003, 09:42:37 AM »
Its slow.

Its fairly durable.

It turns very well.

The cannons pack a wallop!

Offline Maverick

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« Reply #2 on: April 21, 2003, 11:04:03 AM »
The strengths are that is WILL turn very well but watch your speed. The stall will come if you horse it too much. Be smooth on the stick and avoid sharp movements. This bird is SLOW with even a zeke able to catch it in level flight so you will not be able to egress if anyone wants to chase you. Whatever fight you get into you will be there until the end.

You can't fight in the vertical very much as speed will bleed off quickly. Use yo yo's to maintain a turn rate and try to get the other guy to fight your fight, low and slow. If you start to turn with a zeke get in some hits fast as the zeke can turn inside you as the 2 of you slow down. Your best option is to practice slow flight close to the ground an force your oponent to try and turn with you. Husband your ammo as you can deplete it quickly unless you use 2 guns at a time then hose with all 4 when you have a sure target.
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Offline davidpt40

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« Reply #3 on: April 21, 2003, 11:45:49 AM »
(1) Always HO
(2) If enemy gets on your tail, press Alt-F4 (emergency escape maneuver).

Offline Curval

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« Reply #4 on: April 21, 2003, 12:01:38 PM »
Thanks guys..Mav in particular.

David...lol, I've been here since Nov 91 so I actually KNOW hat Alt-F4 does.;)
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Offline Furball

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« Reply #5 on: April 21, 2003, 01:05:50 PM »
damn! 91?! they had the internet then?! :) i was 9 years old!
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Offline Curval

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« Reply #6 on: April 21, 2003, 01:08:09 PM »
Quote
Originally posted by Furball
damn! 91?! they had the internet then?! :) i was 9 years old!


DOH...I meant 2001. :)  That shows you what happens when you get old like me, ya smartass little wippersnapper:p
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Offline Bullethead

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« Reply #7 on: April 21, 2003, 03:41:55 PM »
I mostly 2nd what Mav said and will add a few details.

The Hurri IIC is one of the very few planes where you really don't have to worry about compression, because it can't get fast enough usually.  It's also one of the few fighters that slows down very quickly when you chop the throttle.  It's like having air brakes--you immediately notice the loss of speed, even in a dive.  However, unless you're diving, you won't get that speed back any time soon if you rev it up again, so be careful using this.  Still, these features are quite useful at times.  For instance, if you suddenly need to drastically decrease your turn radius, or if you're trying to land just before the vulchers arrive.

As Mav said, the vertical isn't the Hurri's forte.  But this doesn't mean it can't go up, it just means that it sucks at it between 200-300 IAS, compared to other fighters.  So you can get yourself roped pretty easy just trying to follow somebody in what to them is a normal loop instead of a deliberate rope attempt.  They go up and over in a big, normal loop w/out much E loss, whereas the Hurri konks out about 1/2-2/3 of the way up and blows mucho E with the nme still above.  Not good.

HOWEVER, once you get below 200 IAS, the Hurri's relative performance in the vertical gets much better compared to other fighters that are co-E.  With a lot of flaps and WEP, the Hurri can get over the top where most other planes stall out.  And if you stall, too, you usually can recover much quicker.  So the deal with the Hurri in the vertical is to only really use it after you've both bled down a lot.  Then you can use it better than than most other guys.

I only ever use 2 guns at once on fighters.  The only times I use all 4 guns at once are when I'm shooting up buffs and PTs.  But while 2x20mm will kill any fighter in short order, they don't put out much lead very quickly, so you have to be patient and get in very close so you can't miss.  Converge your guns at 150-200 yards and never shoot at longer range.  If you do it like that, you almost instantly get 4-6 cannon hits in 1 spot and off goes the wing or rear fuselage.  Then you can easily get 3-4 fighter kills per set of guns, provided of course that you live long enough to take that many good shots ;).

The Hurri's got pretty short range so it's a good idea to take DTs and 100% internal if you're going to an nme field.  That's if you plan on coming home, which ain't really likely because you're too slow to egress at will.  OTOH, the Hurri is very good for field defense and doing that you can get by with 50% fuel.

Durability is an interesting subject with this bird.  The fuselage and tail can take immense amounts of damage without coming off.  You hardly ever lose the any of this stuff, despite dozens of pings, and even if you lose an elevator the Hurri still flies pretty good.  The only thing I've ever seen take off the rear fuselage is a couple of 30mm hits.  The wings, OTOH, are no tougher than those on any other fighter.  The come right off from the same number of hits you'd expect on any other target.  I figure this is all because the fuselage is fabric but the wings on the IIC were metal.  

And speaking of wings, the Hurri is unflyable when missing 1/2 a wing, at least in my experience.  Unlike many other planes, you can't hold it level at high speed--it still rolls over, it just takes longer.  Probably because the Hurri is incapble of flying fast enough for this to work :D  You might be able to stop the roll at "high" speed with manual aileron trim, but I've never succeeded.  Almost all your fights will be at treetop level and you don't have enough time for the trim to take effect before you hit the ground.

One thing you MUST master if you want to have success in the Hurri IIC is the huge, blind, diving lead-turn.  This is the only way to get a shot a nmes chasing one of your buddies on the deck, or jabo-porkers coming in below you.  The Hurri is so slow, even in a dive, that it can't get as fast as things like La7s, P51s, etc., that are really moving.  So you have to split-S from way ahead of and above them, and swing in RIGHT ON them (d100-200), despite being unable to see them once you start the maneuver.  And even if you do this right, you still only have basically a snapshot opportunity, even if it's right up the butt, because the nme will pull out of range in a few seconds.  But it's the only way to really intervene effectively in such situations.

So how do you use all this?

OFFENSE:  I don't recommend it.  The Hurri IIC is so slow that you'll miss all the action.  Your faster compadres will get to the nme field long before you, and will either have it under control leaving you with nothing to shoot at, or will all be dead so you face the enraged nme herd alone in a plane incapable of escape.  And even if you somehow arrive in time see nme targets, the Hurri is so slow that everybody else will beat you to the vulches.

FURBALLING BETWEEN FIELDS:  This is the best situation.  You can arrive at the fight with a modicum of alt so you're not at a complete disadvantage.  This lets you pick a good target to start with.  After that, however, you quickly end up bottomfeeding and must depend on the help of friends to escape when you run outta bullets.  Still, it's a lot of fun going total stallfighter once in a while if you don't mind dying.

FIELD DEFENSE:  The Hurri IIC has an advantage in that it can get off the ground very quickly, so is less vulnerable to vulchers during takeoff roll than many other fighters.  And once you get off the ground, you're right in the Hurri IIC's normal combat situation:  being low, slow, and surrounded by lotsa nmes with a big E advantage.  You're no worse off than you normally are in this plane, only now you might have some ack help, so don't worry about it ;).  You'll stay low and slow, but this forces the nme to get that way to kill you, which is good for your side.

Offline Replicant

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« Reply #8 on: April 21, 2003, 05:34:50 PM »
The 500lb bombs and 4x20mm make it a very good anti-GV plane too.  The hispanos seem more effective due to the more stable platform.
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Offline Curval

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« Reply #9 on: April 21, 2003, 07:20:10 PM »
Whoa..Bullethead, thanks man.  I'm gonna print that out and file it under "H".:)
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Offline Griego

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« Reply #10 on: April 22, 2003, 03:51:46 AM »
Quote
Originally posted by davidpt40
(1) Always HO
(2) If enemy gets on your tail, press Alt-F4 (emergency escape maneuver).





 I agree with the above.


 I've had a 5 plane kill sortie in it. and flew home to land it also but I was afraid all the way there since all the guys i killed were upping again and and were catching me as I was trying to get back to base. :D  I finnally went under dar and reached base .

 They tried to avoid the HO but they got to close and I did some snapshots and got them anyways.  Fire power is unbelievable just a couple of hits and they're wing fell off. :D

Offline hazed-

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« Reply #11 on: April 22, 2003, 02:49:41 PM »
Practice your snap shots.

One thig i like the hurricane for is its amazing ability to fly very wild manouvers.What i mean is you can throw it one way and then the other without fear of stalls etc.Use this to your advantage and try to plan 'Where' you perform your moves.Try to use the blind spots to change your manouvers. i.e. Change direction of turn when you are below the attackers nose.
Basically id suggest you work on presenting your tail to enemy planes and 'acting' like you are an easy target until the last moment, make them think they have a nice easy kill then use the hurricanes weakness (its fast bleeding of speed or E) to your advantage and force the last minute overshoot by the enemy.
The barrel roll evasive of a 6oc attack with a swift reduction in speed catches many greedy pilots out.You must then take the fleeting chance to hit them as they break off.They may even pull some very poor manouvers in frustration, often taking the bad decision to turn fight just because they have just been robbed of their 'easy kill'.

Another thing to do is hover around the EDGE of any furballs.You dont have the speed to blow through or escape anyone chasing you so always keep an area to run to and pick at the battles.
of course 2 hurricanes are better than one. 2 hurricanes protecting each others tail is a nasty target to engage.1 on its own is a nice target :)

Offline vorticon

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« Reply #12 on: April 23, 2003, 11:32:56 AM »
strengths: turn rate 4  20mm hispano cannons
weeknesses:
climb rate speed

its slow enough that you can force a over shoot by anything (except a kate) its cannons are good no matter what angle of attack you have...if you get a shot (max range effective range of hispanos ins about d500...you can pull of a d750 if you need to) plane turns really well (can out  turnfight a spit 5...) its stall speed is pretty low but it loses e really fast on climbs (not a good vert fighter) keeps the e well in turns ( ive had hte black out basicly maxed out (about 2 inches of visibility on the screen) and survived...if you absalutly must HO you can but its armour isnt to great so if they do get some hits on you your basicly dead...its a good anti tank plane...not as good as a mossie tho...imo its the best furball plane...except when you have to give chase then you have zekes flying past you...

Offline Sparks

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« Reply #13 on: April 26, 2003, 02:57:07 PM »
Hi Curval

Most of the main points have been covered as far as I can see.  

I'd emphasise the fuel though - it has very poor range.  I ALWAYS take 50% tanks and DT's unless the furball is very close.

Definitely use onlt 2 guns at a time.

When caught by a faster but co-alt enemy I've had some success using well timed break turns repeatedly while climbing hard at say 120kts.  If the other guy is not watching carefully you can build a height (hence e) advantage on him while he gets frustrated trying to B and Z you. You then may be able to trade it on one break to get a shot long enough as he overshoots.

Sparks

Offline Furball

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« Reply #14 on: April 26, 2003, 04:18:09 PM »
Quote
Originally posted by vorticon

weeknesses:
climb rate


The climb rate on the IIC is pretty good.  I find there is no better a/c for clearing a cap over a base than the Hurricane IIC.  Use your ammunition wisely and you can land 5/6 kill easily.  The most important thing about the IIC is anticipation, anticipate where your enemy will be and lead turn into them.  The only a/c i am worried about while im flying the IIc is the a6m, unless you get it first pass you are screwed.  Apart from that i fancy my chances against any other a/c in Aces high while flying it.

P.S. never fly it offensively.  I have found myself shooting people down over an enemy base, and i am unable to escape due to the slow speed. They simply keep reupping until i have no ammo and i am unable to defend myself.
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