Aces High Bulletin Board
Help and Support Forums => Help and Training => Topic started by: bortas1 on July 06, 2016, 09:39:07 AM
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:salute any tips on ether bird?
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Don't pull negative G
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If you're flying it, don't push neg G. Shoot at your convergence setting. Avoid the stall, it's harder to recover if your engine shuts off.
If you're fighting it, use neg G maneuvers and try to avoid getting shot at the typical 150 -250 convergence range.
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I used to fly the Hurri 1 all the time. Convergence at 250, never shoot further than 300 and concentrate the fire in one place. Get used to roll/pull instead of pushing down when you need to dive. These planes aren't real fast, but they are very maneuverable. Be very careful when approaching a stall, and do not stall/spin while inverted in the Spit because you will not get out of it.
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I used to fly the Hurri 1 all the time.
And we had some great fights! My own preference for convergence is 175 yards, and take the shots at that range. Otherwise I agree with everything ImaDot says.
- oldman
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Yep, very short convergence, <200. the .30:s isn't that effective on longer ranges. The spit also have the guns spread out all over the wing so they are only effective near convergence range.
333 rpg isnt a lot for .30:s so you cannot spray them around too much.
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as long as you dont keep neg Gs the engine will come back to life when you return to neutral or pull positive G. You can push neg. G to make shots and surprises the hell outta folks when you do. If you do go vertical and you kill the engine you can get the nose down and restart in air on the way down. Like has been covered before get close 300 or less and let em have it wingroots/wingtips and cockpits. If the plane will do it and you can control it.....use it. The flat spin is harder to enter in the Hurri but just as hard to get out of as the spit, especially if the motor stops.
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:salute thanks gents just found out we in spit1s :cheers:
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Watch casually letting off pressure with nose pitch. If your speed is low at any alt which will vary, the nose may drop first to pickup speed causing the engine to go out. Flew the spit1 a bit last night for a refresher for FSO and forgot about that. Man do guys in late war birds start HOing when they cannot out maneuver a spit1.... :O
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:salute any tips on ether bird?
1. Get alt and always check your 6. Speed and E is important.
2. Roll over first, and then pull the stick back to dive, this will keep your engine from dying thru negative Gs.
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:salute thanks gents between dodging thundarstorms and power outages could not make it happen. :cheers:
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Took a Spit I up last night. Didn't shoot unless within 200, killed 2 bombers, and got an assist on a Dora, got killed once too... Darn thing climbs good, but is really slow.
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:salute last fso I got 1 kill 1 asst. damaged a bunch but not enough. lol looking forward till next battle of Britain.
:cheers:
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for the spit 1 don't try to many aggressive loop turns with your flap down. Soon as you run out of speed and pull to hard you will go into the dreaded flat inverted stall and it is a bugger to get out of. It can be done but you will lose altitude.
I set my convergence to 200 and never shoot much past that as the 303s lose their hitting power rapidly.
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:salute hitting power, do you mean a concentrated volley? :cheers:
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:salute hitting power, do you mean a concentrated volley? :cheers:
MG rounds for the most part arent explosive so rely on kinetic energy,the further they travel the less energy they have!
You have the most concentrated firepower at convergence but if you set conv. too far out you will loose some "hitting" power!
Hope that helps!
:salute
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Well put, Morf! Kinetic energy and the management of said energy.
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A good thing with the .303:s is that they like to kill pilots, especially on bombers, a Head on and a burst into the cockpit and BOOM.
Worth noticing about the spit 1 is that its significantly less responsive than its siblings, both in roll and pitch, at least when going slow so don't expect to roll with anything, scissors are hard to counter.