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Help and Support Forums => Help and Training => Topic started by: Tr1gg22 on June 19, 2011, 03:21:00 PM

Title: Roll Rate..
Post by: Tr1gg22 on June 19, 2011, 03:21:00 PM
I thought it would be a good idea to discuss the advantages of a superior roll rate... I myself have a descent idea on the advantages of a good roll rate... Although have a problem utilizing it's advantages... The 190d for example.. When I try to utilize the roll rate I lose E quick and then BAMM!!!!! Dead :uhoh.. SO I just find myself trying to E fight instead of trying to reverse.. I watched an original training video on pony's years back.. I think it was on Zino's ,or something like that stating that the pony had the best roll rate only second to the 190..So I am guessing that it was important in air to air combat..I guess the real question is if you are in a turny bird like the zeke and had the   roll rate of a 190 the advantages are unreal.. But if you are in a plane like the 190 witch actually has the good roll rate; how do you utilize it to your advantage since it is not that maneuverable in a flat turn?
Title: Re: Roll Rate..
Post by: Mongoose on June 19, 2011, 03:45:48 PM
  I'm not good enough to give you details on specific maneuvers.  But I do not that a good roll rate means you can switch from one maneuver to another faster.  If you can switch from a right turn to a left turn faster than your opponent, you have the advantage, if you can learn to use it correctly.
Title: Re: Roll Rate..
Post by: Mar on June 19, 2011, 03:49:01 PM
"Getting out of phase" is important when you have someone on your six following your every move. He may be able to turn better, but that won't mean anything if he can't turn in the right direction in time. By timing your direction changes, and being careful not to fly in front of his guns, you can get farther and farther away from his nose.

Staying out of his guns requires a LOT of experience on both ends of the fight so you can know where your opponent can and can't put his nose right now, so you can just keep flying to where he can't.

I hope you can understand that and I don't end up looking like a daydreaming idiot... :bolt:
Title: Re: Roll Rate..
Post by: Tr1gg22 on June 19, 2011, 03:53:37 PM
"Getting out of phase" is important when you have someone on your six following your every move. He may be able to turn better, but that won't mean anything if he can't turn in the right direction in time. By timing your direction changes, and being careful not to fly in front of his guns, you can get farther and farther away from his nose.

Staying out of his guns requires a LOT of experience on both ends of the fight so you can know where your opponent can and can't put his nose right now, so you can just keep flying to where he can't.

I hope you can understand that and I don't end up looking like a daydreaming idiot... :bolt:
I understand the idea of a good roll roll rate.. Ty for the reply and u do not look like a daydreaming idiot  :)
Title: Re: Roll Rate..
Post by: JOACH1M on June 19, 2011, 05:07:34 PM
190's don't turn well, roll rate is all they got. You GOT! to cut throttle and try to roll and kick rudder to get to fly in from of u. I'll make sure to post films about how to use the roll rate to a advantage
Title: Re: Roll Rate..
Post by: Tr1gg22 on June 19, 2011, 05:13:35 PM
190's don't turn well, roll rate is all they got. You GOT! to cut throttle and try to roll and kick rudder to get to fly in from of u. I'll make sure to post films about how to use the roll rate to a advantage
Perfect :salute
Title: Re: Roll Rate..
Post by: Wayout on June 19, 2011, 06:44:04 PM
Lag displacement roll or the barrel roll attack.
 
http://www.youtube.com/watch?v=guVMVY2C6mM (http://www.youtube.com/watch?v=guVMVY2C6mM)

The faster the roll rate the better this works.
Title: Re: Roll Rate..
Post by: GNucks on June 19, 2011, 06:58:00 PM
What I did against a C.205 in a P-47D-25 a while ago (most thrilling 1v1 I've ever had) was use the roll rate to fish him closer and closer until I could pull a 'Top Gun' and force an overshoot. You could use the roll rate to dodge the guns and try to extend, or you can use it to bring him in closer and closer with as little risk to your hind-side as possible. If you can't out-turn or out-run (or don't want to out-run  :D) the overshoot's all you got.
Well, I guess there's the vertical too  :headscratch:, and the Dora should be able to handle that better than most.

http://www.mediafire.com/?a3yssgaw9re6kt7
Title: Re: Roll Rate..
Post by: Karnak on June 19, 2011, 07:02:42 PM
Be aware that the P-51 does not have the second best roll rate.  The F4U, P-38L, Ki-84 and Spitfire Mk XVI will all out roll it at some, or all, speeds.

There may be others as well, but those are the ones that jump out at me.
Title: Re: Roll Rate..
Post by: Klam on June 20, 2011, 11:15:18 AM
When in certain planes, there is a situation where if I pull too hard in a turn, the plane will insantly roll out.  I have found I can stop the roll continuing by chopping throttle.   What is this called?
It doesn't seem to work in all planes to the same degree of violence, are there any combat applications for this?
Say, a good turning plane which doesn't roll too well, being able to use this in combat.
   
Title: Re: Roll Rate..
Post by: Qrsu on June 20, 2011, 12:22:25 PM
When in certain planes, there is a situation where if I pull too hard in a turn, the plane will insantly roll out.  I have found I can stop the roll continuing by chopping throttle.   What is this called?
It doesn't seem to work in all planes to the same degree of violence, are there any combat applications for this?
Say, a good turning plane which doesn't roll too well, being able to use this in combat.
  

This is a snap roll. In my experience, it has it's uses to some degree (usually in desperation). If you can control it to say snap 90 degrees in an instant to suddenly change direction, works nice when someone is locked on your six and you're trying to roll out of phase to create a rolling scissors defense (works okay in 109s). This is only my experience with it mind you.
Title: Re: Roll Rate..
Post by: badhorse on June 20, 2011, 12:24:01 PM
Some good info from a previous thread...

http://bbs.hitechcreations.com/smf/index.php/topic,217103.0.html (http://bbs.hitechcreations.com/smf/index.php/topic,217103.0.html)
Title: Re: Roll Rate..
Post by: Puma44 on June 20, 2011, 03:49:35 PM
This is a snap roll. In my experience, it has it's uses to some degree (usually in desperation). If you can control it to say snap 90 degrees in an instant to suddenly change direction, works nice when someone is locked on your six and you're trying to roll out of phase to create a rolling scissors defense (works okay in 109s). This is only my experience with it mind you.

Also be aware that a snap roll will kill your energy.  It will greatly reduce your forward motion but not necessarily maneuver you out of plane with your opponent.
Title: Re: Roll Rate..
Post by: Qrsu on June 20, 2011, 04:00:02 PM
Also be aware that a snap roll will kill your energy.  It will greatly reduce your forward motion but not necessarily maneuver you out of plane with your opponent.

Right. I only meant the roll would set an sudden change of vector so you could pull into an out of phase offset. IE, snap roll 90 degrees and pull back to fall out of phase to create offset for a barrel roll defense.

It is by no means a substantially proper maneuver - I merely do it out of desperation when a con is ~400-200 yards from my tail. :)
Title: Re: Roll Rate..
Post by: Puma44 on June 20, 2011, 04:15:05 PM
Right. I only meant the roll would set an sudden change of vector so you could pull into an out of phase offset. IE, snap roll 90 degrees and pull back to fall out of phase to create offset for a barrel roll defense.

It is by no means a substantially proper maneuver - I merely do it out of desperation when a con is ~400-200 yards from my tail. :)


The same thing can be accomplished by momentarily unloading, and rolling with ailerons and rudder to set the wings in a different plane of motion than your attacker and pulling your lift vector to a position of advantage.   
Title: Re: Roll Rate..
Post by: Puma44 on June 21, 2011, 12:50:04 AM
"Getting out of phase" is important when you have someone on your six following your every move. He may be able to turn better, but that won't mean anything if he can't turn in the right direction in time. By timing your direction changes, and being careful not to fly in front of his guns, you can get farther and farther away from his nose.

Staying out of his guns requires a LOT of experience on both ends of the fight so you can know where your opponent can and can't put his nose right now, so you can just keep flying to where he can't.

I hope you can understand that and I don't end up looking like a daydreaming idiot... :bolt:

You have the concept down but, I believe "out of phase" is more appropriately describing electricity.  Maneuvering "out of plane" with an opponent is what you are describing in relation to BFM.  Doing this "maneuvering out of plane" also changes your lift vector in relation to the aircraft you are jousting against.   :salute
Title: Re: Roll Rate..
Post by: TequilaChaser on June 21, 2011, 03:27:48 AM
"Out of Phase" is also used in BFM

check out Badboy's  Rolling Scissors tutorial film on the Rolling Scissors Maneuvering where it discusses being "out of phase"

http://trainers.hitechcreations.com/rollingscissors/rollingscissors.htm


hope this helps

TC
Title: Re: Roll Rate..
Post by: RTHolmes on June 21, 2011, 11:59:39 AM
You have the concept down but, I believe "out of phase" is more appropriately describing electricity.

same thing. imagine viewing a flat scissors from the top, 2 identical aircraft. looks like a couple of sine waves with a small but constant phase shift (the reaction time of the pursuer). now 2 aircraft, same turn rate and speed but different roll rates. the "wavelength" of the faster rolling aircraft will be less than the slower one, so as the scissors progresses, they become more and more out of phase. :)
Title: Re: Roll Rate..
Post by: VonMessa on June 21, 2011, 12:24:24 PM
190's don't turn well, roll rate is all they got. You GOT! to cut throttle and try to roll and kick rudder to get to fly in from of u. I'll make sure to post films about how to use the roll rate to a advantage

Perfect :salute

Just a warning, be prepared for the rash of "You stick stirrer" whines once you get the hang of properly executing this maneuver  :D

Some folks just can't grasp the concept of not anticipating when the guy in front of you is going to slow down, nor the importance of a well-timed skid (or the difference between a skid and a slip for that matter) 

 :rock
Title: Re: Roll Rate..
Post by: pervert on June 21, 2011, 01:04:44 PM
I'd like to see some film of these fantastic manevours in action, and how you are using roll rate to acheive them. A lot of this sounds like a load of balls me to me  :lol
Title: Re: Roll Rate..
Post by: Puma44 on June 21, 2011, 02:46:44 PM
Seems we are talking about the same thing, just some semantic differences in describing out of plane maneuvering vs in plane maneuvering and use of the lift vector in managing an overshoot.  Good discussion!   :salute
Title: Re: Roll Rate..
Post by: Puma44 on June 21, 2011, 02:48:37 PM
I'd like to see some film of these fantastic manevours in action, and how you are using roll rate to acheive them. A lot of this sounds like a load of balls me to me  :lol

Check out TC's link below, it's a good visualization.   :salute
Title: Re: Roll Rate..
Post by: The Fugitive on June 21, 2011, 06:09:24 PM
Seems we are talking about the same thing, just some semantic differences in describing out of plane maneuvering vs in plane maneuvering and use of the lift vector in managing an overshoot.  Good discussion!   :salute

Out of plane maneuvering is the maneuvers you do to avoid your crew chief AFTER making a SAPP landing!   :neener:
Title: Re: Roll Rate..
Post by: JOACH1M on June 21, 2011, 06:39:13 PM
http://www.mediafire.com/?d9jp6o60io6o4sp
Title: Re: Roll Rate..
Post by: Puma44 on June 21, 2011, 08:23:13 PM
Out of plane maneuvering is the maneuvers you do to avoid your crew chief AFTER making a SAPP landing!   :neener:

...it also works quite well for that also. 
Title: Re: Roll Rate..
Post by: JOACH1M on June 21, 2011, 08:43:48 PM
http://www.mediafire.com/?d9jp6o60io6o4sp

I got 1 more just gotta find it
Title: Re: Roll Rate..
Post by: Tr1gg22 on June 22, 2011, 02:35:29 PM
Thanks for all the replies !!S!!
Title: Re: Roll Rate..
Post by: WOZ30BAT on June 27, 2011, 01:22:08 PM
http://www.mediafire.com/?d9jp6o60io6o4sp

Good film. I watched with the recorded views & I would like to know how you got some of those views? Were you in the DA?
Title: Re: Roll Rate..
Post by: JOACH1M on July 01, 2011, 10:28:38 PM
Good film. I watched with the recorded views & I would like to know how you got some of those views? Were you in the DA?
:headscratch: sorry i dont understand this question.
Title: Re: Roll Rate..
Post by: GNucks on July 01, 2011, 10:35:38 PM
:headscratch: sorry i dont understand this question.

When you moved your head position around inside the cockpit it caused the head position in the film viewer to actually move outside the plane. You may have never went into F3 mode (especially if you were in the MA, which you were) but the film viewer records how long you held down the button, not where you actually moved your head.
Title: Re: Roll Rate..
Post by: JOACH1M on July 01, 2011, 10:39:23 PM
When you moved your head position around inside the cockpit it caused the head position in the film viewer to actually move outside the plane. You may have never went into F3 mode (especially if you were in the MA, which you were) but the film viewer records how long you held down the button, not where you actually moved your head.
ooooo, its the buggy film viewer.... :rolleyes:

i use the arrow keys to move side to side