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Help and Support Forums => Help and Training => Topic started by: RedAgony on November 05, 2014, 02:02:39 PM

Title: Boom n Zoom Problems (Typhoon)
Post by: RedAgony on November 05, 2014, 02:02:39 PM
So how far out should I aim on for reversing my turn if I'm in a Typhoon?  I generally don't have a problem slashing in and taking shots, but usually find somone trying to climb for me.

I level out and then use my top speed to get away.  When I try to immelman back in (at D 2.0) I end up with too little speed in a plane that can't turn worth crap (again, Typhoon).

Any tips?
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: FLS on November 05, 2014, 02:16:56 PM
Zoom up instead of out. Get their nose up for a shot at you and wait for it to drop. Spiral to avoid getting shot.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: bozon on November 05, 2014, 03:10:08 PM
So how far out should I aim on for reversing my turn if I'm in a Typhoon?  I generally don't have a problem slashing in and taking shots, but usually find somone trying to climb for me.

I level out and then use my top speed to get away.  When I try to immelman back in (at D 2.0) I end up with too little speed in a plane that can't turn worth crap (again, Typhoon).

Any tips?
Dont do immelmans in a Typh. If you want to reverse, use a high wingover. To the left is better because at the end you'll roll right to straighten out and the Typh rolls much better to the right. With a wingover, you come out of the maneuver with about the same speed as you started. Immelamn trades speed for alt, so you end up headed in the opposite direction, but higher and slower - I'd rather have my energy in the form of speed than alt, especially in a Typh.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: RedAgony on November 05, 2014, 05:39:58 PM
ok thanks!  I'll try that!   The typhy is lovely with speed, but slow, you might as well be deadstick.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: xPoisonx on November 05, 2014, 06:26:00 PM
Yes what FLS said. Extending far away just makes you lose more speed to drag if your really fast and gives the other guy time to climb.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: jolly22 on November 05, 2014, 07:50:53 PM
What's a wingover? I've never even heard of that. Anyone help me out here? :P

 :salute
JRjolly
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Lusche on November 05, 2014, 08:11:44 PM
(http://www.nasascale.org/maneuvers/wingover.gif)
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Someguy63 on November 05, 2014, 08:15:07 PM
What's a wingover? I've never even heard of that. Anyone help me out here? :P

 :salute
JRjolly

 :cry
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: jolly22 on November 05, 2014, 08:35:33 PM
Oh wow that's it? hahaha I didn't know that's what it was called...

 :bhead :bhead

That's my Primary exit on a BnZ shot... lol
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Latrobe on November 06, 2014, 06:32:47 AM
You want to keep working your opponent's speed down when BnZing. If you're extending away then he levels off to chase you and builds speed back up. Your opponent will bleed a bit of speed making his defensive turn against your initial attack. If you miss then immediately go back into the vertical. They will be low on speed after avoiding your shot and will bleed even more speed if they attempt to climb with you, which they won't be able to do anyways since you will have such a big speed advantage.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Puma44 on November 06, 2014, 09:33:38 AM
You want to keep working your opponent's speed down when BnZing. If you're extending away then he levels off to chase you and builds speed back up. Your opponent will bleed a bit of speed making his defensive turn against your initial attack. If you miss then immediately go back into the vertical. They will be low on speed after avoiding your shot and will bleed even more speed if they attempt to climb with you, which they won't be able to do anyways since you will have such a big speed advantage.
You make assumptions about what the opponent is going to do.  What are you going to do when the opponent doesn't cooperate?
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Latrobe on November 06, 2014, 09:40:56 AM
You make assumptions about what the opponent is going to do.  What are you going to do when the opponent doesn't cooperate?

What do you mean? What if he doesn't turn? Then he dies.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: jolly22 on November 06, 2014, 09:47:18 AM
What if they split S? They avoid your shot and actually gain a little speed. Then what?
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Latrobe on November 06, 2014, 10:09:07 AM
What if they split S? They avoid your shot and actually gain a little speed. Then what?


He gains kinetic energy (speed) but loses Potential energy (altitude). I personally would loop back up and dive into him aggressively to keep the pressure on and prevent him from regaining that altitude. If he keeps doing split-s's then eventually he'll run out of altitude to convert into speed, and eventually he'll run out of speed if you can keep the pressure on an prevent him from gaining speed back.

I know I have had to use a split-s when being defensive against a BnZ attacker, but I only use it when I have no speed to work with. The Defenders objective when fighting someone with more altitude is to first neutralize that altitude advantage by either slowly working his way up to him or waiting for the attacker to make a mistake. A split-s will get you more speed but will give the attacker an even bigger altitude advantage unless you can regain that altitude (which a good pilot won't let you do). If you can't get to their altitude then the only times you are going to get to go offensive is the very brief moment when he overshoots, and that's not a very large window of opportunity to get a good shot in.

I was just going off the assumption that the defender was at speed in my previous post. In those scenarios their first move will tell you a lot about how skilled of a pilot you are fighting. If I can see they have decent enough speed to maneuver (250mph or more) and their first move is some sort of turn to preserve as much altitude as possible, then I know I'm fighting someone who probably knows what they're doing. If they immediately roll inverted and split-s then it's more often than not he's not quite a skilled pilot yet.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: jolly22 on November 06, 2014, 10:14:53 AM
Let me in the defensive for a moment. If someone is diving in on me. My first move should be a 1.) Flat turn into his path or 2.) Up and into him.

If I do 1, I don't think it's aggressive enough to get him to overshoot. If I do 2.) I'm losing a LOT of speed. If that happens and the attacker is good, He'll do a nice high loop and he's back in on me when I'm doing 150-200mph. That's where I go wrong. I'm so aggresive on my initial merge, I lose too much speed. I'm too worried about him getting a shot on me on that first pass.

Am I doing the right thing? Which one makes one more right than the other? How can I conserve more E and get out of his flight path WITHOUT giving up my altitude.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: RedAgony on November 06, 2014, 10:22:31 AM
Thanks for asking JRJolly!  I have this same problem too, but it really depends on judging energy states.  I am interested to hear the answers!
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Latrobe on November 06, 2014, 10:33:36 AM
A good way to conserve E (I think so anyways) is to get your wingtip pointed at the enemy and keep it pointed at him. Once you get it pointed at him then you won't have to pull very hard to keep it there. The sooner you notice your attacker making a run at you, the sooner you can start saving E. If you see him coming in from 2K away then you can be rather gentle on the controls and get the wingtip pointed at him at close to the last moment. If you only notice him at say 1000 out then you're going to have to pull some higher G's and bleed more speed in order to avoid the shot. The closure speeds will help you decide on when you need to go to "2.)". If he's closing really fast then you can pull up and into him a little further out (800-600 icon), but if he's not really closing that fast (shallow dive or he cut his throttle) then you'll need to wait until he gets closer (400 icon or as he's about to pull the trigger) or else you'll be giving him your 6.

Sounds like you might be pulling too hard if you're having difficulties saving speed. I'll check out my films folder since I probably have something in there showing defensive flying against a higher opponent. I'll post one if I can find one so you can see how tight or loose I'm pulling in certain situations.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: The Fugitive on November 06, 2014, 10:36:48 AM
I don't like flat turns. If you have speed, start a climbing turn in one direction or the other. Tighten the turn as the boomer closes so that your wing is pointing at him as he does his guns pass.

This give you that "climb to his level" Latrobe was talking about.

If you don't have speed do the opposite,  start a nose down turn, no then drastic like a split s but enough to start building speed with out giving up all your alt. Again tighten the turn to point your wing at him for his guns pass.

This helps you build your speed with out giving away all your alt/potential energy.

2 or 3 of either passes can equalize the energy state and get you on the offensive.


Edit, I hate typing on a phone. :)
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Latrobe on November 06, 2014, 11:25:17 AM
Here's a little clip I found of me flying defensive against an aggressive and rather skilled opponent who had more altitude than me.

http://www.mediafire.com/download/h8lvkqd8h4okusp/2+109f+fights_0721.ahf

Starts off with me seeing a 109 coming in from high at 3K away. I get the wingtips pointed at him and keep them there. This keeps my flightpath perpendicular to his and set for the overshoot and also keeps my turn loose and saving speed. Once I see him break off his attack (he knows it's a bad approach) I let off my turn, level off, and start trying to gain some extra speed. He starts his next attack run from about my 8 oclock and 1000 out, so I pull HARD left into him and get the wingtips pointed towards him. As soon as he gets into gun range I immediately roll right and pull hard into the vertical avoiding his shot. Rolling right gives me a brief window of opportunity to get a shot and he's fairly close but I don't land any hits and he quickly pulls out of my gun range. I know he has more speed than me so I don't even try to climb with him. Instead I level off and regain some of that speed I lost in my maneuvers to avoid his shot. He knows I'm trying to rebuild my speed and goes aggressive and dives on me again from 800 above me. I pull HARD right and into him and also climb a bit to gain some altitude. As he gets to gun range I reverse my turn in anticipation  for the overshoot. He misses and then makes a mistake of not climbing again. He had about 20mph on me and we were in the same plane, so I would not have been able to hang in the vertical for as long as him. Had he gone up again I would have been force to dive and give up some altitude to regain a lot of the speed I lost, but since he makes the mistake of coming down to me now I can actually climb up and into him, get on his tail, and get the kill.

At the start I had plenty of room to work with and pulled a low G turn to conserve a lot of my speed (note how my speed stays around 240), but as the fight progresses my opponent keeps in close to me and stay very aggressive. This forced me to pull tighter turns and bleed off a lot of my speed and I was forced to stay level instead of going offensive in order to regain the lost speed. I ended up losing 100mph on the 1st attack run. I built up about 40mph going level but my opponent stayed aggressive and I was forced to turn again (lose of 60mph). Again I lose 100mph on the next attack run but this is also where my opponent makes the mistake of not climbing back up. Had the pattern continue I would be around 150mph on his next attack run. This would not be enough speed to avoid his shot since he is sticking close to me and I would be forced to give up altitude.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: jolly22 on November 06, 2014, 12:01:25 PM
Thanks for asking JRJolly!  I have this same problem too, but it really depends on judging energy states.  I am interested to hear the answers!

No thank you! I have the same problem and I often put myself in the defenders position to see what I should or could do!
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Puma44 on November 06, 2014, 12:24:21 PM
What do you mean? What if he doesn't turn? Then he dies.

If he doesn't bleed his energy off?

If he doesn't extend out?

If he doesn't climb up to you?

If he doesn't do what you expect him to do?

If he is unpredictable?

Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Latrobe on November 06, 2014, 01:07:21 PM
If he doesn't bleed his energy off?

If he doesn't extend out?

If he doesn't climb up to you?

If he doesn't do what you expect him to do?

If he is unpredictable?



If he's not bleeding his energy off then he's not turning very hard which most likely means he has plenty of room to make low G turns. If you stick in close to them like in the film I posted above then he will have to turn tighter and he will bleed energy, and if he doesn't then he's an energy wizard on a skill level far beyond my comprehension. You can always force your opponent to bleed energy.

If he doesn't extend and instead tries to stick with you then you can easily rope him up as you will most likely have a speed advantage. Even something like a 109K4 won't be able to climb up with a P-40 doing 500 mph unless the K4 is doing maybe 350mph which he won't be unless you really messed up your attack approach and he didn't even have to turn. BnZing you always want to be attacking from their rear. This forces them to have to turn and bleed speed. If you miss then climb, get above them again, and make another attack before they can regain the speed they lost.

If they don't try to climb with you then, as I stated before, get above them again, and make another attack before they can regain their lost speed.

If they don't do what you expect and are unpredictable then they are really new pilots. Good pilots are predictable. They will always pull the move that will best benfit them in the situation they find themselves in. The new pilots don't know what move is the best to pull in order to win the fight so they pull moves that make you think "What is he doing?" Once you know they're new then you should be able to easily beat them (and then give them some tips I hope :) )


That's just how I see all this BnZ stuff. I don't know if it's right or not, I'm not a real pilot. Hopefully I'm not giving wrong advise.  :uhoh
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: FLS on November 06, 2014, 01:12:12 PM
You want to keep working your opponent's speed down when BnZing. If you're extending away then he levels off to chase you and builds speed back up. Your opponent will bleed a bit of speed making his defensive turn against your initial attack. If you miss then immediately go back into the vertical. They will be low on speed after avoiding your shot and will bleed even more speed if they attempt to climb with you, which they won't be able to do anyways since you will have such a big speed advantage.


Good advice Latrobe.  The target has limited options and regaining your perch keeps you in control of the fight.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: glzsqd on November 06, 2014, 02:47:16 PM
When you make your initial attack run on your opponent is it better to go into a 90 degree zoom climb or keep it shallower.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: FLS on November 06, 2014, 04:09:31 PM
When you make your initial attack run on your opponent is it better to go into a 90 degree zoom climb or keep it shallower.

You point your zoom where it makes a difficult shot for your target, assuming you have no other threats. Keep your g load as low as you can to conserve E.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Puma44 on November 06, 2014, 05:28:34 PM
If they don't do what you expect and are unpredictable then they are really new pilots. Good pilots are predictable. They will always pull the move that will best benfit them in the situation they find themselves in. The new pilots don't know what move is the best to pull in order to win the fight so they pull moves that make you think "What is he doing?" Once you know they're new then you should be able to easily beat them (and then give them some tips I hope :) )

Good pilots who know the fundamentals of BFM/ACM, energy management, and have basic tactical situational awareness are unpredictable by nature.  Pilots who are predictable and depend on the same move all the time are going to get surprised at some point in the future.  


That's just how I see all this BnZ stuff. I don't know if it's right or not, I'm not a real pilot. Hopefully I'm not giving wrong advise.  :uhoh

You seem to have some level of success against your opponents.  But, the discussion of lift vector and BFM/ACM fundamentals seems to be missing in your discussion.  For example, pointing your wing at the opponent isn't a valid fundamental term.  There are a number of scenarios that come to mind that would simply confuse someone new to the game and air combat by "pointing their wing" at the opponent.  Its important to know, apply, and teach the fundamentals when introducing it to new players, otherwise, confusion will exist.....followed by frustration.   :salute
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Kingpin on November 06, 2014, 05:33:34 PM
When you make your initial attack run on your opponent is it better to go into a 90 degree zoom climb or keep it shallower.

As FLS said, you zoom to avoid getting shot and reset your advantage.  But the angle depends (as most ACM questions do) largely on what the opponent is doing.  Some examples:

Did the con make and continue a (i.e. 180-degree) flat break turn ?  If so, a shallower turn (high yo-yo) might be advisable to quickly re-position yourself above and behind them, in order to press the attack.

Did the con make a flat S-break (back into you after the initial break turn)?  In this case you may go almost straight vertical to re-position yourself above the con (and quickly drop back in via something like a wingover).

Did the con make a vertical S-break (similar to what Latrobe uses in his film above) to go for a shot on the overshoot?  If so, a sharper vertical zoom is advisable with some off-angle to get out of plane of the shot solution, perhaps using a spiral climb (to potentially rope an aggressive con and/or get back behind their 3/9 line).

As you can see, the "correct" move is almost always dependent upon what the opponent is doing.

The most commonly made mistake I see from most BnZ attackers is climbing in a direction away from the con.  This often creates too much horizontal separation which simply gives the defender time to regain E prior to the next attack.  The key to BnZ is to maintain vertical separation after each pass (zoom climb, maintaining E advantage) WHILE avoiding excessive horizontal separation (staying above them, maintaining positional advantage).  The correct zoom climb angle is whatever allows you to do both of these -- which is relative to how the con is maneuvering.

Hope this helps.

<S>
Ryno
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: glzsqd on November 06, 2014, 11:25:08 PM
I have noticed all the good BNZers stay almost on top of me whenever they come zoom up after a pass.

As of late I've been extending my opponents out to neutralize their altitude advantage, if their in a slower ride ill split S back into them once I have sufficient separation.

Do any of you guys have much success with this method?
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Oldman731 on November 07, 2014, 07:27:29 AM
Do any of you guys have much success with this method?


Greed kills the majority of b&z-ers.  It takes a lot of self-discipline to stay on top of a target and conserve energy, pass after pass.  As you say, the good ones will do that, but most of the rest will lose their E advantage after a few passes.  So long as a third party doesn't enter the fray, the win typically goes to the pilot who is most patient.

It's one of the reasons why that style of fighting is so crushingly boring.

- oldman
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: wpeters on November 07, 2014, 11:50:17 AM
Let me in the defensive for a moment. If someone is diving in on me. My first move should be a 1.) Flat turn into his path or 2.) Up and into him.

If I do 1, I don't think it's aggressive enough to get him to overshoot. If I do 2.) I'm losing a LOT of speed. If that happens and the attacker is good, He'll do a nice high loop and he's back in on me when I'm doing 150-200mph. That's where I go wrong. I'm so aggresive on my initial merge, I lose too much speed. I'm too worried about him getting a shot on me on that first pass.

Am I doing the right thing? Which one makes one more right than the other? How can I conserve more E and get out of his flight path WITHOUT giving up my altitude.

Correct on both accounts. You do both as one maneuver.  When opponent is 1-1.5k away start a slow flat turn into him.  At D600-800 he should be at your 3-9 line or looking down your wing at him... At this moment you need to pull sharply up with your wing pointing at.  Do his speed he will not be able to get a shot on you or if he does it will be a brief deflection from aways away.

As he goes back up level off and slowly climb.  Rinse and repeat til you can get a kill shot on the overshoot.  Normally take 3-4 for me to get on even terms with a opponent. 
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Kingpin on November 07, 2014, 02:05:24 PM
I have noticed all the good BNZers stay almost on top of me whenever they come zoom up after a pass.

As of late I've been extending my opponents out to neutralize their altitude advantage, if their in a slower ride ill split S back into them once I have sufficient separation.

Do any of you guys have much success with this method?

Yes.

Naturally a slower plane will have a harder time BnZing a faster plane if the defender uses that speed to extend after a pass, as a slower plane will have difficulty staying on top of a faster plane.  That is why faster planes are often used for BnZ, because they are much better at it.

WRT to using the Split-S maneuver, it all depends on how close the con is when you are turning back into him and what your relative E-states are.  With a Split-S, you are giving up a good deal of altitude to gain speed and make a 180-degree turn.  If you are already faster, why gain excess speed in exchange for losing altitude against an already higher con?  The only time I think that would be best is if you know you will carry all of that excess speed into the first merge AND that allows you to zoom above him at the merge.  To be consistently effective, that likely requires less alt separation, fairly precise timing along with an unwary or overaggressive con.  

The advantage you have as the extending faster plane is YOU get to decide when to re-engage, so if you provide yourself ample turning space, the pure Split-S isn't really necessary, IMO.  Here again is where patience and timing come into play.

Generally speaking, I tend to prefer more E-conserving turns (like yo-yos) over the pure Split-S.  The beauty of the yo-yo is you can choose the angle (or adjust the angle during the turn) as needed, for example starting with a high yo-yo to turn tighter initially and dipping into a low yo-yo to gain max speed prior to the merge, all while maintaining the same starting alt.  You may need more initial separation to execute this, but as the faster plane, you control that separation and you decide when to engage.

<S>
Ryno
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: -error on November 11, 2014, 08:29:58 AM
Hi guys. It's really nice and useful discussion you have here.

I would like to ask how to deny attacker a shot in first phase? F.e. I'm sightly turning in gentle climb keeping an eye on the attacker. When he's close enough I start pulling more G to put and keep wingtip not on him but on his vertical line. Right?
When attacker is in immediate vicinity I start to pull in him and vertical in cork-screw/barrel roll thing. And this is the moment most of attackers make their snapshots on me. And most of them are successful and/or fatal. Damage ranges from loosing guns to loosing vital parts of the aircraft.

How do I deny attacker that snapshot opportunity while defending?
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Puma44 on November 11, 2014, 03:22:11 PM
Hi guys. It's really nice and useful discussion you have here.

I would like to ask how to deny attacker a shot in first phase? F.e. I'm sightly turning in gentle climb keeping an eye on the attacker. When he's close enough I start pulling more G to put and keep wingtip not on him but on his vertical line. Right?
When attacker is in immediate vicinity I start to pull in him and vertical in cork-screw/barrel roll thing. And this is the moment most of attackers make their snapshots on me. And most of them are successful and/or fatal. Damage ranges from loosing guns to loosing vital parts of the aircraft.

How do I deny attacker that snapshot opportunity while defending?
The simple answer is, maneuver out of plane using your lift vector.  The hard part is practicing it over and over and learning how to manage your energy at the same time.  :salute
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: FLS on November 11, 2014, 03:50:19 PM
How do I deny attacker that snapshot opportunity while defending?

You have to get inside his turn before he gets the shot. It can be hard to judge because his turn radius may be decreasing while yours is increasing.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Puma44 on November 11, 2014, 04:18:19 PM
Lift vector, lift vector, lift vector............
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: jolly22 on November 11, 2014, 05:36:07 PM
Are lift Vectors different for every plane? How do you mess around with it? lol I've never heard of lift vector until now.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Lusche on November 11, 2014, 05:51:18 PM
http://trainers.hitechcreations.com/flightdynamics/flightdynamics.htm
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: FLS on November 11, 2014, 06:00:34 PM
Are lift Vectors different for every plane? How do you mess around with it? lol I've never heard of lift vector until now.

Lift vector and flight path are 2 lines that define your plane of motion.  Think of lift vector as the direction of the lift force.  When you look straight up from the cockpit you are looking at the direction of the lift force. When you pull lead your shot's trajectory is in your plane of motion. Your target may evade by rolling and changing his lift vector to change his plane of motion. You respond by adjusting your lift vector and flight path to match his plane of motion again. Note that you can get a snap shot without matching POM but you need it to be similar for a tracking shot.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: jolly22 on November 11, 2014, 09:29:50 PM
Lift vector and flight path are 2 lines that define your plane of motion.  Think of lift vector as the direction of the lift force.  When you look straight up from the cockpit you are looking at the direction of the lift force. When you pull lead your shot's trajectory is in your plane of motion. Your target may evade by rolling and changing his lift vector to change his plane of motion. You respond by adjusting your lift vector and flight path to match his plane of motion again. Note that you can get a snap shot without matching POM but you need it to be similar for a tracking shot.

I see. Makes sense. So my "lift vector" you basically mean learning your planes limitations and stall points correct?
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: FLS on November 11, 2014, 10:30:42 PM
I see. Makes sense. So my "lift vector" you basically mean learning your planes limitations and stall points correct?

Lift vector just refers to the direction of lift. Maneuver out of plane refers to plane of motion. I thought you might benefit from an explanation.

The basic lesson here is when the bandit needs you to be in a certain spot to shoot you, don't be there. My advice is to be inside his turn so he can't shoot you. If you are out of his plane of maneuver you want to be in a position where if he rolls his lift vector towards you, it puts you inside his turn. This is how a bounce becomes a rolling scissors if the attacker doesn't zoom off, both aircraft stay inside each others turns until one flies out of position and gets shot.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Puma44 on November 11, 2014, 11:37:34 PM
I see. Makes sense. So my "lift vector" you basically mean learning your planes limitations and stall points correct?
Think of the lift vector as a vertical line through the top of your head there mains vertical in relation to your aircraft.  When you are maneuvering it points in the direction you are pulling to or pushing away from, or rolling toward or we away from.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: -error on November 12, 2014, 08:32:58 AM
The simple answer is, maneuver out of plane using your lift vector.  The hard part is practicing it over and over and learning how to manage your energy at the same time.  :salute

But bogey is able to adjust his plane of maneuver by rolling hist craft at any time. Isn't he?

You have to get inside his turn before he gets the shot. It can be hard to judge because his turn radius may be decreasing while yours is increasing.

Is there any way to guesstimate attacker turn radius more or less reliably?
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: FLS on November 12, 2014, 02:06:07 PM
Quote from: -error link=topic=367076.msg4890666#msg4890666 date=1415802778
Is there any way to guesstimate attacker turn radius more or less reliably?
[/quote

 As a general rule the climbing aircraft will reduce it's turn rate and radius and the descending aircraft will increase it. You should get an idea of the relative energy states after the first turn.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Puma44 on November 12, 2014, 03:55:21 PM
But bogey is able to adjust his plane of maneuver by rolling hist craft at any time. Isn't he?
Yes, just like you are.  That's where knowledge of BFM fundamentals, energy management, and a whole lot of practice come in to play.  More often than not, two equally matched aircraft and pilots will duke it out and stay neutral until one makes a mistake.  Most often, he loses.

Is there any way to guesstimate attacker turn radius more or less reliably?
This is another time where BFM fundamentals can save your bacon.  Watching the opponent's relative turn rate and opening/closing closure rate can provide a lot of situational awareness (SA) and give you an idea of what your next move should be.   Air combat is just too fluid to use the same move against the other guy all the time.  Just when it's time to use that favorite move, he'll whip out something entirely unexpected and turn the tables.  :salute
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: 1stpar3 on November 12, 2014, 06:25:01 PM
You seem to have some level of success against your opponents.  But, the discussion of lift vector and BFM/ACM fundamentals seems to be missing in your discussion.  For example, pointing your wing at the opponent isn't a valid fundamental term.  There are a number of scenarios that come to mind that would simply confuse someone new to the game and air combat by "pointing their wing" at the opponent.  Its important to know, apply, and teach the fundamentals when introducing it to new players, otherwise, confusion will exist.....followed by frustration.   :salute
PUMa44,
This is the second post of yours I have seen today where you mention a lack of explanation of lift vector and other terms. Could you please EXPLAIN those items instead of just noting their absence? Please!!!! It is leading to great frustration :bhead I read your post thinking " okay, here comes the correct way to do this" only to find a dead end. I have a basic understanding but need to understand the details.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: 1stpar3 on November 12, 2014, 06:35:17 PM
sorry PUMA44,
I should have followed the discussion to the end, as you did explain it a bit. MY bad! A bit less frustrated now. Thank you.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: The Fugitive on November 12, 2014, 06:35:45 PM
PUMa44,
This is the second post of yours I have seen today where you mention a lack of explanation of lift vector and other terms. Could you please EXPLAIN those items instead of just noting their absence? Please!!!! It is leading to great frustration :bhead I read your post thinking " okay, here comes the correct way to do this" only to find a dead end. I have a basic understanding but need to understand the details.

The lift vector is like an arrow pointed out the top of your head.....unless you were sitting on your head then it would be out you butt.... ok  :P

As your wing generate lift the plane goes up, so the vector is always up out of your head. Now what you use this "pointing device" for is another thing. Pointing your lift vector to a spot ahead of the other plane means your "in plane", meaning your tracking the same general path as the other guy. Pointing it to one side or the other means your out of plane, NOT tracking the others path. While being "in plane" with the other guy, if you point your lift vector ahead of his path you are cutting the corner.... and burning more E in most cases, or pointing it behind you are lag turning, or just following.

If a bad guy does a flat turn say, and you roll your lift vector 45 degree out of plane and pull up your into the start of a high yo-yo. As you come up over the top you roll your lift vector back the other way and point it back at the bad guy to drop back in a close.

This how I've understood it. I maybe  100% wrong  :D but thats how I understand it.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: FLS on November 12, 2014, 07:04:40 PM
You also use lift vector to set your pursuit curve when you can't point your nose.
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Puma44 on November 12, 2014, 07:33:36 PM
sorry PUMA44,
I should have followed the discussion to the end, as you did explain it a bit. MY bad! A bit less frustrated now. Thank you.

Here's a diagram found by googling "lift vector" .
(http://i906.photobucket.com/albums/ac270/puma44/af4977ab707b5d7ab7f767dde4c8a24f_zps26a34740.jpg)

PUMa44,
This is the second post of yours I have seen today where you mention a lack of explanation of lift vector and other terms. Could you please EXPLAIN those items instead of just noting their absence? Please!!!! It is leading to great frustration :bhead I read your post thinking " okay, here comes the correct way to do this" only to find a dead end. I have a basic understanding but need to understand the details.

Yep, it is frustrating, especially when some are explaining how they do it with no reference to the basics.  It's hard to imagine how frustrating it is for players new to the game when the "how to" explanation is " when you see this, do this move" and it doesn't work for them.  There are numerous great references explaining BFM and ACM that can be had by simply using a favorite search engine. 

Reading up on the basics is a great way to have a foundation to start learning from.  When reading someone's explaination of how they do it, it'll be evident if they know the basic fundamentals, or not. 

So, back to the lift vector.  Fugitive presented a pretty good explaination.  Once the basic concept of lift vector is understood, it can be used to get "in plane" with an opponent.  By matching the opponent's lift vector, you are "in plane".  Then it's a matter of closing to your desired guns range, applying the appropriate lead for gun convergence, turning on the guns and drilling him to dust.

Learn the basics and start practicing.  Recommend practicing in the DA or TA.  If you need help, ask for it.  There are several around who have the fundamentals down and know what they are doing. :salute

(http://i906.photobucket.com/albums/ac270/puma44/67c4ca00c9167a6ba2636be877338e04_zps601916da.jpg) (http://s906.photobucket.com/user/puma44/media/67c4ca00c9167a6ba2636be877338e04_zps601916da.jpg.html)
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: 1stpar3 on November 12, 2014, 08:28:59 PM
There it is!!! That's is exactly what I thought you guys were talking about. I was confused but the point this at that stuff was giving me doubts. Thanks for explaining it. Some times the basic understandings don't mix with the ACM terms I guess. Now that I know not to sit upside down and thus pulling maneuvers out of my butt, I am better situated!!! Thanks again fellas :rock
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Scca on November 21, 2014, 11:50:30 AM
You seem to have some level of success against your opponents.  But, the discussion of lift vector and BFM/ACM fundamentals seems to be missing in your discussion.  For example, pointing your wing at the opponent isn't a valid fundamental term.  There are a number of scenarios that come to mind that would simply confuse someone new to the game and air combat by "pointing their wing" at the opponent.  Its important to know, apply, and teach the fundamentals when introducing it to new players, otherwise, confusion will exist.....followed by frustration.   :salute
I am glad you further explained yourself as this above was even less helpful that "point your wing at him" which I actually understood, and was a very good layman's way of answering the question. Appreciate that some try to dumb down the jargon for the newer folks, know their heart's in the right place and cut them some slack  :salute


As other mentioned, it's a good idea to do some studying on BFM  (http://trainers.hitechcreations.com/maneuvers/maneuvers.htm)(basic flight maneuvers), and ACM (http://trainers.hitechcreations.com/acm-merge/acm-merge.htm) (air combat maneuvers) so when knowledgeable folks like Puma44 answer your question, you will know what he's saying.  There is a great deal of information here, and sometimes it can be overwhelming.  
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: morfiend on November 21, 2014, 01:59:38 PM
I am glad you further explained yourself as this above was even less helpful that "point your wing at him" which I actually understood, and was a very good layman's way of answering the question. Appreciate that some try to dumb down the jargon for the newer folks, know their heart's in the right place and cut them some slack  :salute


As other mentioned, it's a good idea to do some studying on BFM  (http://trainers.hitechcreations.com/maneuvers/maneuvers.htm)(basic flight maneuvers), and ACM (http://trainers.hitechcreations.com/acm-merge/acm-merge.htm) (air combat maneuvers) so when knowledgeable folks like Puma44 answer your question, you will know what he's saying.  There is a great deal of information here, and sometimes it can be overwhelming.  


  I couldnt agree more!

  1 thing it helps the trainers help you,if you have a basic understanding of BFM,atleast what the terms mean that can save alot of time and effort.

  Generally I spend about an hour with a player,anymore than that and it's too much to take in and I get too tired.... :o    If a trainer has to explain every term,such as what a high yoyo is or what a chandell is then half the time is waisted of explainations and not on flying.

  In saying this I speak for myself,I'm sure other trainers approach this in their own way.


   :salute
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: FLS on November 21, 2014, 03:09:59 PM
Good point Morf, everything you learn on your own will help.  :aok

But if anyone needs help with basics, explanations, or learning BFM we do that too.   :D
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: Puma44 on November 21, 2014, 04:07:03 PM

As other mentioned, it's a good idea to do some studying on BFM  (http://trainers.hitechcreations.com/maneuvers/maneuvers.htm)(basic flight maneuvers), and ACM (http://trainers.hitechcreations.com/acm-merge/acm-merge.htm) (air combat maneuvers) so when knowledgeable folks like Puma44 answer your question, you will know what he's saying.  There is a great deal of information here, and sometimes it can be overwhelming.   
Great point about doing self study.  :aok.  Yes, it can be overwhelming, especially when someone uses made up terminology that those new to air combat won't find in publications written by subject matter experts.  :salute
Title: Re: Boom n Zoom Problems (Typhoon)
Post by: morfiend on November 21, 2014, 04:31:56 PM
Good point Morf, everything you learn on your own will help.  :aok

But if anyone needs help with basics, explanations, or learning BFM we do that too.   :D


  Agreed, and I hope that didnt come across in the wrong manner as I'm always more than happy to explain things to players!

   That said I see it all to often a player asks for "dogfighting lessons" and they have no idea of basic flight maneuvers,then I say to do an immelman turn and they dont know what it is.

   If a player did as Puma suggests and uses their favourite search engine to look up BFM/ACM so that they have an idea of the terms,it would help myself to spend more time teaching the moves than explaining what I'm talking about.



    :salute