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Help and Support Forums => Help and Training => Topic started by: Revor on April 10, 2006, 06:33:54 AM

Title: question about merges
Post by: Revor on April 10, 2006, 06:33:54 AM
Ok whenever I merge with a good pilot that i am fighting They usually go low. If they go low and I stay at the same alt should I go high and try to outclimb him since he lost his E? We were dueling and we had the same E same plane and were at the same alt. Should I climb up if he's going low or extend?
Title: question about merges
Post by: Ghosth on April 10, 2006, 07:43:47 AM
Rever

Well I'm NOT bigmax, silat, murdr, soda drano or TC.

ALL of which IMO are better advanced ACM pilots/teachers than me.

However, IMO given same planes, same alt/E states and similar pilot skills. The guy who goes UP on merge will win 9 out of 10 times.
There are exceptions, but a lot of guys blow a lot of E just trying for those first angles or a shot.  I think of merges like tools. You have tight ones going for angles. You have oblique's, low Gee zoom merges, etc.  Which one to use where is part experience,  part reacting to what he did last time, and part pure gut instinct or hunch.

One of the keys in a 1 on 1 situation like that is to learn the other guy.
Learn what to expect, learn what his preferences are. Then turn it around and use them to serve him up on a platter. So if something didn't work the first time, what has a better chance in the next one?

Planes come into it eventually, diff planes have diff capabilitys.
But watching, reading, & learning to anticiapate your opponant is part of the answer. It can be a big part.

Really good pilots will seldom show you the same move twice in a row as a result. They are changing up the pitch so the batter doesn't have time to get used to the pitch. Same for duels in many respects.

A guy who always makes the same merge, down & around tight for angles really isn't that hard to beat. Because he feeds you the same thing time after time. So you just start running through the possibilities. What gets me close, what keeps me out of his reach, if I did this would it put me behind him?

If you keep working at it, eventually you'll find a way to beat it.
Once you do, you've added another tool to your box.

He on the other hand, is a one trick pony, thats now been beat.
He has to either go find a new sucker to beat on. Or go back & start from scratch. Try to find a new "trick" Either way he won't be bothering you.
Title: Re: question about merges
Post by: Max on April 10, 2006, 07:54:21 AM
Quote
Originally posted by Revor
Ok whenever I merge with a good pilot that i am fighting They usually go low. If they go low and I stay at the same alt should I go high and try to outclimb him since he lost his E? We were dueling and we had the same E same plane and were at the same alt. Should I climb up if he's going low or extend?


Question for you: Just after the merge, are they below or above your six?
Title: question about merges
Post by: Pooface on April 10, 2006, 08:09:27 AM
well, it's all about angles.

what ghost said about the high guy winning 90% of the time isnt completely true. you see, if you dive for the merge, you are losing altitude, but gaining lots of energy. now, if you are below your opponent, you have a smaller angle to turn until you get him in your sights, while the higher guy has a longer distance to travel. this is assuming you both immelman for the first merge, which is generally the best way to do it.


basically, whenever you duel like that, in a proper duel with a good pilot, you ALWAYS dive before the merge. if you let the other guy get below you and get some speed over you, you've totally screwed up the merge, and with a good stick on your 6, you're dead :confused:

so, dive for the merge if you're going head to head, and if the other guy gets significantly below you, eg, more than 250ft below you, you messed up the merge, and the best thing to do is extend and try to do it again, but usually they'll be close enough to you to prevent you from having another chance at a fair merge.




i'll try to explain it a little better:


now, you both are co-e, and one of you dives. he may lose alt, but he gains speed, and so, for all intensive purposes, he still has the same amount of e as you. now air resistance will increase with speed, but its effect isnt really a problem.

so basically, if he is below you, on the merge, he only needs to turn maybe, 100 degrees to get you in his sights, while the guy on top, has to turn maybe 180/190 degrees to get to the same point. now obviously, that is a big difference. now, what you cant do it try to climb, because you may have more alt, but he has more speed. assuming you are both still co-e, you will both be able to climb to roughly the same point before stalling, so if you try to climb, he WILL catch you.


if you mess up the merge, 90% of the time, the fight is already decided. if you really do mess it up, extend, and try to get the distance to merge again, but like i said, a good pilot wont let you do that


if you'd like i can do a little animation of it, so you can see better:aok



edit:

i think ghost isnt quite understanding what you're talking about. ghost, i think revor is talking about altitude on the merge, not the difference between immel and spit-s on the merge.

but anyhow, to add to ghosts point, if you go up, with an immelman, you can use gravity to tighten your turn, and also to help slow you down, giving you a better turn radius. if you go down, gravity tries to drag you down, hindering your turn, and making you faster, which means you lose alt too fast, and your turn radius grows much larger. almost all of the time, an immelman is the move you should be using to engage:aok
Title: Re: Re: question about merges
Post by: Revor on April 10, 2006, 08:20:59 AM
Quote
Originally posted by Max
Question for you: Just after the merge, are they below or above your six?


He was below my six and when I did an immelman I would do a quick merge again with him and when I try to get an angle on him he would close quickly on me without me getting an angle on me and before you know it he gets on my six and kills me. Its pretty complicated.
Title: Re: Re: Re: question about merges
Post by: Pooface on April 10, 2006, 08:25:54 AM
Quote
Originally posted by Revor
He was below my six and when I did an immelman I would do a quick merge again with him and when I try to get an angle on him he would close quickly on me without me getting an angle on me and before you know it he gets on my six and kills me. Its pretty complicated.



yup, you let him get below you. read my post, you'll understand it better


i'll do a little gif for you, so you can see it animated :aok
Title: question about merges
Post by: Creton on April 10, 2006, 08:51:37 AM
While I'm only average in the game.There are many varibles to the merge.Do you do a throttle off merge for the quick kill?Do you stay high for the E fighter?My most common merge is an off angle throttle off merge,especially if I'm in a 109.This works very well against most players,for me.Dog fighting is all about getting angles,I personnaly place E management second to working for the angle.There's many ways to get the guy to blow his E,once you've equalized the E state,and youve been working for the angle,you've got him.Of course nothing takes place of just being a good shot.Learn to fight planes that are better in the vertical,then transition to horizontal turn fighting.I've flown 109's as my primary rides for yrs and am just now trying f4u's for a whole tour.Another thing is to watch your speed on the merge,you have to learn to judge their E state quickly and adjust even more quickly.A slower plane will always turn tighter.

I would recommend you learn to fight in 109's or some other lesser desired plane and when you get good in it,go back to ,spits,nikis,ki84's and I can assure you will have a totally different idea on dogfighting.

Good luck and if you ever need a dueling partner,look me up,I'm always open for a couple duels.
Title: question about merges
Post by: Pooface on April 10, 2006, 09:31:14 AM
ok, kind of quick, as i dont have a whole load of time, and couldnt be bothered with the animation, it was going all spaz on me:lol

(http://www.furballunderground.com/gallery2/data/media/33/merge.jpg)



ok, you can see the 2 planes. now as the first guy dives, the second thinks the guy is blowing his e. he goes for the immelman on the merge, trying to play the e game, and starts on a second immelman, when suddenly, he's back in the tower...

now what's actually going on, is that the 1st guy is swapping his gravitational potentail energy for kinetic energy. now, he does of course lose some to air resistance, but that doesnt matter so much, so ignore it. anyway, he may be lower, but they are still co-e, which means they can both climb to the same point, if they're in the same plane of course, but even so, it doesnt make a massive difference.


the 1st guy dives, gets speed, and then he only needs to turn about 100 degrees to get the angle. if you can see from the image, if the second guy hadnt gone for the second immel, he would have had to turn more than 180 degrees to get the 1st guy in sight. THAT is why we dive on the merge. dont worry about losing energy, all you're doing is converting it to another form, which can be changed back again.


either way, if the second guy plays the e game, or the turn game, he is at a severe disadvantage. a good merge is often the deciding factor in a dogfight between equally skilled pilots.


i'd be happy to go to the DA with you and practise it with you revor, or anyone else that wants:aok
Title: question about merges
Post by: Schatzi on April 10, 2006, 10:37:25 AM
Revor, heres a Word Document (http://www.slowcat.de/slowcats1/films/VerticalSeperation_Schatzi.doc) I wrote a while ago, when i got asked a similar question.


Additional explanations and info can be found at Net Aces - Tactics (http://www.netaces.org). "Mastering the Merge part 1-3" "Opening Moves" and "Lead turns".


Basically, diving below the enemy on merge will give you the possibility of doing a lead turn, which gives you significant position advantage. (see word file)
You dont need to loose lots of alt in the dive, about 1000 yards seperation are enough, if you go too low, youre correct in thinking you loose too much E doing so. But if you do only a short/small dive and pull back up into a lead turn without pulling too many G forces, the E loss will be insignificant compared to the positional advantage.


Unless you have enough of an E advantage on the merge (then you could pull up and go for a rope) the best thing to do is not letting the opponent gain his seperation by recognising his intention early and matching him.
Title: question about merges
Post by: TexMurphy on April 10, 2006, 10:40:08 AM
I dont have much more to add to what Pooface said as he basicly covered it all... but there is one huge advantage in making this type of merging a habbit... vertical separation is also the best way to avoid a HO...

If you win vertical separation you are also totally safe from any type of HO attack.. because if you are below the enemy he has to push stick forward and redout inorder to get his sights even near you...

What I do if I loose the battle for vertical separation depends on the planes involved...

If Im in a relativly fast plane I just extend out of the fight. Yes the enemy will be at my high six but quite far away. You do want to zoom back up relativly soon inorder to conserve energy but not too soon or he will catch up to you.

If Im in a relativly agile plane and dont feel I can extend away from the enemy in a safe manner I do take the fight. In this situation I open up with a tilted immelman. This way my immelman is compressed in altitude and I also create some horisontal separation which gives me some extention to the enemy. This way we can endup in a situation where we are co alt after the first immelman. Hence I can try to win vertical separation in the second merge.

The angles will be there for the enemy to capitalize on but he wount have them exactly where he expects them a experienced pilot will still capitalize on them but the chance is that he got over confident from his first merge. Less experienced pilots wount get into firing position before the second merge.

Tex
Title: question about merges
Post by: Pooface on April 10, 2006, 11:56:08 AM
good points tex


yeah, very hard for a hotard to get a shot if you are lower than him and moving fast. and if he tries to go for the ho, then he has even further to travel to kill you, making it even easier for you to kill him :)
Title: Re: question about merges
Post by: Murdr on April 10, 2006, 07:59:57 PM
Quote
Originally posted by Revor
Ok whenever I merge with a good pilot that i am fighting They usually go low. If they go low and I stay at the same alt should I go high and try to outclimb him since he lost his E? We were dueling and we had the same E same plane and were at the same alt. Should I climb up if he's going low or extend?

When 2 planes with equal turning ability merge, and 1 plane passes under the merge, the lower plane has 'won the merge'.  Mind you, that does not mean won the fight, but they get to start with an advantage.  Here is why.

If you both pull and immelman:
  • The lower plane can pull the exact same turn radius and end up inside the higher planes turn at the 2nd merge.
  • The lower plane can opt to match the top alt of the higher planes turn, thereby making a lighter turn than the higher plane, and conserving E.  (If both started with exactly the same E, the lower plane will carry more E into the 2nd merge.  This can be an advantage if it goes into multiple immelmans)
  • The lower plane can start his turn first (pre-turn) because he will be turing into his opponent above him.

Additional advantages:
  • The lower plane is approching the merge in a way that is not easy for the opponent to connect with a head on shot.
  • If the opponent is intent on going for a HO, they will be at an angles disadvantage before the merge even takes place.  (This includes those foolish enough to invert for a HO, and make a convenient overshooting split-s after the merge)
As mentioned, the lower plane does not really lose E.  He is trading altitude for speed.  A good pilot can manage his initial turn so that he passes under the merge with a nose up angle, and not lose excess E when starting the turn.

If you are TRUELY co-E going into the first merge, you will not get enough vertical separation by extending up to escape an experienced pilot.  If you feel you have "lost the merge" it is usually worthwhile to lightly pull up and observe what the other guy is doing after the merge.  If you see him pulling the tightest immelman he can, you (given a co-E situaion) should be able to extend safely away anywhere between level, and 45deg attitude because your opponent has lost alot of E pulling that tight turn.  On the other hand if you see them 'soft-sticking' their immelman, then you really have nothing to lose by tightening up your turn to match, or turn inside them.

Now I am not saying that you cannot go up, and simply out E another plane, what I am saying is that if you do, make sure you started with an E advantage, and make your own turn into the vertical with E conservation in mind.
Title: Re: Re: question about merges
Post by: hammer on April 10, 2006, 08:57:06 PM
Quote
Originally posted by Murdr
When 2 planes with equal turning ability merge, and 1 plane passes under the merge, the lower plane has 'won the merge'.

I would caveat this with "Unless the lower plane is still nose down". Don't get so intent on being the low man on the merge that you end up going straight down trying to get below the other guy. Many times I find someone so intent on winning the low position that they allow themselves to get into a dive they can't easily pull out of. Meanwhile I will level early, go up and end the merge with a significant e advantage.
Title: question about merges
Post by: TequilaChaser on April 10, 2006, 10:46:44 PM
what  Murdr, Hammer & Ghosth eluded too.....the whole concept of getting below your opponent on a head to head merge starting Co-alt/co-E is to gain a SLIGHT speed advantage( <--- so you can match his vertical climb/turn and stay inside his turn ) along with SEPERATION <--------that is key!!! this slight dive gains you the seperation you need to TURN  and not OVERSHOOT your enemy.

I myself prefer both Vertical and horizontal seperation, to thwart off any HO's if possible, and use something some call a high "pitchback" ( Immelman mixed with hi yoyo type turn kinda) instead of a true immelman.......it throws you "out of turning plane" with the flight path / flight circle  of your opponent......and if you do it right and gain the proper amount of seperation ( Schatzi mentioned it bout 1k distance in seperation before you start) you can pull off your lead turn and be sitting right on your opponents "six" and can react to whatever he trys to do to escape your wraith.......

when you run across someone trying to beat you to be on the bottom,  he is wanting to do the same as you, and for the 1st turn/circle or 2 you will more than likely end up stallmate nose to nose unless you got a feel for throwing your opponent off by switching up your direction, making them lose sight of you


them links Schatzi posted on Merges/lead turns are worth the reading to try and understand the fundamentals of those 2 subjects!!!, win the merge you you got the fight in the bag 95% of the time.......and most times you will win that merge with a well executed LEAD TURN.....
Title: question about merges
Post by: bozon on April 11, 2006, 01:24:32 AM
I'm not a great 1on1 player but there are more than one ways to beat the other guy. Don't get too keen about being the lower man. If the merge becomes a high speed diving contest you can use it against the other guy.

Pulling the plane 6G around at very high speeds will blow lots lots of E. If you think he'll go for the angles, blast through and pull a lazy double immelman (vertical S). He'll have to turn almost 180 degrees to point back at you, near black out and sheeding his E trying to turn "inside" you (some even reduce throttle / use flaps) - while you save your E and climb high. IF (big IF, this requires some judgement and a gamble) you started with high enough speed AND managed to fool him that this will be a turning contest, you'll get an easy rope at the end of the vertical S.

The purpose of the S instead of straight-up zoom is to give him the feeling of turning, encouraging him to keep going hard for the angles. Also, it makes a harder shot for him to make (he WILL attempt to get a lucky shot in).

Bozon
Title: question about merges
Post by: TequilaChaser on April 11, 2006, 05:28:38 AM
I too agree with ya , Bozon. 1 does not always have to be the lower plane. 1 does not need to execute, rinse,repeat using the same type of opening merge,  or  the nose to nose merge everyone has refered to here at the beginning.....if ya do you'll become as someone above mentioned, a 1 trick pony show.....

to sit here and type out all the different things or ways one could use to engage thir opponent would take many a hour if not a day or 2 to type in.....

in any 1 vs 1 engagement, I still say the key component of the fight is gaining seperation enough to turn, yet stay with your opponent so he does not obtain enough seperation to fly beyond your reach........ executing a Double Immelman or similar maneuver is always sweet when you pull it off.....
Title: Re: Re: question about merges
Post by: Murdr on April 11, 2006, 07:11:44 AM
Quote
Originally posted by hammer
I would caveat this with "Unless the lower plane is still nose down". Don't get so intent on being the low man on the merge that you end up going straight down trying to get below the other guy. .

Quote
Originally posted by Murdr
A good pilot can manage his initial turn so that he passes under the merge with a nose up angle, and not lose excess E when starting the turn.
 
:)
Title: Re: Re: Re: question about merges
Post by: hammer on April 11, 2006, 07:34:17 AM
Quote
Originally posted by Murdr
A good pilot can manage his initial turn so that he passes under the merge with a nose up angle, and not lose excess E when starting the turn.

Ah Murdr, you must've typed that part too fast. I'm a slow reader so you must type slower. ;)
Title: question about merges
Post by: 332nd outlaw on April 11, 2006, 06:42:54 PM
Quote
Originally posted by VIC
Dog fighting is all about getting angles,I personnaly place E management second to working for the angle.



i love coming across guys likes this in tha main...  E management is everything...

if you get a angle but do not have the E to maintain it then it is worthless unless you can get the shot to hit right then..sanpshots are great but unreiliable and to place the angle over maintaining your E is opening yourself up for being on the disadvataged side and there are just to many good sticks in here to give that kind of opening too..first priority should always be given to maintianing your bird in it's proper flight envolpe thus mainting the nessary E to counter any and all moves the angle will come if you manage your E and learn your birds abilities...

there is no replacement for seat time in AH.. even if it is seat time while reading some web page on the performance of the differnt birds in here, reading someones ideas on fighting or actual seat time in the bird of your choice..
Title: question about merges
Post by: Pooface on April 11, 2006, 06:59:10 PM
outlaw, i think creton knows what he's talking about, he's been around for quite a while now. E is always important yes, but in a real fight, the kind of fight where neither pilot is very timid, E management doesnt matter so much. the emphasis in furballs and decent turnfights is on gaining shots. most snapshots in a turnfight are deadly, infact 70% of kills in turnfights are snapshots, simply because of the proximity and the speeds of the fighters, which allows easy leading of the target.

in an engagement that's mor spaced out, then energy usually becomes the deciding factor, but getting the angle, and therefore the kill is usually more important than keeping E:aok
Title: Food for thought
Post by: Murdr on April 11, 2006, 08:42:56 PM
Maximizing and maintaining E is "E management".  Intentionally dumping E to achieve an angle, position, or separation is also "E management".  With that in mind, I'll go along with "E management is everything".  Both cases are valid applications of E management to achieve their respective goals. "Dogfighting is all about gaining angles", I'll go along with that statment also.  There are differing strategies and techniques for gaining them.

Neither approach is in general, "more right" than the other.  They are both respective tools in the toolbox.  Lets say you want to loosen a bolt.  You look in the toolbox, which tool do you choose?  Adjustable wrench?  Ratchet & socket? Box wrench?  Electric Impact wrench?  One can argue the merits of one tool over the others, but when it comes down to it, the best tool for the job depends on the 'specific situation' you plan to use it in.  

In dogfighting though the 'specific situation' is fluid.  It depends heavily on what your opponent is doing.  While people may favor one approach, and think theirs is the best, they will find themselves on occation with the wrong tool in hand.

You'll notice in my first post that I allowed options for both approaches.  The reason for that is because, there is always a way to counter or negate an explicit "do this..." suggestion.  IMO it's best to be aware of more than just one option/approach/tool, and learn from experience which option is appropriate for the specific situation, and opponent you face.  There are a number of good options being shared in this thread.  There is also a counter for each of them, and some specfic sitiuations where they may or may not be the best tool for the job.

So I will close by adding the 3rd leg to the "is everything" stool.  Situation awareness is everything.  As I said the situation is fluid in air combat, and one should always be compairing the situation with the 'tool in hand' to make sure they have the right one for the situation of the moment.
Title: question about merges
Post by: TequilaChaser on April 11, 2006, 08:47:46 PM
Quote
Originally posted by Pooface
E is always important yes, but in a real fight, the kind of fight where neither pilot is very timid, E management doesnt matter so much. the emphasis in furballs and decent turnfights is on gaining shots. most snapshots in a turnfight are deadly, infact 70% of kills in turnfights are snapshots, simply because of the proximity and the speeds of the fighters, which allows easy leading of the target.

in an engagement that's mor spaced out, then energy usually becomes the deciding factor, but getting the angle, and therefore the kill is usually more important than keeping E:aok



I disagree, Pooface, blowing your E for the quick angle/snapshot will leaving you dangling in the air for the next furballer to come along and make quick food of you......

when furballing regardless if ya just Turning n Burning  or BNZing you still should always put Energy management before the gaining angles, actually without Energy Management you can maybe get 1 if your lucky 2 kills, then you are dead in the air, no energy ( speed/alt ) to deal with any others unless you can sneak away and regain position....

this has been discussed upteen million times, everyone has their own opinion,

now what is different from a real fight , a furball fight, a 1 vs 1 fight?

if you are smart you would approach every type of fight with the same basics SA(Situational Awareness), Energy Management, Flying to gain angles and inevitably the kill......

I am a bit curious what you are calling a "Real Fight"  I am assuming you are talking about flying down under 5k alt or 3k alt and furballing with like 2 to 5 on 2 to 5 or more each side, if this is the case, what justifys this as being anything near real?

one of the worse things to do in the training and help section is explain to another something, yet everything you tell them is wrong, and you do not even know it because the person who told or taught you did not know they was wrong in teaching you that.......or you found something that worked for you once or twice so one thinks well that must work that way everytime and begin to rely on it and teach it to others, yet never get the concept of WHY it worked and never get or explain the principles behind it and how it is possible......

for every good solid correct information/website you read, you will find 10 websites with info that is totally wrong in what they try to lecture or teach on ACM/BFM dogfighting......

It is always best to follow up on what  others teach you, to verify you have not been mislead, and if you think you got all the answers, I am sorry to say none of us will ever have all the answers, and we will always be open to learning something new that we did not even realize was possible until we stumble upon it one day.......

I know Vic has been here awhile and has some good skills, yet, outlaw was right in his thinking, calling someone out and making an example of others is not a good thing for this forum,  outlaw could have worded it a bit differently perhaps, then again that is just my opinion.......


sorry for the rambling.......

edited: dangit Murder I started typing before you did, you need to put your keyboard back on SLOW MODE, rofl........you beat me to it this time ~S~
Title: question about merges
Post by: Murdr on April 11, 2006, 08:48:38 PM
HA! beat ya to the post button that time TC :)

On a separate note, I did want to add that while snap shots can be effective, they can also be your undoing when in many situations they tend to pull you out of position if the snapshot does not end the fight.  Like most things, it can have a down side, and one should keep that in mind if they choose to rely on them .
Title: question about merges
Post by: Creton on April 11, 2006, 08:48:52 PM
Quote
Originally posted by 332nd outlaw
i love coming across guys likes this in tha main...  E management is everything...
 
[/QUOTE

What you prefer to do is drop in at mach3 and cherry pick the opponite,while this is your style of fighting,it is very easy to defend against.It's very easy to allow the higher/faster con to burn his energy and to draw him into your fight.
Unless the other guy is so timid to only make bnz slashes and then extend,he will become bored with the effort and come in and try to follow through the maneuver and thus blow his energy.People live for the immediate gratification of a kill and without the fear of actual death,their confidence will grow with each attack as they  think their getting closer to the "boom".While each time theyre actually being suckered into a fight they dont see coming. I've been playing since 2002 and have yet to have a fight that didnt end up slow,even at high altitude.Even the most eperienced E fighter will eventually slow down as he sees his chances are increasing.This is mearly my opinion.

I'm sure I'm not nearly the pilot or experienced BBS reader that you are,but I'd be willing to test your style of flying against mine.If you win,easily then I stand corrected and will post so in this thread.However the engagement dictates  that you cant extend beyond icon range.

As far as finding me in the MAIN ARENA,I'm very easy to locate.Look me up sometime.
Title: question about merges
Post by: Creton on April 11, 2006, 08:55:10 PM
Maybe timid in the second paragraph was to strong.Let me just say "disciplined"
Title: question about merges
Post by: Creton on April 11, 2006, 10:50:24 PM
Quote
Originally posted by TequilaChaser


one of the worse things to do in the training and help section is explain to another something, yet everything you tell them is wrong, and you do not even know it because the person who told or taught you did not know they was wrong in teaching you that.......or you found something that worked for you once or twice so one thinks well that must work that way everytime and begin to rely on it and teach it to others, yet never get the concept of WHY it worked and never get or explain the principles behind it and how it is possible......



I call BS on this paragraph TC.Anything that you've learned from numerous engagements can be taught to others.They are still learning and thus advanceing in skill,if only by a small amount.Not everyone in here is wrong nor are thr Trainers always right.I've shot down most everyone of you all ,while you are tryng your high E,keep it safe flying.How be it most of you have killed me at one time or another to.

I've never been one to attack people,but you need to get off your soap box.
Title: question about merges
Post by: TequilaChaser on April 11, 2006, 11:34:03 PM
Quote
Originally posted by VIC
I call BS on this paragraph TC.Anything that you've learned from numerous engagements can be taught to others.They are still learning and thus advanceing in skill,if only by a small amount.Not everyone in here is wrong nor are thr Trainers always right.I've shot down most everyone of you all ,while you are tryng your high E,keep it safe flying.How be it most of you have killed me at one time or another to.

I've never been one to attack people,but you need to get off your soap box.


#1- I never said anywhere in this thread that EVERYONE was wrong

#2- I never said anywhere in this thread that EVERY TRAINER was right

#3- I call BS to your BS, you need to re-read that paragraph, and disect it to understand what I was explaining, I was not talking about anyone in this thread,  and what I said was true.  

#4- ah heck, Vic/Creton/unhappy AH flyer - I will end it here, I am 6 foot tall, I don't need no stinkin soapbox........everything I said that you quoted is fact

and everything I said that you quoted was not directed at any body in this thread!  chew on that please
Title: question about merges
Post by: Schatzi on April 12, 2006, 06:03:38 AM
IMHO,  the "problem" with Air Combat is: every situation is unique. There is no this is more important that that or that is everything. It all so much depends on your position, planes, alt, speeds, who your opponent is, your equipment (get your minds out of the gutterguy, im talking about flight gear), how you feel....

There are general rule of thumbs which "work" 99% of the time, but that doesnt mean that going against them in a certain situation wont help you/be the right thing to do at the time. PANTA REI.




PS: Please, anytime anyone feels i post things that are wrong worded and/or incorrect - DONT HESITATE CALLING BS on me.
Title: Re: Food for thought
Post by: pellik on April 12, 2006, 06:08:47 AM
Quote
Originally posted by Murdr
Maximizing and maintaining E is "E management".  Intentionally dumping E to achieve an angle, position, or separation is also "E management".  With that in mind, I'll go along with "E management is everything".  Both cases are valid applications of E management to achieve their respective goals. "Dogfighting is all about gaining angles", I'll go along with that statment also.  There are differing strategies and techniques for gaining them.

Neither approach is in general, "more right" than the other.  They are both respective tools in the toolbox.  Lets say you want to loosen a bolt.  You look in the toolbox, which tool do you choose?  Adjustable wrench?  Ratchet & socket? Box wrench?  Electric Impact wrench?  One can argue the merits of one tool over the others, but when it comes down to it, the best tool for the job depends on the 'specific situation' you plan to use it in.  

In dogfighting though the 'specific situation' is fluid.  It depends heavily on what your opponent is doing.  While people may favor one approach, and think theirs is the best, they will find themselves on occation with the wrong tool in hand.

You'll notice in my first post that I allowed options for both approaches.  The reason for that is because, there is always a way to counter or negate an explicit "do this..." suggestion.  IMO it's best to be aware of more than just one option/approach/tool, and learn from experience which option is appropriate for the specific situation, and opponent you face.  There are a number of good options being shared in this thread.  There is also a counter for each of them, and some specfic sitiuations where they may or may not be the best tool for the job.

So I will close by adding the 3rd leg to the "is everything" stool.  Situation awareness is everything.  As I said the situation is fluid in air combat, and one should always be compairing the situation with the 'tool in hand' to make sure they have the right one for the situation of the moment.


So much useless banter not related to the question at hand followed this lovely post by Murdr. I'm quoting this just to add emphasis.

Merges are a combination of SA (what he does, how fast he is), positional awareness (where will we both be after this move, so I can plan ahead and string togeather some sort of combination of moves if need be), and energy awareness (how fast will we both be after this move). If you fail to combine these three things effectively when merging your ultimately going to expose yourself to a talented opponent.

Consider the diagram of the immel v. immel merge pooface made. If the lower pilot dives too much and keeps all his E going into the merge he is going to be considerably above corner speed, and as such the radius of his turn is going to be bigger, if the higher pilot does a better job managing his E (slow, not fast, but it's all still E management) his turn radius may be small enough to get inside and pick up the snapshot. So initial E considerations make a big difference.

Now if the above pilot pulls for a shot and misses he is now wings level (gaining speed) with an opponent who is travelling in the vertical and pretty close to or below corner speed. Using the energy egg and/or a controlled stall can quickly reverse the fight again ala vertical scissors. Or perhaps the faster plane moves into a double immel and the slower plane that looked for the snapshot simply can't get nose high again, stalls, and gets roped.

This is just the most basic considerations in one variation of a merge. How do E states and positions change if one pilot does a pitchback (first part of a high yo-yo, using the horizontal), or what if he does a flat turn? Many pilots just assume that because the flat turn isn't as energy efficient or as quick (burning E in the vert to achieve corner speed) as an immel it is inferior, but a positional consideration reveals that the the pilot doing the immel must be nose down and working agaisnt the energy egg following the move, which provides an opening for a vertical scissors. Merges are a delicate and balanced game much like chess. And also like chess you can't compete at the top level without a balanced knowledge of opening theory, tactics, strategy, and a strong positional sense to know that one pawn move on move 5 can win the end game 50 moves later.

Lots of people will give you advice along the lines of 'do this to counter', and while that may let you compete against other pilots relying on set moves (memorizing lines, by the chess analagy), really learning the merge is simply a matter of analyzing your options until you understand them.



I'm not gearing this anti-line-memorization rant at this thread, though. This is a long standing gripe against 'help with my merge' threads. Please noone take offense. Also I damn well know that I'm just joining the band-wagon on this stuff. This thread is mostly all about fluid response. I just felt like writing a bit about it.
Title: Re: Re: Food for thought
Post by: TequilaChaser on April 12, 2006, 06:17:36 AM
Quote
Originally posted by pellik
So much useless banter not related to the question at hand followed this lovely post by Murdr. I'm quoting this just to add emphasis.


you're absolutely right, pellik



Quote
Originally posted by pellik

Merges are a combination of SA (what he does, how fast he is), positional awareness (where will we both be after this move, so I can plan ahead and string togeather some sort of combination of moves if need be), and energy awareness (how fast will we both be after this move). If you fail to combine these three things effectively when merging your ultimately going to expose yourself to a talented opponent.

Consider the diagram of the immel v. immel merge pooface made. If the lower pilot dives too much and keeps all his E going into the merge he is going to be considerably above corner speed, and as such the radius of his turn is going to be bigger, if the higher pilot does a better job managing his E (slow, not fast, but it's all still E management) his turn radius may be small enough to get inside and pick up the snapshot. So initial E considerations make a big difference.

Now if the above pilot pulls for a shot and misses he is now wings level (gaining speed) with an opponent who is travelling in the vertical and pretty close to or below corner speed. Using the energy egg and/or a controlled stall can quickly reverse the fight again ala vertical scissors. Or perhaps the faster plane moves into a double immel and the slower plane that looked for the snapshot simply can't get nose high again, stalls, and gets roped.

This is just the most basic considerations in one variation of a merge. How do E states and positions change if one pilot does a pitchback (first part of a high yo-yo, using the horizontal), or what if he does a flat turn? Many pilots just assume that because the flat turn isn't as energy efficient or as quick (burning E in the vert to achieve corner speed) as an immel it is inferior, but a positional consideration reveals that the the pilot doing the immel must be nose down and working agaisnt the energy egg following the move, which provides an opening for a vertical scissors. Merges are a delicate and balanced game much like chess. And also like chess you can't compete at the top level without a balanced knowledge of opening theory, tactics, strategy, and a strong positional sense to know that one pawn move on move 5 can win the end game 50 moves later.

Lots of people will give you advice along the lines of 'do this to counter', and while that may let you compete against other pilots relying on set moves (memorizing lines, by the chess analagy), really learning the merge is simply a matter of analyzing your options until you understand them.

I'm not gearing this anti-line-memorization rant at this thread, though. This is a long standing gripe against 'help with my merge' threads. Please noone take offense. Also I damn well know that I'm just joining the band-wagon on this stuff. This thread is mostly all about fluid response. I just felt like writing a bit about it.


Thanks for the contribution, and getting back on topic...

and Schatzi, don't think I ever seen you say anything wrong, and your help is always appreciated, Ma'am.....

Good Day All, late for the realworld  here
Title: question about merges
Post by: Schatzi on April 12, 2006, 06:21:40 AM
Good post pellik. You have much better way with words then I have.



What i tried to say is: When you start learning (and im speaking purely from MY experiences) you need a place to start. A "rule" you can follow, that gives you some measure of security and success. Then you start ADAPTING that "rule". Add new things, learn WHY you do it and how it works. then you start watching your opponent. You start REACTING to what he does.... and somewhere down the line, you start ANTICIPATING your opponent, ACTING before he does. But that is not something you couldve done right from the start of your line. You just didnt have the theoretical knowledge, the manual skills and the experience.

What i always try to explain is: Dont take anything anyone says as set in stone. Listen, remeber, think about the whys and hows and then experiment with it, see what and how it works for you. People have different fighting styles. Some great moves might work for one guy and not for the other. Or they might work against one opponent, but not the other.