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Old 11-06-2017, 12:12 PM   #31
amazingme
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Originally Posted by Headwarp View Post
I'm finding that the Dora is actually quite capable if you use it right. The 190 airframe doesn't get the greatest climb rate initially, however once you are at altitude you have all the energy in the world with it.

It is capable of extremely high speed dives and retains a ton of energy climbing out of it, though you have to be gentle with the stick when going fast.. pull out of high speed dives with stabilizer.

Of course, input rudder to keep the slip ball centered when climbing or in general when you can think to do so.. I have to put a hefty curve on my crosswinds because they're really touchy.

The idea is, when you take off, you want to have a higher altitude than the enemy by at least 1000-1500 meters and more isn't bad at all as long as you know how to slow down if you're diving too fast. The 190 frame can gain MOST of it's altitude back from a dive into a climb if you let it.. so take your time and be patient. Try to be the guy diving in on the unsuspecting spit/p-51 pilot. You can BnZ all day against any opponent if you have enough of an energy advantage, it's when you start to turn that you're putting yourself at risk, but not necessarily in a solo engagement. The 190 has an extremely high roll rate. P-51's and spit's that get the jump on you will be hard pressed to follow you into a split-S and get a shot. You can drag them down into their critical speeds where they might rip ailerons or wings off if they pull too hard and quickly transition into rolling scissors.. your roll rate is superior. When they get close chop the throttle enough to get behind them, and them go full power with the mw-50 engaged to keep that position, throttling down as needed to avoid the overshoot.

The 190 CAN turn using take off flaps (stage one of two, 10 degrees) between 300-450ish km/h but you still have to be gentle with the stick, and using stabilizer to assist with turning can go a long way. Unless you're using an FFB stick you have to be extra attentive of the sounds of buffeting and shaking. If you pull the stick beyond her limits she will go into a flat spin.

You can rope a dope a spit if you start with enough distance between you and him behind you, you're going reasonably fast, 500-700km/h IAS before you pull up to a 300km/h climb, start to turn left slightly and go straight vertical looking down behind you to watch him fall when you drop the rope... at which point you throttle to zero and hammerhead down on top of him attempting to get a shot. The 109's climb rate is more suited to this tactic than the 190, but if you have the energy advantage or are putting enough distance between you and the spit.. you can probably force him to stall before he can shoot you if he's inexperienced enough to follow you up.. and if he doesn't follow you up? You can then dive on him and put him in the defensive.

In most cases you probably want to stick to BnZ.. which means try to climb to the advantageous altitude before you think you'll even come across an enemy.. dive on them..shoot if you have the sight picture, pull back up rather than engage in a turn fight and get your altitude while keeping an eye on your target and checking your 6.. since he started with less altitude and therefore less energy..he won't be able to follow you up.. his only defense is to turn sharply, split S, or try to lure you into a turn battle/scissors and hope you don't get a well placed deflection shot. You can turn with him briefly.. but you want most of your speed to regain your altitude so you can reset, stay behind it, and make another approach.

Watching a documentary starring pilots from the Battle of Brittain, the allied pilots exclaimed that the chance of success of their missions depended largely on whether or not they could climb to a high enough altitude within the 5-6 minutes of time they had to scramble off the ground and respond to the calls from the early warning radar and stop the bomb raids in time. With out the altitude to exchange for speed and energy, they would be sitting ducks for the german fighters escorting the bombers. That and having to turn around to chase a bomber already level and at speed flying towards his target while climbing increases the chance of the enemy's successful ground strike, as you basically have to turn around...climb some more and maintain enough speed to catch up to him.

Have patience.. try to think your actions through.. turn fighting is a last resort, that while it can be done successfully in the FW-190 airframe, will leave you a sitting duck if any of his friends join in the fray before you can kill him and regain your altitude energy. It's better sometimes just to extend away and reapproach the situation after you've managed to regain some altitude or drag the guy tailing you to a friendly waiting to pounce down on him.. and in that case.. do go evasive..but don't pull the stick too hard unless you've got good distance, no other visable bogey's and it's straight up so the inexperienced pilot behind you tries to follow and stalls..practically sitting still for the guy coming in behind him to save you.

If you've got a wingman saying "im closing in for a shot" it is NOT the time to yank the stick and break hard right.. we ain't got no Sidewinder missles. and it's easier to shoot someone in the 6 than go for high AoA deflection shots.
I could add that the Spitfire, due to its turning capabilities, can deny almost any tracking or deflection shots pretty easily (by turning into the attack), that's why you need a wingman with you, so that the Spit would have zero chances of escaping. A few coordinated Doras can wreak havoc among the Allies planes, no matter the servers/missions/players.
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Old 11-06-2017, 02:35 PM   #32
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Originally Posted by amazingme View Post
that's why you need a wingman with you, so that the Spit would have zero chances of escaping. A few coordinated Doras can wreak havoc among the Allies planes, no matter the servers/missions/players.
Just a reminder: if you can bring a wingman, then so can he. This, and also what BuzzU said: you can't count on the other guy being less experienced than you. That's really quite out of your control. Even if you're so good that there's no VFP in the world who is better than you, that's still no guarantee that the other guy isn't just as good as you.

So, suggestions like "fly better than him" and "bring a wingman" aren't actually solutions to the problem of one ship being superior to another. If the other guy flies as good as you, and brings a wingman, then you're back to square one: losing because the other guy is in a better fighter.

Not that I'm berating you for suggesting them, mind; sometimes, bringing a wingman and hoping the opponents are less experienced is about the best you can do. Just, bear in mind that such tactics don't actually solve the core problem, and can't even function as a workaround if the opposition matches them.
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Old 11-06-2017, 02:55 PM   #33
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There is no 'solution' for this kind of 'problem' that you've tried to explain, only general guidance and hard flying discipline. 1v1 situations are very rare in a MP environment and, whenever you find yourself in this kind of engagement, you have to discern if you can commit to the fight or not, without losing the precious and vital 'E'. Strictly in 1v1 engagements, when the pilots are of the same skills, it will come down to who's better in flying its aircraft right at the edge of the flight envelope. If both pilots know what they're doing and the planes are quasi-similar in performance, then clearly it will be a draw. The discipline and team coordination are what made the pilots successful.
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