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"If I hadn't talked to my instructor about what he'd learned in air combat I'd most likely be dead right now." New pilot, after his first kill
Learn, then teach
Always have an altitude advantage, if you don't then you'll end up dead. Energy fighters require a lot of altitude in order to gain speed and dive on an opponent. You don't need to park it at 40,000 feet, though. That's far too much altitude to be usefull. What will work is a medium altitude, say 11,000 to 18,000 feet. Higher aircraft will be rare, but you'll have the speed and maneuverability to deal with 'em as they come.
The fight starts with you higher than the enemy plane, preferably at least 1,000 feet. Reduce power to idle and dive in on him from your pearch, accounting for his maneuvering and his closure rate. Once you get in behind him pull up hard to bleed some of the excess speed that always builds up, and go to full power. Now you wait for him to close to under 300 yards, at which point you open fire with your machine guns. Cannons always have a small amount of ammo available, so you don't use them unless you're cheating by using unlimited ammo [which can't be done online]. Once you see hits on his aircraft from your MG rounds, wait a second or two then fire with your cannons as well. His aircraft will explode from the hail of ammo pounding him.
That's how it can be done with every aircraft, except turn-fighters like the Spitfire or A6M Zero. If you choose to fly an energy fighter (Fw-190, P-47, etc...) then you HAVE to learn this form of air combat or you'll die from lack of speed. Twin-engined aircraft are always energy fighters, because they can't turn for crap. P-38's aren't half bad if you want to learn both sides of the coin. They don't turn horribly well, nor do they bank a load of speed. What they can do is switch between energy and turn fighting almost at will.
Before I go too far, I'd better define a few things. Energy fighters are aircraft that don't turn too well, but will readily out-run almost everyone. The Me-262 is a prime example of an energy fighter. Want a short list of E-fighters? Okay: P-47, Fw-190, Bf-109, P-51, Mosquito, Yak-9, Bf-110, Me-262, Typhoon, Tempest, La-5, La-7. They use speed, altitude, and a whole load of firepower to their advantage. One thing that most tin-horns don't get is there are rules to flying an energy fighter. Numero Uno being "never get below 250mph indicated airspeed". Turning fighters are nimble little things that seem to maneuver forever. Early to mid-war Spitfires, and the Zero series, are perfect examples. An A6M2 can and will out-maneuver anything in the air, with a trio of problems. First, at high speeds the controls get very stiff. Second, low ammo load for the twin cannons. Third, comparitively slow top speed. Can you see what this spells out? No? I'll explain.
In a fight against any other aircraft, the Zero will be at a disadvantage for two of the three problems listed above. Slow airspeed means they can't close range fast enough to make a quick kill. Add to this the fact that the controls really get stiff at high speeds and you're in for it. You have to make the enemy give you a good shot at them, or play dweeb and get into a turning fight. More often than not, you'll end up dead trying to play the speed game in one of these. A Spitfire IX is much better off both from a handling standpoint and a speed standpoint. Their controls don't stiffen that badly, and for the most part they can keep up with the faster folks.
Roll rate is also important. You can use roll to scissor, change directions quickly, attack ground targets, and dodge enemy fire. Fly a Typhoon and you'll really appreciate the roll rate of a P-47 or Fw-190. Typhoons had a serious aileron problem that caused very sssslllloooowww rolls. Going up against another aircraft with superior roll rate can be daunting. In order to set up a very hard turn you have to roll. The faster you roll, the faster you can get out of the way. A Typhoon vs Fw-190D fight would probably be won by the 190. Blessed with the fastest roll rate out there, it can flick into a turn faster than you can blink.
Think of the flick as this: You're in a slow flat turn and you want to switch direction. All you have to do is pull up a little harder and add a touch of roll. The aircraft will flick out in the other direction. A handy maneuver but a dangerous one, because it exploits the nasty dump-stall 190's were notorious for. If you do this without knowing what you've done you might just get into trouble without knowing it. A favorite saying of drill instructors goes "When you leave training, you know just enough to get your self into trouble." Nothing could be closer to the truth.
Stick forces are something most people know as "that plane hardly rolls at high speed" or "you can't turn the thing above 300mph, the elevator doesn't move". Bf-109's were famous for their stick-in-cement problem. A short stick throw combined with a bad aileron design meant the forces required to move the stick at high speed were terrible. The higher the force required to move the stick, the worse it maneuvers. Early to mid model Spits (up to the IX) have little trouble up to the 350mph range. Beyond this their ailerons stiffen up badly. How come? It's called compressibility. High speed airflow increases pressure on the control surfaces. As this pressure climbs, so does the force needed to move the stick. Zeros are equally famous for their lousy stick authority at moderate to high speeds.
While compressibility means a sloppy stick or sluggish maneuvers, cannons mean quick kills. Earlier I described how you can get kills pretty easily by firing machine guns first, then adding cannons in. It's not too hard to pull off at short range. Open fire with the machine guns, and when you see hits, open up with the cannons. Provided your plane has them anyway. I'd say around 2/3 of all fighter aircraft had cannons installed at one point or another. At longer distances you can't do this because the trajectory of machine gun bullets, and cannon rounds, is very different. Cannons shoot with a much flatter trajectory than most machine guns. As a result, if you're hitting with cannons your MG rounds will either fly high or low, depending on the range.
Tackling the enemy
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