Aces High Bulletin Board
Help and Support Forums => Help and Training => Topic started by: Yarbles on July 14, 2008, 06:21:48 AM
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I was in the DA last in a spit 16 against an A6 and I don't know how to kill them. I have the same problem with Hurri's can anyone help me with some usefull advice?
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Stay fast, get above them, use roll to defeat their turn speed. Dive away if you get in trouble.
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And keep shooting them until they explode. They will burn forever.
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Stay fast, get above them, use roll to defeat their turn speed. Dive away if you get in trouble.
Sounds like your only going to get a snap shot :eek:?
Is that the best you can expect?
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Don't turn vs them too much, fight them on the vertical, spit climbin rate > zeke by far. Use that to your advantage.
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Speed is the Zeke's enemy.
High speed manuevers will close the gap for ya Yarbles. The A6 just can't handle the high speed. Fabric airlons and all.
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in a turn fight the hurri and zero both fly rings around a spit 16 at slow speed.
If you want a fighting chance go with a spit 5 or spit 1. ;)
The 16 is all about quick, agile reflexes, if you get caught in a slow drawn out turn fight your going to lose.
If you want to have a sparring session in the DA, you can take your 16 i'll fly any lower numbered spit (excluding the 14) and take you apart. :D
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in a turn fight the hurri and zero both fly rings around a spit 16 at slow speed.
If you want a fighting chance go with a spit 5 or spit 1. ;)
The 16 is all about quick, agile reflexes, if you get caught in a slow drawn out turn fight your going to lose.
If you want to have a sparring session in the DA, you can take your 16 i'll fly any lower numbered spit (excluding the 14) and take you apart. :D
:lol :lol
I am sure you would
Thanks but Id rather you took a zeek and showed me how to take you apart. :D
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Don't turn vs them too much, fight them on the vertical, spit climbin rate > zeke by far. Use that to your advantage.
I tried that but he always seemed to be pointing in my direction though lower. Maybe I should have got more alt but best I seemed to come up with was a ho.
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Speed is the Zeke's enemy.
High speed manuevers will close the gap for ya Yarbles. The A6 just can't handle the high speed. Fabric airlons and all.
I could always get seperation but when I got back to him he was ready for me.
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only way you'd get a shot is if i let you shoot half the elevator off or the flaps out!
There are a couple of options to kill them in a 16, fake a turn, (let him do a hard energy bleeding turn thinking its on) try and get him roped by disguising your superior speed (you have to be very careful of the E state as the zeke can come up along way vertically) get an easy shot on the way back down.
The other is if both planes are fast and the zero pilot isnt very good at slowing down. You could get a snapshot or two if you set it up well but if he knows what he is doing your going to be forced to extend if you do not make those shots.
Unfortunately the spit16 isn't invulnerable as everyone makes out and slow speed turn fights are its downfall.
I'll be online this evening, catch me on vent or in game and ill give you half hour. (£100 after tax)
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OK,these are my thoughts on fighting an a6m, yarbles.
On the merge go into a gentle climb, i.e. pull little more than 2 G's. Chances are he'll go into a tight turn and bleed off a lot of E. Watch his turn and during your climb, and turn gently away from his aircraft accordingly. This will force him to turn even further bleeding off more E. From here you can do a couple of things.
1) You can go vertical and attempt to rope the enemy if you believe you have acquired enough speed and height over the con.
2) maintain your spiral climb which will eventually put you above the a6m allowing you to control the fight.
3) Extend to a distance you feel comfortable with and reverse back into the con and repeat what i've written in the 1st paragraph. Remember, when reversing back into the con, be gentle. For instance, you could extend to 2k and perform gentle nose low turn to maintain speed for the merge so you you can zoom higher in the climb.
4) Run away- Not something i would choose to do myself, but it is an option so you can reengage later in a superior position.
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only way you'd get a shot is if i let you shoot half the elevator off or the flaps out!
There are a couple of options to kill them in a 16, fake a turn, (let him do a hard energy bleeding turn thinking its on) try and get him roped by disguising your superior speed (you have to be very careful of the E state as the zeke can come up along way vertically) get an easy shot on the way back down.
The other is if both planes are fast and the zero pilot isnt very good at slowing down. You could get a snapshot or two if you set it up well but if he knows what he is doing your going to be forced to extend if you do not make those shots.
Unfortunately the spit16 isn't invulnerable as everyone makes out and slow speed turn fights are its downfall.
I'll be online this evening, catch me on vent or in game and ill give you half hour. (£100 after tax)
I will certainly look you up on this and the check will of course be in the post. Thanks for your continued support and I am looking forward to your return to knights. I am surprised I never run into you in the MA or gwurzel or any of the rest of your squad.
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I could always get seperation but when I got back to him he was ready for me.
Ja, you want to stay just slow enough to keep him interested, increasing your own airspeed until he begins to lock up, then pour on the gas, reverse on him, and aquire an angle, either from the verticle, or yo-yo type energy conserving turns. I have no experience in the Spit sir, but high speed manuevers seem to be the norm, for defeating Zekes. Get a good Zero pilot to spend some time with ya. Probably have it down in no time.
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OK,these are my thoughts on fighting an a6m, yarbles.
On the merge go into a gentle climb, i.e. pull little more than 2 G's. Chances are he'll go into a tight turn and bleed off a lot of E. Watch his turn and during your climb, and turn gently away from his aircraft accordingly. This will force him to turn even further bleeding off more E. From here you can do a couple of things.
1) You can go vertical and attempt to rope the enemy if you believe you have acquired enough speed and height over the con.
2) maintain your spiral climb which will eventually put you above the a6m allowing you to control the fight.
3) Extend to a distance you feel comfortable with and reverse back into the con and repeat what i've written in the 1st paragraph. Remember, when reversing back into the con, be gentle. For instance, you could extend to 2k and perform gentle nose low turn to maintain speed for the merge so you you can zoom higher in the climb.
4) Run away- Not something i would choose to do myself, but it is an option so you can reengage later in a superior position.
Thanks for that I will give it a try but I think I am getting the message that Zeek is a tough little b@gger to kill and there are no easy answers. It soulds like set up a snap shot climb and have another go is the only chance. Sound like you dont get much time on his six and you need to be a good shot when you get the chance.
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The Zero is about the only fighter I would ever advocate this:
Don't go out of your way to set it up, but if he insists on turning into you to force a HO than by all means take it. The guns are awful, (A6M5 is somewhat better with the 2x.50cal in the nose, but the ballistics and hitting power still don't come close the Spixteen's Brownings and Hispanos., and the 20mm are among the worst in the game) and Zekes fall apart if you so much as sneeze on them. Unless his aim is REALLY good, or he's just damn lucky, you'll get the best out of any HO situation.
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The Zero is about the only fighter I would ever advocate this:
Don't go out of your way to set it up, but if he insists on turning into you to force a HO than by all means take it. The guns are awful, (A6M5 is somewhat better with the 2x.50cal in the nose, but the ballistics and hitting power still don't come close the Spixteen's Brownings and Hispanos., and the 20mm are among the worst in the game) and Zekes fall apart if you so much as sneeze on them. Unless his aim is REALLY good, or he's just damn lucky, you'll get the best out of any HO situation.
:rofl
There is always that too! :aok
Seriously though, Sax is dead on. Only a real new Zero pilot will give you that shot though, as any experienced one knows the wekness of going head to head in it.
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I will certainly look you up on this and the check will of course be in the post. Thanks for your continued support and I am looking forward to your return to knights. I am surprised I never run into you in the MA or gwurzel or any of the rest of your squad.
We don't usually target Knights when on Rook because the Bish usually have the most numbers. Some rooks shy away to pick on the poor nits from both sides but we go where the red is.
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Stay fast, get above them, use roll to defeat their turn speed. Dive away if you get in trouble.
all works, except for the dive away i think? i've had zekes stay right with me to well over 400. i've stayed with enemies to almost that, but i normally pull off as i suspect they're dragging me low for their friends......
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The Zero is about the only fighter I would ever advocate this:
Don't go out of your way to set it up, but if he insists on turning into you to force a HO than by all means take it. The guns are awful, (A6M5 is somewhat better with the 2x.50cal in the nose, but the ballistics and hitting power still don't come close the Spixteen's Brownings and Hispanos., and the 20mm are among the worst in the game) and Zekes fall apart if you so much as sneeze on them. Unless his aim is REALLY good, or he's just damn lucky, you'll get the best out of any HO situation.
So there is an easy answer :aok I don t get much HO practice now ive decided to be a student of proper acm but here is a chance for a bit of nostalgia.
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It isnt so much about defeating the zeke that is harming you, but rather you not using the uber Spit16 to its best ability (or any plane) and not allowing the zeke to dictate the battle to you. I am no expert or top notch pilot, but one of the first things any pilot should do when facing an enemy is take a snapshot of the planes and they both (or more) can and cant do well. That is a bigger part of the battle than some will admit to, some guys even vouch for a %90-pilot/%10-plane which is BIGTIME BS. If that were true, we'd see far more SpitI/V, P40B/E, 109E/F, HurricaneI, and any other lesser used less-than-stellar aircraft in the game.
IMO... dont even try to go slow and low and turn with the A6Mx, not in anything. The A6Mx is king of the slowlowturn game. Even in a SpitI/V or Hurricane I/IIc or even another zeke, I will do my best to keep the battle going at angles and verticle. The zeke's best attribute is turning, it doesnt climb, extend, roll, or dive all that well. Remember that.
Oh... and I will also vouch for taking the HO if the zeke pilot challenges you to a game of chicken. ;)
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I totally dominated two Zeke 5's (one at a time but on the same sortie) last week in a Spit XVI.
Keep your speed up. Use the vertical. Reverse at between 1-1.5K and keep the prssure on. Diving slashing attacks will keep them chasing thier tails on the deck and you'll totally control the fight. Then it's just a matter of time until you get the shot that finishes them off.
As to what saxman said, yes, the HO is an option in this fight. I took out the second one on, not a HO, but a near HO deflection shot. Another advantage to the vertical fight is that if the Zeke goes nose high to meet you, he's losing speed and stability (read wobbly nose) while you're gaining speed and stability for the shot.
An interesting side note is that both Zekes fought very differently. The first kept giving me his tail and break-turning as I closed for the shot. The second kept turning into me trying to get nose to nose. In the end, both were easily dealt with.
Oh... one last thing. If you both have alt and you get in trouble just dive away. Zekes can't handle speed.
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all works, except for the dive away i think? i've had zekes stay right with me to well over 400. i've stayed with enemies to almost that, but i normally pull off as i suspect they're dragging me low for their friends......
A Zeke can do 400 mph in a dive. The problem is that once they are at that speed they can't pull out well or roll at all. In fact, in a high speed dive in the A6M2 the plane acually yaws to one side and you have to use ailerons and rudder to correct it to keep it flying straight.
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I totally dominated two Zeke 5's (one at a time but on the same sortie) last week in a Spit XVI.
Keep your speed up. Use the vertical. Reverse at between 1-1.5K and keep the prssure on. Diving slashing attacks will keep them chasing thier tails on the deck and you'll totally control the fight. Then it's just a matter of time until you get the shot that finishes them off.
As to what saxman said, yes, the HO is an option in this fight. I took out the second one on, not a HO, but a near HO deflection shot. Another advantage to the vertical fight is that if the Zeke goes nose high to meet you, he's losing speed and stability (read wobbly nose) while you're gaining speed and stability for the shot.
An interesting side note is that both Zekes fought very differently. The first kept giving me his tail and break-turning as I closed for the shot. The second kept turning into me trying to get nose to nose. In the end, both were easily dealt with.
Oh... one last thing. If you both have alt and you get in trouble just dive away. Zekes can't handle speed.
Thanks this makes it all sound allot easier. I guess you kept a strong E advantage throughout and the reverse at 1.5 I will definatley try.
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A Zeke can do 400 mph in a dive.
Isn't the skin on the wings supposed to start wrinkling around ~350?
I think our Zekes, especially the A6M2, are very difficult to handle at speeds over 350, where they should be IMPOSSIBLE to handle.
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A Zeke can do 400 mph in a dive. The problem is that once they are at that speed they can't pull out well or roll at all. In fact, in a high speed dive in the A6M2 the plane acually yaws to one side and you have to use ailerons and rudder to correct it to keep it flying straight.
now on that....when i had a zeke stay with me, i think i was in a hurri2......and he matched whatever moves i did.
when i was in the zeke at that speed, i did notice the poor control response, but like i said i tend to not follow a con too far down as i've been jumped that way. suddenly, a 1-1 becomes a 3-1.
the yaw in the dive.....i've noticed that on most single engine models at speed. i correct with rudder, as that re-centers my turn and slip indicator.
<<S>>
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2) maintain your spiral climb which will eventually put you above the a6m allowing you to control the fight.
Great "how to" right here. If you get impatient and wind up on a level plane with him with not much distance between the two of you, that's bad mojo.
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One last thing Yarbles; the beauty of the Spit XVI is that it's got some sort of advantage against every other plane in the plane-set. Against the faster planes you can play the tnb game and against the dedicated tnbers you can play the energy game.
The differences get a little more subtle among that large group of mid-tier fighters but if you know their strengths and weaknesses, the XVI still has useable advantages.
It's why those who face off against it seem to hate the XVI and why those who fly it love it.
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One last thing Yarbles; the beauty of the Spit XVI is that it's got some sort of advantage against every other plane in the plane-set. Against the faster planes you can play the tnb game and against the dedicated tnbers you can play the energy game.
The differences get a little more subtle among that large group of mid-tier fighters but if you know their strengths and weaknesses, the XVI still has useable advantages.
It's why those who face off against it seem to hate the XVI and why those who fly it love it.
Agreed about the last part and thanks generally. Fortunately people hate the 16 and wont fly it as if everyone flew it it would be perked I suppose. I loathe the la7 as I think it has too many advantages with that level of speed and man overability. Its biggest weakness's I believe it had weaknesses in the shape of unreliability, inconsistency in manufacturing and a tendency to fall apart not modelled in the game but that's just what I think.
Anyway I am ready for a re match now.
I plan to build height and E generally initially.
Making slashing style attacks including head ons.
maintain e and altitude advantages diving in and pulling out
and re engage at separation 1500 when and where i have a vertical advantage.
If the Zeke dives after me and we get to over 375 I will attempt to re engage quickly while he is without control should the opportunity arise.
What do you or anyone think. Have I got it?
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Isn't the skin on the wings supposed to start wrinkling around ~350?
I think our Zekes, especially the A6M2, are very difficult to handle at speeds over 350, where they should be IMPOSSIBLE to handle.
Apparently that was overstated. Zero pilots were not afraid to dive to higher speeds than 350, and one of the big changes to the A6M5 series was 600lbs more aluminium in the skin.
The heavy controls really were an issue though.
And yes, our A6M2 dives to speeds that are too high, but it wasn't quite as bad as you were saying.
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Rgr Karnak.
All our planes in AHII seem to handle speed better than I would have expected, in terms of control authority and structure. I've read that even the P-51D was a "two hander" on the stick over 400mph
I can't vouch for what is the most accurate of course, not owning a fleet of warbirds and all. From a gaming exploit, I can tell you that good/poor handling at ~300mph IAS would constitute an advantage/disadvantage, in our sims, since our aircraft can conceivably reach those speeds in level flight or very slight dives. Most all of our aircraft seem to handle well up to 400mph IAS at least, which makes the controllability thing less of an issue. You are so limited by blackouts at that speed anyway that it often hardly matters. As I see it, because of this good handling in dives isn't much of an advantage in AHII, except for running away, or in the rare case where the bandit is inexperienced enough with his plane to try and follow and augers.
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Assuming you won't have much of an E advantage to work with you must fully exploit the only marked advantages you have, roll-rate and climb-rate. This means vertical scissors are your best bet. The zeke can out-turn you but your roll-rate will allow you to actually change you angle of attack more quickly. So, get into a vertical scissors with him and don't be shy about taking any forward quarter snap-shot that presents itself.
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Yarbles, as long as you don't get into a sustained turn contest with them, the spit 16 holds all the cards: its faster, its tougher, it climbs better, it accelerates better, it dives better, has better guns, rolls better.
So your question is not so much 'how do i beat zeeks in a spit 16?', but more 'how do i beat an aircraft which has a superior sustained turn rate?' The answer (and the anwser in nearly all cases) is simply to use your aircrafts strengths against your opponents weaknesses.
How do you use your:
- speed? make them chase ya a bit. This will build you an energy margin to use against them.
- toughness? HO em, dive to insane speeds etc.
- climb and acceleration? force the fight into a series of constant slow down and accelerate/climb phases, which will maxmise your acceleration advantage and build an E margin for you to use against them.
- dive? make the bastige chase ya down into a mad dive. He'll either fall to peices trying, auger, or simply loose E cause they can't get the speed you can out of it or loose control and take too long to pull out.
- better guns? HO em.
- Roll rate - scissor fights.
Lots of options :)
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Yarbles, as long as you don't get into a sustained turn contest with them, the spit 16 holds all the cards: its faster, its tougher, it climbs better, it accelerates better, it dives better, has better guns, rolls better.
So your question is not so much 'how do i beat zeeks in a spit 16?', but more 'how do i beat an aircraft which has a superior sustained turn rate?' The answer (and the anwser in nearly all cases) is simply to use your aircrafts strengths against your opponents weaknesses.
How do you use your:
- speed? make them chase ya a bit. This will build you an energy margin to use against them.
- toughness? HO em, dive to insane speeds etc.
- climb and acceleration? force the fight into a series of constant slow down and accelerate/climb phases, which will maxmise your acceleration advantage and build an E margin for you to use against them.
- dive? make the bastige chase ya down into a mad dive. He'll either fall to peices trying, auger, or simply loose E cause they can't get the speed you can out of it or loose control and take too long to pull out.
- better guns? HO em.
- Roll rate - scissor fights.
Lots of options :)
Next time we meet lets practice some of this :aok :salute
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I spend way to much time in zekes and what I find is most times people who BnZ or extend don't go far enough out. If you dropping on me from alt I can usually easily dodge and and match your path and build speed. Then I (usually) see the turn up at about 1.5 out. A zeke can be controled right up to 400, it may not want to turn at all but if your merely extending away, it doesn't matter. As I've now matched course and am building speed, the second you maneuver in any direction, I'm gaining on you again. As I'm following, my turn to match isn't as steep and, again, I'm gaining. I usually win these at the top of the pull out where my speed has been gained back and misjudged and I just crawl right up someone's butt. A zeke isn't as poor a climber as it's made out to be and if it is in a low fuel state, it climbs well. NEVER EVER HO in a zeke, It's suicidal. Don't turn fight against one. That said, any zeke pilot that has half a functioning brain cell knows what's going on and works to negate the tactics used against it.
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One thing that I employ when in a BnZ mode vs superior breaking and turning planes is to fake an attack forcing a break, pull high yo-yo and come around on em. Couple things happen here, they may lose you (your supposed to be here but your not hmm), they are depleting their E with the break, they will not be as quick on the subsequent break once they find you and your E is still superior. Your following attack should be quick and hate filled =), shoot to kill. :devil
I find that with someone that flys great D, it can become a stalemate. So I choose to change my tactics and this is one of my favorites. After a couple breaks, they are getting in a rythem and a feined attack may keep them in that rythem for an easy kill.
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One thing that I employ when in a BnZ mode vs superior breaking and turning planes is to fake an attack forcing a break, pull high yo-yo and come around on em. Couple things happen here, they may lose you (your supposed to be here but your not hmm), they are depleting their E with the break, they will not be as quick on the subsequent break once they find you and your E is still superior. Your following attack should be quick and hate filled =), shoot to kill. :devil
I find that with someone that flys great D, it can become a stalemate. So I choose to change my tactics and this is one of my favorites. After a couple breaks, they are getting in a rythem and a feined attack may keep them in that rythem for an easy kill.
hhmm.....i thinkn i did pretty well agianst ya a couple months ago :D
i was the zeke over one of the coastal bases that equalized alts........ :D
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I didn't read all the posts and I'm sure there are some good ones but here's my answer to the question.
Don't turn with them B&Z them or extend away in any direction to get separation and try again.
OR, you could just fight fire with fire.
The FM2 and hurri do well against them too..... maybe even a spit 5
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I didn't read all the posts and I'm sure there are some good ones but here's my answer to the question.
Don't turn with them B&Z them or extend away in any direction to get separation and try again.
OR, you could just fight fire with fire.
The FM2 and hurri do well against them too..... maybe even a spit 5
i haven't fought an fm2 while in a zeke, but i have fought hurris.......hurricanes, unless they get a good front angle shot at me, or ho me, or stay fast, will go down in flames. hurris from my experience will not turn with a zeke.
i had a guy in a f4f was able to keep me from gaining any advantages on him, but he was also keeping his nose down......
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i haven't fought an fm2 while in a zeke, but i have fought hurris.......hurricanes, unless they get a good front angle shot at me, or ho me, or stay fast, will go down in flames. hurris from my experience will not turn with a zeke.
i had a guy in a f4f was able to keep me from gaining any advantages on him, but he was also keeping his nose down......
An FM2/Hurri can easily stay with a Zeke ... until the Zeke gets down to a speed where it can deploy flaps ... once that happens, they might be able to hang in for a couple of turns and hopefully get the angle and a shot ... after that point ... the Zeke will own both of them.
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An FM2/Hurri can easily stay with a Zeke ... until the Zeke gets down to a speed where it can deploy flaps ... once that happens, they might be able to hang in for a couple of turns and hopefully get the angle and a shot ... after that point ... the Zeke will own both of them.
really? i don't thinki've ever used flaps in a fight against a hurri.........and if i'm not upping for base defense, i keep my drop tank there till it feels like i'm being outturned by whatever i'm fighting.
not tryin to question ya, as i know you've been here a lot longer than me.......just curious.....
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really? i don't thinki've ever used flaps in a fight against a hurri.........and if i'm not upping for base defense, i keep my drop tank there till it feels like i'm being outturned by whatever i'm fighting.
And this is exactly why I'm able to kill zero after zero while flying a Hurricane I. Most Zero pilots are so overconfident (I can outturn everything with ease) that they stop really trying. They think they just have to pull on stick a bit to clear the situation... they are getting lazy... and dead.
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i just hold matches to them.
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i just hold matches to them.
:rofl :rofl :rofl :rofl
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And this is exactly why I'm able to kill zero after zero while flying a Hurricane I. Most Zero pilots are so overconfident (I can outturn everything with ease) that they stop really trying. They think they just have to pull on stick a bit to clear the situation... they are getting lazy... and dead.
well, i don't really view myself as overconfident. i go into every fight assuming i've got someone like you in the other plane. this way, i don't do the over confidence thing.
i don't just pull either. i'm not a god shot, so once i aquire a planes six, i simply follow him through his maneuvers till he gives me a good shot. i don't fire in a zeke unless i'm fairly sure that i'm gonna hit him.
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well, i don't really view myself as overconfident. i go into every fight assuming i've got someone like you in the other plane. this way, i don't do the over confidence thing.
I was definitely wording it wrong. I should have said most "Zero pilots are overconfident in the turning ability of their plane".
They often don't expect to having actually ride the edge of their turning performance vs any adversary in the MA.
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really? i don't thinki've ever used flaps in a fight against a hurri.........and if i'm not upping for base defense, i keep my drop tank there till it feels like i'm being outturned by whatever i'm fighting.
not tryin to question ya, as i know you've been here a lot longer than me.......just curious.....
Well ... when I encounter a Zeke, I am popping flaps as soon as possible knowing that that is the only way that I can at least "hang in there" or get an angle aspect to get a snapshot as soon as possible to hopefully take off some control surfaces.
Like Lusche pointed out ... if the Zeke pilot is lazy and figures that I will not be able to follow and fails to dump flaps, they will see me easily come around on them and probably wonder ... WTF !!!
Fought VALDALS a couple of weeks ago with him in a Zeke and me in an FM2 ... when it was all said and done, I was accused of cheating (no surprise there) and that ... "there is no way an FM2 can turn that quick" ... what he didn't realize was that I chopped throttle, popped flaps, and was able to turn inside him easily while he probably thought that he was "safe" just "pulling" without using flaps.
It doesn't take me long to tell whether a Zeke pilot knows what he is doing or not ... it's at that point I say ... "oh chit, I am in deep poo now" ... :O
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Well ... when I encounter a Zeke, I am popping flaps as soon as possible knowing that that is the only way that I can at least "hang in there" or get an angle aspect to get a snapshot as soon as possible to hopefully take off some control surfaces.
Like Lusche pointed out ... if the Zeke pilot is lazy and figures that I will not be able to follow and fails to dump flaps, they will see me easily come around on them and probably wonder ... WTF !!!
Fought VALDALS a couple of weeks ago with him in a Zeke and me in an FM2 ... when it was all said and done, I was accused of cheating (no surprise there) and that ... "there is no way an FM2 can turn that quick" ... what he didn't realize was that I chopped throttle, popped flaps, and was able to turn inside him easily while he probably thought that he was "safe" just "pulling" without using flaps.
It doesn't take me long to tell whether a Zeke pilot knows what he is doing or not ... it's at that point I say ... "oh chit, I am in deep poo now" ... :O
:rofl :rofl
i read ""Fought VALDALS a couple of weeks ago with him in a Zeke and me in an FM2 "", and the first thing i thought was he got accused fo cheating...then read the rest of the sentence...... :rofl :rofl
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Fought VALDALS a couple of weeks ago with him in a Zeke and me in an FM2 ... when it was all said and done, I was accused of cheating (no surprise there) and that ... "there is no way an FM2 can turn that quick" ... what he didn't realize was that I chopped throttle, popped flaps, and was able to turn inside him easily while he probably thought that he was "safe" just "pulling" without using flaps.
Had a the same encounter with him. He broke into a hard right breaking dive turn on the merge, I went into a High Yo-Yo and came down inside of his turn and removed the tail from his Zeke. He couldn't fathom the concept of cutting inside of the targets turn, which usually allows the attacker to defeat the better turn radius of the target.
ack-ack
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Just to clear things up the armament of the A6M5b does not have any .50's in it. The cowlings are comprised of a 7.7mm(left) and a 13.2mm(right) and in my own experience neither shoot nearly as well as American .50's and the wings are 20mm's which are rather effective at 350yrds and in.
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Had a the same encounter with him. He broke into a hard right breaking dive turn on the merge, I went into a High Yo-Yo and came down inside of his turn and removed the tail from his Zeke. He couldn't fathom the concept of cutting inside of the targets turn, which usually allows the attacker to defeat the better turn radius of the target.
ack-ack
i'm wondering why he chose to dive in his turn? that'd give him more speed...whch he doesn't necessarily want in a zeke?
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Just to clear things up the armament of the A6M5b does not have any .50's in it. The cowlings are comprised of a 7.7mm(left) and a 13.2mm(right) and in my own experience neither shoot nearly as well as American .50's and the wings are 20mm's which are rather effective at 350yrds and in.
when i fly either zeke, i rarely ever fire outside 200 yards. sometimes 300. once my cannons are empty, i try to keep within 200 or less, and have actually managed to down up to 3 aircraft with those puny little guns.
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i'm wondering why he chose to dive in his turn? that'd give him more speed...whch he doesn't necessarily want in a zeke?
Come on ... u know the answer to that question.
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Come on ... u know the answer to that question.
uumm....he was running to ack?
hey..that's pretty funny....he was running TO ack top protect him FROM ack :rofl :rofl :rofl
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when i fly either zeke, i rarely ever fire outside 200 yards. sometimes 300. once my cannons are empty, i try to keep within 200 or less, and have actually managed to down up to 3 aircraft with those puny little guns.
I have my convergence at 200 for cannon and 400 for cowling, works nicely IMO.
So long as you have ammo in the 13.2mm and the 7.7mm(yes they run out at different times) you can take out a plane with about 300 rounds in my own experience, so long as you keep the aim on something like the wing root.
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uumm....he was running to ack?
hey..that's pretty funny....he was running TO ack top protect him FROM ack :rofl :rofl :rofl
You know the saying... "Fight fire with fire!" :P