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Spitfire vs The Germans


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When this plane first came out i saw some videos that say its too late a model to compete against the 109 & Dora. Is this still the case that those planes have a big advantage or are people learning the advantages of the spitfire after having it for some time?

 

If so are there any good tutorials on tactics to use in dogfights?

 

Also are there any plans for other ww2 planes?

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It's a year earlier than both those, which means a year behind in development.

 

There are some videos in this sub-forum on how to fight the Spitfire. You'll have to look around a bit.

When you hit the wrong button on take-off

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I'm sure you meant, "Too early a model." But the 9 was flying combat right up until the end of the war. And since they toned down the German FM's a bit (especially the 109 which was rediculous) they aren't so scary anymore. I've scored against them plenty of times.

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The Spit IX is quite capable agaianst the German aircraft in DCS.

 

 

Yes, the Spit IX is much (with respect to military development during a war) older than the 109K and the 190D-9, AND we only have the 18lb version of the Mark IX, rather than having access to 25lb boost . . however the gap is really just one iteration of the airframe. It's not like we're matching the Spitfire II from 1940 against the German machines from 44-45 - which would be a tough ask indeed.

 

The IX has turn rate advantage on bogh german aircraft, except for when the 109 has it's flaps deployed. However when the 109 flaps are down the spitfire gains an energy advantage - it seems to me. So they have to trade off one thing for the other, as one would expect.

 

The IX cannot dive as fast as either german aicraft. So they can still disengage at will. however, they will have trouble at lower altitudes, with no-where to dive to. On the upside, at high airspeeds (in a dive) you can get some nice response from the Spitfire elevators, allowing you to pull up and loop over the 190 in particular if one is on your tail in a high speed dive. The 190's elevators lack the responsiveness of the spitfire above about 340 mph.

 

In a straight line, the german machines are noticably faster at all altititudes, so if you get into a level, or climing race don't expect to win.

 

My general advice (each situation is different though, a 1-size-fits-all approach to air combat is not a good idea) for flying the spit is, get altitude and dive on them with speed. Convert speed to altitude if you miss your passes and repeat (aka, the famous BnZ). After a few repetitions of this, the german machine will slowly equalise energy with you becasue he can respond in the vertical better. As you find the energy states equalising, swicth to turning tactics - fighting in the horizontal.


Edited by philstyle

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I’ve never felt at a disadvantage in multiplayer. The German fighters will try and BnZ on you, stay right underneath them as they climb and take away their lateral turning room while maintaining a steady climb. It makes their dive on you much harder. Eventually their energy advantage will decline and you will force them into your type of fight, a turning fight. Then you will have em. If they are good they will dive away, but now they are defensive and will eventually run out of altitude. As long as they don’t have friends, if you stay patient you can turn the tables on them

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Yes, this pretty much sums it up, except one thing. You don't need to be directly underneath the Germs. You need be be able to turn to inside their turning radius though. While they are diving in at 350+ knts their turn radius suddenly becomes huge, and you can turn in towards them, while they can suddenly not get you in front of their sights. Then reverse to be behind them. They can zoom up again, but they cannot attack.

 

Having a wingman who is higher than you can be a boon in this situation. As soon as the Germ starts to dive, your wingman starts to climb, and the Spitfire can climb! Once the Germ has over-shot you, after you turned inside his turning radius, you stay behind him forcing him to either continue extending--which means he's leaving the fight altogether, or at least for the time being, by just diving away--or he has to climb again.

 

By the time the Germ has used up all his energy climbing, your wingman should already be at altitude and ready to pounce on the Germ coming up with no energy.

When you hit the wrong button on take-off

hwl7xqL.gif

System Specs.

Spoiler
System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB
CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27"
CPU cooling: Noctua NH-D15S Graphics card: MSI RTX 3090Ti SuprimX VR: Oculus Rift CV1
 
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Yes, this pretty much sums it up, except one thing. You don't need to be directly underneath the Germs. You need be be able to turn to inside their turning radius though. While they are diving in at 350+ knts their turn radius suddenly becomes huge, and you can turn in towards them, while they can suddenly not get you in front of their sights. Then reverse to be behind them. They can zoom up again, but they cannot attack.

 

Having a wingman who is higher than you can be a boon in this situation. As soon as the Germ starts to dive, your wingman starts to climb, and the Spitfire can climb! Once the Germ has over-shot you, after you turned inside his turning radius, you stay behind him forcing him to either continue extending--which means he's leaving the fight altogether, or at least for the time being, by just diving away--or he has to climb again.

 

By the time the Germ has used up all his energy climbing, your wingman should already be at altitude and ready to pounce on the Germ coming up with no energy.

 

This!

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Yes, this pretty much sums it up, except one thing. You don't need to be directly underneath the Germs. You need be be able to turn to inside their turning radius though. While they are diving in at 350+ knts their turn radius suddenly becomes huge, and you can turn in towards them, while they can suddenly not get you in front of their sights. Then reverse to be behind them. They can zoom up again, but they cannot attack.

 

Having a wingman who is higher than you can be a boon in this situation. As soon as the Germ starts to dive, your wingman starts to climb, and the Spitfire can climb! Once the Germ has over-shot you, after you turned inside his turning radius, you stay behind him forcing him to either continue extending--which means he's leaving the fight altogether, or at least for the time being, by just diving away--or he has to climb again.

 

By the time the Germ has used up all his energy climbing, your wingman should already be at altitude and ready to pounce on the Germ coming up with no energy.

I've found that a Mustang/Spitfire pair up is handy, with the Mustang up top, and Spitfire down low.

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Modules: AH-64D, Ka-50, Mi-8MTV2, F-16C, F-15E, F/A-18C, F-14B, F-5E, P-51D, Spitfire Mk LF Mk. IXc, Bf-109K-4, Fw-190A-8

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