Aces High Bulletin Board
Help and Support Forums => Help and Training => Topic started by: NEARY on July 17, 2008, 04:43:22 PM
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#1 : what is an rv-8
#2 : what is a good dive bomber and how do i dive bomb
#3 : which fighter (not 110 or n1k) has the best firepower and good turning.
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#1 : what is an rv-8
Short answer: The type of aircraft HiTech personally owns.
#2 : what is a good dive bomber and how do i dive bomb
Well, the best dive bombers, IMO, aren't actually dive bombers. They're fighters with bombs attached to them. If you wanted a pure dive bomber for scoring purposes, the Ju87 is built just for that, but good luck getting to the target (much less back) alive in it.
If you're just looking to deliver ordinance on a target, the F4U1-D Corsair is a good choice. It has generous ordinance options, is very hard to compress (go so fast you no longer have control over your plane and you hit the ground), and its landing gear can be lowered at very high speeds without ripping them off (which again helps with compression issues).
As for how to dive bomb, check out this link to the trainer's website: http://trainers.hitechcreations.com/divebomb/divebomb.htm (http://trainers.hitechcreations.com/divebomb/divebomb.htm)
#3 : which fighter (not 110 or n1k) has the best firepower and good turning.
If you're looking for a plane that combines good firepower with turning, you can't really beat the Spits. The Spit V - IX are what I would recommend. The XVI isn't so great at turning, comparatively.
The Spits have 20mm hispanos, which have some of the best ballistics in the game (making them relatively easy to hit your target with), and they are all more than capable turners.
Hope this helps,
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#1 : what is an rv-8
#2 : what is a good dive bomber and how do i dive bomb
#3 : which fighter (not 110 or n1k) has the best firepower and good turning.
rv-8 is a plane hitech owns.
If i had to pick a dedicated dive bomber, it would be the SBD. This plane is tough and maneuverable. I would suggest, however, that you try a fighter attack plane to dive bomb in, maybe a p47, of f4u. Both of these planes hold tons of ordinance and dive well.
Dive bombing becomes easier with practice. To get you started, dive down at a 45-60 degree angle. Be sure to chop throttle to zero to prevent compression. Use the very bottom of your site, and aim just above your target. At about 1000 - 2000 feet drop your bombs. Obviously the lower you drop, the more accurate you are, but you are also more vulnerable to ack and GV fire.
Fighter are not about pure turn or pure firepower, in fact you rarely get both. IMO a good sturdy fighter to start with would be the spit IX. It is a relatively balanced package and has forgiving stall characteristics.
A good next step would be the 109-f4. This is a great plane, but is slightly more difficult to fly. With this plane you will need to battle torque issues, but it has better firepower (IIRC) and excellent turn rate.
To answer the best firepower in a fighter:
-190a8--This this has tons of heavy ammunition and shreds bombers like paper.
To answer the best turning fighter:
-a6m2 IIRC--Turns like crazy, not the best gun package (but still lethal). Its a fragile plane, and burst into flames if someone whispers the word first around it.
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"The Spit V - IX are what I would recommend.
they are all more than capable turners."
but can they compete with an a6m in a turning contest? :confused:
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"The Spit V - IX are what I would recommend.
they are all more than capable turners."
but can they compete with an a6m in a turning contest? :confused:
The Spit V at least comes close.
It sounds like you got beat by someone in a better turning aircraft and now want to make sure that doesn't happen to you again. In the end, it doesn't matter if you're in the best turning aircraft or not, you will still get beat. Every plane has advantages and disadvantages in areas like turn rate, turn radius, climb rate, zoom climb, roll rate, acceleration, etc., etc., etc. As long as someone flys to their planes advantages and forces you to fly to your planes disadvantages they will beat you.
I'd suggest you fly a Spit VIII or Spit IX and learn to fly it. They are both very good planes, near the top of most performance criteria but not the best in any. What they do offer you is an exploitable advantage against any plane you come up against. It will be up to you to learn what those advantages are and how best to use them.
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but can they compete with an a6m in a turning contest? :confused:
Nope, but you shouldn't be turn fighting an A6M unless your in a D3A, A6M, or HurrI and sometimes a HurrC can get away with it depending on the pilots.
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but can they compete with an a6m in a turning contest? :confused:
My question to you is this: when are you planning on setting up a "turning contest"?
The engagements you find in the arenas are fights, not pre-established contests where everyone starts within the same flight envelope. Use what your plane does best, or the advantages you enter the engagement with, to win the fight. There is a lot more to ACM than seeing who can turn the tightest 2D flat turns.
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You should probably get with a trainer or an expereinced dive bomber.
And be patient. Your not going to become a great dive bomber over-night. Im only starting to get to the point where I want to be and even that after months of practice.
My personal style on hard targets, or ships, is to invert and come down almost straight down. Most however like to use an angle approach.
I know one thing however that sight with the lines on it to line up rockets helps a lot with lining up targets for a dive bomb. The name of the sight is A8N6_Rocket and its included in one of the free sight packages.
In my opinion the Yank versatile Jabos are the best dive bombers. In order I'd probably rate them Hellcat, Corsair, P-47, P-38, P-51. They are all very good dive bombers and are the only plane set I use for the job.
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My question to you is this: when are you planning on setting up a "turning contest"?
The engagements you find in the arenas are fights, not pre-established contests where everyone starts within the same flight envelope. Use what your plane does best, or the advantages you enter the engagement with, to win the fight. There is a lot more to ACM than seeing who can turn the tightest 2D flat turns.
after i go head on that is when turning contest start
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after i go head on that is when turning contest start
Well, there's your problem! First off you should be thinking and maneuvering for your first turn BEFORE you merge, and you should try to avoid the head ons as much as possible. If when your two planes merge nose to nose, you both have to come around 180 degrees to get guns on again. If you should maneuver around and come in more from the side of the enemy you have already turned the first 90 degrees, and added more degrees on the enemies turn to get around on you.
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There is no "one answer fits all" when it comes to AH and planes.
In fact the opposite is true, there are many many variables, so many that to truly master AH takes years.
Yes, generally speaking the A6m will out turn a spitfire. That does not mean the spitfire can't wink, or that you shouldn't fly a spitfire. You just have to change your tactics.
Pick one plane that "feels" comfortable, and learn what it takes to stay alive in it.
Then what it takes to kill in it. Truly learn to understand all that it can and can not do. Master it.
Then pick a new plane, or a varient and do it again. If you have problems, or a bad day, go back to the basics and the plane you know.
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Best dive bombers are the P-47 (mid & late war models) which can deliver 2 - 1000# bombs, 1 - 500# bombs and 10 - rockets to the target. The Jug was built for hi speed diving and is a very tough bird.
Best turner with fire power is the Hawker Hurricane IIC. It carries 4 Hispano MarkIV cannons which deliver 368 rnds of 20 mm. If your intention is to truly go for the head on, guns blazing merge, this is your plane. Be forewarned that any experienced player will figure what your intentions are well before you squeeze the trigger, and quickly be angling for a shot on you.
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after i go head on that is when turning contest start
I'm no Aces High Guru, but I'll say this to you and all new "recruits"... ;)
A head-on (passing opponent nose to nose) is about the worst maneuver that you can do and especially so on the merge (except maybe if u hunting bombers and even then only if necessary).
In a head on theres a 50% chance that you will be hit. Assuming you are new and your aims not so great (Im no longer "new" but my aim still sux) and the enemy's got average aim, that means you're gonna get shot 75% of the time. Doesn't matter whether you shot the enemy down or not...if you die = you lose. Remember the aim is to kill the bad guy and live through it.
Additionally, 90% of the time, the enemy is smarter and doesn't accept the head on. He maneuvers away and is setting up for his next move, while you are blindly following, hoping to get a shot.
Aces high combat needs equal amounts of thinking and shooting. This isn't Quake where u can go in everywhere guns blazing. Don't worry about getting a kill, worry about getting killed. In time you will find you end up getting shot opportunities and kills. The trick is to live long enough to get them.
I know I haven't given any tactical advice, but the first step is to shift focus from 'killing" to "living".
My 0.02$ :aok
Cya in the virtual skies :salute
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#1 : what is an rv-8
#2 : what is a good dive bomber and how do i dive bomb
#3 : which fighter (not 110 or n1k) has the best firepower and good turning.
I'll answer #3: Best airplane that can take down towns, have a load of ordanace, and can kill just about anything IMO is the Mossie. It can turn some ( if you use 50% it works great), and it has superior gun power. It can take out 4 GV's with bombs.
Oh and for #2, Mossie again!
<S>
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Best airplane that can take down towns, have a load of ordanace, and can kill just about anything IMO is the Mossie. It can turn some ( if you use 50% it works great), and it has superior gun power.
Not exactly on this threads topic, but kind of comment on this quote is this little chart I once did:
(http://img147.imageshack.us/img147/5689/clipboard01te6.jpg)
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acually, if you think about it, all together it could carry about 2000lbs of ords, just what you use. but it still has a chainsaw for guns and you cain't realy miss with them.
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The chart shows total destructive power = rombs, rockets and guns added up.
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#1 : what is an rv-8
an RV-8 is a kit plane. i think it is aerobatic too, but not sure. it is a very popular one in RL thjough. it's made by VANS. you can find them on the internet.
#2 : what is a good dive bomber and how do i dive bomb
i suck at divebombing. i've never hit anything cept the ground in a tbm, or a stuka. i have divebombed in the ju88 though, and hit a few gv's
#3 : which fighter (not 110 or n1k) has the best firepower and good turning.
good turning and firepower? i hear the f4u is a good one. i've never flown it though. i like the hurri2c a lot, but you can form bad habbits very quickly in it as it's very very easy to fight in. 4 20mm hispano cannos though. spit5, spit9 i like too.
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"The Spit V - IX are what I would recommend.
they are all more than capable turners."
but can they compete with an a6m in a turning contest? :confused:
no. not unless you keep the fight fast. you'd have to disengage when it got slow, and re-engage. the only things that readily turn with zekes are other zekes.....as far as i know......
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Nope, but you shouldn't be turn fighting an A6M unless your in a D3A, A6M, or HurrI and sometimes a HurrC can get away with it depending on the pilots.
i think even the better pilots in a hurri2, will be extending away if they can in less than 6 or 8 turns against a zeke?
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The chart shows total destructive power = rombs, rockets and guns added up.
Well still, I've been flying it latley and from what I see, hit someone with those guns for a split second, you can tear off a wing like nothing. Realy, you hit them with 5 cannon bullets, plus the MG's, wings are gone or they blow up.
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i think even the better pilots in a hurri2, will be extending away if they can in less than 6 or 8 turns against a zeke?
in my expereince i love fighting a huri 1 against a zeke you can surprise the enemy with it as it turns eceletnly with the a6mb5 i dont know about the a6m2 .
as was said before though any plane can have advantages over another in the huri1 you may out turn the zeke but he can out vertical you outclimbing you and gaining e. the zero pilot can literaly bnz you to death if hes smart. and if you hapen to get on his tail he can just push hard nose over negative g and your engine cuts out and he can escape or reverse.
all about the pilots man.
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The chart shows total destructive power = rombs, rockets and guns added up.
P-38L with 6510.7 destructive power appears to be missing ;)
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I recommend that you pick a plane that you like. Doesnt matter why you like it but you should pick one plane as the plane you fly the most. One that becomes a ride you can get in and you are familiar with everything.
I think it is important in the very beggining of playing AH2 to train in one plane. I think the spits as recommended are very good choices. The most important part is learning to look around in your canopy and not loose sight of the enemy and secondly learn to fly the plane without looking strait or at the instruments. To "learn" this in the beggining you need to fly one plane constantly.
It takes some time to understand how the enemy is turning...comeing at you ...going away and the angle of nose or tail he is when coming at you.
By flying the same plane you will learn faster how to "read" the enemy coming at you.
Most begginers get killed easily because the dont understand how the other plane is maneuvering.
Good luck
ps - if you like 109's try the f4 or G2 models. F4 is slower with better turn. G2 is faster with a little less turn than the f4 mode. But they are both very close.
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I recommend that you pick a plane that you like. Doesnt matter why you like it but you should pick one plane as the plane you fly the most. One that becomes a ride you can get in and you are familiar with everything.
I think it is important in the very beggining of playing AH2 to train in one plane. I think the spits as recommended are very good choices. The most important part is learning to look around in your canopy and not loose sight of the enemy and secondly learn to fly the plane without looking strait or at the instruments. To "learn" this in the beggining you need to fly one plane constantly.
It takes some time to understand how the enemy is turning...comeing at you ...going away and the angle of nose or tail he is when coming at you.
By flying the same plane you will learn faster how to "read" the enemy coming at you.
Most begginers get killed easily because the dont understand how the other plane is maneuvering.
Good luck
I agree with this wholeheartedly.
I'm fairly new to AH2 also. After a few months I have decided to choose a "main" ride, a Jabo (ground attack) ride, and a high ENY ride for those times when I can't fly my preferred airframe due to ENY restrictions. I have also been choosing what I call a "learning" ride each tour. The thinking being that I will have a few primary airframes which I am becoming increasingly familiar with, and also each tour I will spend in a particular airframe with the intent of learning its capabilities so I can better defeat it in the future.
This tour, I plan to fly the KI-84LA as my main ride, I just really like this plane. I'm using the P47-40 as my Jabo plane, the destruction potential is simply awesome. Then for high ENY situations, I up in either an A6M5 or A6M2. My ride to learn about this tour is going to be the Typhoon (simply because I find the Typh pick club to be annoying, so I intend to better learn how to avoid them during this tour).
Most importantly, read all that you can find to read. Learn as much as you can. Get comfortable with the terminology and the flight controls. Then find a trainer to work with you.
I recently decided that I should find a trainer to work with me. After exchanging a couple of e-mails, I scheduled a session with Murdr.
He quite graciously spent far more time with me then I had any right to expect. He worked with me in an aircraft that I was comfortable in. And most importantly, provided me with tons of good information and, since I filmed it, a very valuable training film that I have been able to review repeatedly to my benefit.
Take advantage of the Trainers! You're a fool if you don't!
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all about the pilots man.
THAT right there, is the absolute most true statement ever made on any of the fighter threads. :aok
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but can they compete with an a6m in a turning contest? :confused:
This is probably the most wide spread mis-conception of dogfights that practically ALL new players login with. Your first milestone that advances you from a rookie into a sub-assistant-to-novice is the concept of the actual geometry of the turns.
The scenario in which two planes are flying on the same circle with the only difference being turn rate is so exceedingly rare that it is hardly worth considering. Planes in a dogfight almost never fly on the same circle or even fly in a circle! If you are pulling high G you loose speed and your radius of turn is constantly changing. When the speed drops below corner velocity you will not be able to maintain constant G without loosing alt.
A P47 will easily cut into the turn of a Zeke on the first pass after the merge if you start the fight at 300+ mph. If you try to HO it, it will even do it without breaking a sweat. There are also many ways to beat a flat turning plane by using vertical components in the maneuvers. This is the famous "geometry cheat" that draw a F###ING HAXXOR messages on text from new players.
Forget the image of two planes chasing each other tails in a circle. Instead, imagine two independent circles that keep changing as the turn progresses.
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Your right completly bozon I fly the mossie a lot more than I used to. understanding what you are talking about, I have been able to out turn spixteens in it. If you go vertical on me though, I have no way of beating you. It's the famous quote, "its all about the pilot" type of thing.
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This is probably the most wide spread mis-conception of dogfights that practically ALL new players login with. Your first milestone that advances you from a rookie into a sub-assistant-to-novice is the concept of the actual geometry of the turns.
The scenario in which two planes are flying on the same circle with the only difference being turn rate is so exceedingly rare that it is hardly worth considering. Planes in a dogfight almost never fly on the same circle or even fly in a circle! If you are pulling high G you loose speed and your radius of turn is constantly changing. When the speed drops below corner velocity you will not be able to maintain constant G without loosing alt.
A P47 will easily cut into the turn of a Zeke on the first pass after the merge if you start the fight at 300+ mph. If you try to HO it, it will even do it without breaking a sweat. There are also many ways to beat a flat turning plane by using vertical components in the maneuvers. This is the famous "geometry cheat" that draw a F###ING HAXXOR messages on text from new players.
Forget the image of two planes chasing each other tails in a circle. Instead, imagine two independent circles that keep changing as the turn progresses.
YOU GUYS keep the zeke in the horizontal?
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#1 : what is an rv-8
#2 : what is a good dive bomber and how do i dive bomb
#3 : which fighter (not 110 or n1k) has the best firepower and good turning.
2 - All y'all already know what I'm going to say: F4U is about as good as jabo gets. She's not quite as tough and doesn't carry as much ordinance as the Jug (if only HTC would give us Hog drivers the centerline 2000lber...4000lbs of bombs + 8x5" HVAR makes me drool :D ) but IMO is the better diving platform. P-47s are more prone to compression at high speeds, whereas the F4U is one of the toughest ships in the game to compress. Plus as noted the landing gear make superb dive brakes.
As far as how, a lot depends on your ride. The SBD can tolerate a steeper attack dive than the D3A. The same applies for fighter-bombers as well, some planes can enter their attack dive and a much steeper angle of attack. Also, aiming of ordinance varies because the different aircraft all have different views out the front. In the case of the F4Us, putting the target halfway between the top of your cowl and the bottom of the sight in a steep dive all but guarantees a hit.
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in no mater which plane i dive bomb in i always pretty much come in at 75/90 degree angle. as close to straight up and down i can get. for rockets i use the center of the sight cause at that angle it is usualy dead on. for bombs i have a dot on the bottom of my site and i aim with that. i can kill a hanger in one pass by droping 8 rockets on it, letting the sight pull through to my bottom dot then droping 2 1k'ers. about 75% sucess rate. i usualy drop aroud 4-5 k over target and pull out. but you can drop before you even get into ack. i cant hit very acutrately like that though.
\i have a site made it looks like this : top dot is for guns bottom for bombs. my favorite jabo is the p47-d40 it has dive flaps so it makes it easy to come in from 15-16k drop and egress only thing is it only has one feul tank. but you can fix that by taking the centerline DT and saving it. trick is to come in and already be heading in your exit line when you start your run. you dont have to reorient yourself to leave the area.
if your target is south of your base fly to the south o f the target and come out heading north.
also when jaboing in a 47 i take the lightest gun package unless i may have to strafe buildings all the weight does make a difference