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Higgeh

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  1. If we are permitting pre-merge maneuvering, then you should try your best to be the low man at the merge as you will get the first use of gravity for your turn. It should also make buggin' out at the next merge easier, because you will be nose low with them nose high if they don't match you nose high. I'm not sure how significant look up IR shots are in DCS tbh, but from my experience most high aspect shots can be defeated with flares, so I would also recommend going purely vertical. If only we had a JHMS + 9x combo to make this easier :)
  2. Sorry, it is pretty difficulty to tell when you are serious or not because many of your posts are sprinkled with :D I think there is a consensus that 14g turns not breaking the wings is unrealistic. I'm just contending its significance and whether or not this issue should be a high priority.
  3. Razer timed his turn with the knowledge that he had this high g capability. If he chose to limit his g then I assume he would time his turn differently. My point is that both turns would still yield a good advantageous position, so the high g capability isn't too significant here. Say Pyro reduced his speed to around corner and performed a sliced break turn then Razer would have to reduce his speed also to prevent an overshoot when timing his turn. These speed reductions would eliminate the 14g capability from the equation altogether which yet again would make this ability rather insignificant. Also, my statements are independent of my existence in any events. To say otherwise seems like a rather lazy attempt to dismiss my argument tbh :( ; I welcome you to expose any fallacies with logic. Oh and how dare you assume I'm not an ACE! :joystick:
  4. To be honest, he could have easily got the same lead for that shot without pulling 14g by slowing a little and starting the turn a little earlier. It would be a slightly higher aspect shot, but I wouldn't consider that to be a major difference. Not to offend pyromaniac, but if he had decided to fight with a break turn then you would easily see why a high energy turn (in the 14g range) is a bad idea in a dogfight.
  5. I'm not sure if I'm imagining things, but does anyone else feel like there is less roll rate available than before at slow speeds under high angle of attack? I'm not questioning realism here (I have zero references for that lol) just whether there is some implicit or explicit change.
  6. I suppose what I'm talking about isn't actually a 3-9 defense. I actually put the missile about 110 degrees off my nose where I can fully transition to a 180 degree drag if I'm not confident of my SA or if I see a splash. I also use light vertical reversals on this heading. Continuous 3-9 line is really for notching, but I suppose you could give it a good shot kinematically with vertical reversals and a well timed orthogonal roll; bit risky though. So maybe I don't quite disagree :)
  7. I personally prefer the 3-9 line kinematic defense, because I can get a tally on the bandit (very easy if they pop flares) and sometimes even their missile in this position. Both of these things allow me to turn back as quickly as possible and point at them. I just feel like the drag loses too much SA. I also would have less angles to turn back in although I'm not sure if the dragging bandit would be able to offset this by being able to start turning back before me. I have never been able to test this sadly as most people who drag do so very conservatively. Most actually never turn back. Poor close air support :(
  8. Could you clarify if you just want to defeat a missile regardless of air space, or if you want to defeat it and still contest for air space? You will still use all of the methods that Stuge mentioned for both of these scenarios, but for the latter you will need to optimize the time it takes you to defeat their missile and turn back in.
  9. And that is why I wouldn't go near a flanker with an eagle lol; that slow speed rate is scary. I always prefer to slice my turn slightly under their plane for better rate. There will be some slight vertical separation but they would have to go very nose low to use it. If both pilots try this then the fight very quickly descends into a tighter roller where relative speed is everything, so you need to be ready to adjust to that changing flow. Also, I'm one of those madmen who like to try and roll underneath with a sort of split s just above the deck if I'm defensive like in the video at 7:21. I prefer my odds in the resulting roller. Sure he may get a snapshot but it will be far riskier than the shot he gets at 8:40. There is also a good chance they will overshoot my flight path into the deck if they pull too much lead. :P
  10. I do actually agree with what you are saying, but I'm not so sure about there being enough separation between the turn circles to pull this lead if both pilots lead turn and max perform their jet. If they come in at 500kts then I would aggressively lead turn them. A high instantaneous rate allows me to perform a lead turn later, so if they don't have instant access to this then I can start an early turn quite late prior to the pass where I will gain angles without giving away a lot of turning room.
  11. I try my best :) Congrats on winning topgun btw. I watched some of the acmis and was thinking "He knows too much" lol I totally forgot about the head on jink on the first pass. Always fly where that is prohibited so that makes total sense. Would still be tempting to perform a rather disrespectful lead turn for a fun 5 second fight. I just love the sheer panic for both pilots when they enter a relative speed fight at higher speeds. Sure it has a 10% success rate but that's not important :P
  12. You can Rmin the missile and get below them if you don't get too greedy with your oblique angle. Look at the first fight of Stuge vs Teknetinium in the last topgun tournament to see what I mean.
  13. You will just about always point first going pure vertical, but you will be looking at a high low merge at the lower end of corner speed where they will be able to fit inside your bubble for a much more exclusive shot in the following roller/scissors. This does however make the big assumption that you don't blow each other to pieces before this lol. I find an ascending spiral or a matching pure vertical turn where I come off obliquely to be slightly below at the merge to work best. They will still point first but at least it will be for less time due to the collapsed range and you will be lower. Generally speaking, I want to set up the steepest high to low merge that I can without dying in the process lol. From my experience using the su-27 I can easily just roll around the F-15's flight path at all times using my slow speed rate to force it out in front whilst avoiding it's gun. You could get a snapshot by using your instantaneous rate, but if you miss it is game over. A well executed no respect lead turn can even deny this; however it does carry some risk. So yeah just blow through and run lol. Stuge, wouldn't 500kts give you a pretty large radius? If I matched you pure vertical starting at 440kts I'm pretty sure my radius and rate would allow me to point first and be below you quite easily. I know it depends on weight but 500kts still seems quite high.
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