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3D""=20   Air training--- How to = fly.
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 3D""=20=20  Author  Topic: Air training--- How to = fly.=20  (Read 512=20 = times)
109_Raven
Flight=20 Instructor
Ace
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3D""=20 Air=20 training--- How to = fly.
=AB on: 07/25/02 at 6:10pm = =BB
Quote Modify=20

Hey everyone glad you stopped in. = Hope you=20 find some information here you find useful. Some = back=20 ground info on me- Former USAF A-10 pilot 88-91. =  Got into a fight with a Harley, 70 mph and = a rock=20 wall, I lost... End of my time in the sky. Now I = am a=20 virtual pilot and one of my favorite planes is = the=20 mighty BF-109.  I'll be glad to answer any=20 questions you might have for me reguarding = flying,=20 training, or what have you.  
3D""
 
Now let's fly. =
3D""=20 = Logged

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109_Raven
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3D""=20 Re:=20 Air training--- How to = fly.
=AB Reply #1 on: 07/25/02 = at 6:12pm=20 =BB
Quote Modify=20

Anatomy of Gunnery:
Many = factors=20 influence whether or not the rounds leaving the = barrel=20 of your guns will strike your intended target. = Some are=20 within your control, while some are not. A quick = synopsis of these influences is provided below:=20  
Pilot Induced Errors. This basically = is your=20 ability to position your aircraft such that the = bullet=20 stream will intercept the target. Inherent in = this=20 effect is your ability to estimate the target's=20 distance, direction of travel, speed, and the = behaviour=20 of your rounds as they traverse the path from = your guns=20 to the target. Fail to account adequately for = this and=20 your rounds miss. In other words, the human = error=20 element.  
Gravity. "The Earth Sucks". = Your=20 rounds have mass, no continuing propulsion = system, and=20 the Earth exerts gravity. This combination means = your=20 rounds will follow a trajectory towards the = Earth. This=20 is your classic "bullet drop" effect.=20  
Atmosphere. Although the density of = air is=20 lower at altitude, it is far from being a = vacuum. The=20 atmosphere can produce several effects that = influence=20 the path of your rounds:  
Currents. The = atmosphere is not homogeneous. It is basically a = non-constrained fluid; it rolls and eddies in=20 three-dimensions like the ocean (another = relatively=20 non-constrained fluid). The result is, just like = a boat,=20 our aircraft moves in response. On every flight, = our=20 aircraft is affected. However, only when it = reaches=20 sufficient amplitude and frequency do we humans = even=20 readily notice it (turbulance). However, even = though we=20 don't notice it, it does affect the flight path = of our=20 aircraft....and the pointing of our guns. =  
Air=20 Resistance. When your rounds exit the barrel = they are=20 immediately acted on by the resistance of air = (like=20 walking in a heavy wind). This resistance slow = your=20 rounds down, allowing gravity to generate a more = pronounced ballistic arc towards the ground. In = addition=20 a slower round produces a smaller "punch" on = impact.=20  
Wind. The motion of air produces a = force (like=20 when you put your hand out the window of a = moving car).=20 If the motion is at an angle to your direction = of=20 travel, it "steers" the round off its intended = path.=20  
Mechanical. A couple of uncontrollable = (relatively) man-made effects also influence our = gunnery:  
Guns. The release of a round=20 is...well...explosive. It's a combustion process = where=20 propellant is activated in a small volume and = the=20 release of gases produce a resultant force = driving a=20 mass from a tube. Since "For every reaction, = there is an=20 equal and opposite reaction", there is force = acting on=20 the system holding the gun. This can be quite=20 substantial, depending on the amount of = propellant=20 discharged. This reaction produces the classic = "recoil"=20 effect, where a mechanical response (motion) = occurs.=20 When a large number of discharges occur in a = short=20 period of time, we get an oscillatory motion of = the gun.=20 Oscillations mean the gun isn't exactly pointing = where=20 you want it.  
Aeroelasticity. This is = just a=20 fancy way of saying that things flex in response = to a=20 force. In our case, wings, tail, and fuselage, = all react=20 to the stresses of G-forces and the atmosphere. = The=20 result is usually a bending and relaxing of = those=20 surfaces. Depending on what bends and to what = extent,=20 means your guns may not be pointing exactly = where you=20 desire.  
 
 
Now with = these=20 factos in mind lets look at steps for good air = to air=20 gunnery.
 
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109_Raven
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3D""=20 Re:=20 Air training--- How to = fly.
=AB Reply #2 on: 07/25/02 = at 6:12pm=20 =BB
Quote Modify=20

0. Yes there is a zero, this step = applies=20 at all times while you are in the air- Never get = out of=20 your planes flight envelope. That meaning always = stick=20 to the parameters where the aircraft you flying = preforms=20 the best. You will not rate your nose on an = opponent if=20 your plane is on he verge of aerodynamic = collapse. Never=20 push you aircraft above or below its envelope. = You have=20 to fly it no matter what else is going on. = Always FLY=20 your plane. Begginers tend to ignore that rule = most of=20 all- it sounds strage but its true. They get = caught up=20 in the thrill of the chase that they forget how = the=20 aircraft is preforming- before they realize it = they are=20 in a flat sppin, being carved up like a thanks = giving=20 turkey, by the enemy guns. =  
 
1. Plan=20 an effective gun pass or attack =  
 
Most=20 new pilots do not properly set up a good attack = before=20 they start shooting. They will rush into an = attack from=20 any angle and/or rate of closure and hose away.=20 Obviously this results in a low probability of = success.=20 Before pulling the trigger the good pilot sets = up an=20 effective attack that has at least a fair chance = of=20 success. Patience is the key here. Fire only = when the=20 attack has a reasonable probability of success. = A=20 planned out attack with a high probability of = success is=20 different from the "snap-shot". (A short burst = with=20 minimal set-up time or warning.) For the most = part=20 snap-shots are of very short duration. Many new = pilots=20 tend to mash the trigger for long periods on low = probability shots. This obviously leads to a "0" = on the=20 ammo counter quite quickly! Stay in the flight = envelope!=20
 
 
2. Estimate rate of = closure=20  
 
Closure rate is an important = factor=20 in gunnery because it indicates how much time = you have=20 to set up the shot and to actually shoot. As a = general=20 rule the higher the rate of closure the shorter = the=20 firing window will be, and the lower the rate of = closure=20 the more time you have to shoot. Most beginners = pay=20 little heed to closure. Again as a general rule = if you=20 are closing on the target at 75 yards a second = or faster=20 you are closing too fast. That gives you maybe 2 = seconds=20 to begin effectively acquiring the targets and = only 2- 4=20 seconds to actually shoot. That may seem like a = alot,=20 but that is missing the point. The key is the = time=20 allowed to aquire the shot. Most pilots can = effectively=20 begin to "frame" the target up in the gun sight = from=20 maybe 4-700yards out on a gun pass. (Depending = on=20 eyesight and pilot.)  
 
The = Military=20 has various gunnery "rules of thumb" for the = firing of=20 rifles. One of these is that it takes 3 seconds = for a=20 soldier to aquire and aim at a target. This rule = transfers to the air to air gunnery to some = extent. If=20 the pilot has less set up time than 3-5 seconds = the shot=20 is actually more in the realm of a snap-shot, = and that=20 type of shooting has its own set of rules, and a = lower=20 probability of success. Avoid snap shots unless = you're=20 fighting for your life. Stay in the flight = envelope!=20
 
3D""=20 = Logged

Death Before = Dishonor!.....usually moments=20 before.=20 =
109_Raven
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3D""=20 Re:=20 Air training--- How to = fly.
=AB Reply #3 on: 07/25/02 = at 6:13pm=20 =BB
Quote Modify=20

3. Estimate deflection=20  
 
A big mistake made by = beginners is=20 that they fire before they have a fair = estimation of the=20 deflection (or "lead") on the target. Then they = compound=20 the mistake by "spray and pray" techniques. They = try to=20 "walk" the bullets into the target using the = tracers as=20 a guide for correcting their fire. This is very = wasteful=20 of ammunition. If the pilot is unsure of how = much "lead"=20 is needed he could fire a very short "ranging" = burst to=20 give him some clue as the required amount of = lead. As a=20 general rule, the greater the apparent = deflection angle=20 appears to be, the shorter the firing range = should be.=20 Long range shots with large amounts of = deflection are by=20 definition very low probability shots.=20  
 
Estimating the lead on a = turning=20 target is most often learned by simply = repetitive=20 practice. The gun sight can be some help, but = not much,=20 since the number of G's you are pulling will = also=20 determine how much lead you may have to apply.=20  
 
Again, as a general rule, if = you are=20 "saddled up" on a bogie in a high-G turn the = range=20 should be extremely short before you pull the = trigger.=20 Personally I hardly ever fire at over `150 yards = EVER,=20 Wait untill the range is much closer 200ft. is a = sure=20 kill. If the bogie is "below the nose" of your = plane the=20 range should be under 100 yards as a general = rule.=20 Killing shots at an unseen bogie below the nose = of the=20 plane actually has a fair chance of success at = very=20 short range, but takes quite a bit of practice = to=20 perfect!  
 
Another area that I = might=20 want to mention is general plane orientation in = regards=20 to the target. The most effective shot is the = one where=20 your wing-to-nose orientation in 3 dimensions is = roughly=20 the same as your targets. Never use the tail of = your=20 opponent to line up on him- by the time you get = there=20 he'll be gone. Stay in the flight envelope!=20
 
3D""=20 = Logged

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Ace
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3D""=20 Re:=20 Air training--- How to = fly.
=AB Reply #4 on: 07/25/02 = at 6:13pm=20 =BB
Quote Modify=20

4. Fire a short burst=20  
 
The other cardinal sin of = gunnery is=20 firing in bursts of excessive length. One half = second=20 bursts are an acceptable standard. Bursts of = longer=20 duration are allowed only when you are almost = 100% sure=20 you have the guy bore sighted dead-on (its = flying=20 straight and level and you've bounced him). Then = stretch=20 the bursts to maybe 1 second duration! This, and = the=20 excessive range problem, are the two biggest = wasters of=20 ammunition in gunnery by far. Correct those two = factors=20 and you will soon be out of the gunnery = basement.=20  
 
Sticking like glue to the = "250 yard,=20 1/2 second burst" rules of thumb is almost a = sure ticket=20 to a much better gunnery percentage. If you take = nothing=20 else out of this to the arena, take that guide. = Stay in=20 the flight envelope!
 
5. Adjust = fire=20  
 
Before mashing the trigger = again,=20 adjust your aim! The beginner will often over = control=20 the adjustment to fire in his excitement! = Compensate for=20 the this tendency with patience and a smooth, = light hand=20 on the stick. Remember that unless you missed by = a=20 country mile, the firing adjustments will = probably be=20 minor ones. This is not the time to be horsing = the stick=20 about while spraying bullets all over the sky! = Beginners=20 especially need to learn not to rush things when = they=20 are "saddled up" on the target. Be patient and = stick to=20 the basics. Trying to rush the shot will most = likely=20 lead to a blown opportunity, not a Kill. If in = the event=20 you see you've missed the shot- LET IT GO!. The = shot is=20 gone and if you 'hamfist" yourself into a stall = or spin=20 trying to save it you're in a world of hurt. Fly = your=20 plane not his- dont worry about what his flight = dynamics=20 are before your own. You have to stay in your = flight=20 envelop at all times.
 
Now go back = and=20 count how many times I said Stay in the flight=20 envelope!- getting the hint yet?=20
 
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=
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3D""=20 Re:=20 Air training--- How to = fly.
=AB Reply #5 on: 07/25/02 = at 7:18pm=20 =BB
Quote Modify=20

Man! This is priceless!=20
 
Raven, wanna address ACM with the = 109 in=20 particular?
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3D""=20 Re:=20 Air training--- How to = fly.
=AB Reply #6 on: 07/25/02 = at 7:32pm=20 =BB
Quote Modify=20

I hope you don't mind, but this = needs to be=20 in here:
 
Originally by = Raven_109,=20 posted at SIMHQ
 
In the pursiut = of not=20 getting our butts shot off lets look at ways to = avoid=20 it.
 
Here is the quick and nasty = things to=20 look at:
 
Don't Climb into a = Fight!=20
 
If you find youself climbing into = a fight=20 you are in the process of making a mistake. The = enemy is=20 almost sure to have the advantage in = energy-state, and=20 therefore have the initiative. It is generally = very=20 unwise to "force" an engagement from an inferior = energy=20 state.  
 
Attack from a = position of=20 advantage!
 
Air Combat is War! Its = about=20 using all the advantages that God gave you to = shoot down=20 other planes without being shot down yourself. = Plan your=20 attacks carefully. Move into a favorable attack = position=20 first - don't just "jump into" that furball! = Take=20 advantage of "blind spots" and distractioned = opposition=20 to score quick kills. Never give the opposition = "an even=20 break", because he certainly wouldn't cut you = any slack=20 if the position was reversed! =  
 
Attack=20 with surprise on your side!
 
There = is no=20 law against cunning. Look for setting up a = surprise=20 attack on a target whenever possible. Look for=20 situations where the target may have poor SA; = move into=20 blindspots and sneak up on the target!=20  
 
With a superior energy state = go high=20
 
With an inferior energy state go = low=20
 
If you have the better energy = state you=20 have the advantage. Stay above your opponent if = at all=20 possible. After completing a gun pass its = usually a big=20 mistake to "go low" to reengage. Going high = conserves=20 energy. Going "low" is good when on the = defensive. You=20 are in trouble, the most important factor is to = keep=20 your airspeed up. If you are in an inferior = energy state=20 and by attempting to "go high" you will be = cutting your=20 airspeed - you're a sitting duck! Keeping up = your=20 airspeed allows you to maneuver more crisply. = And who=20 knows - your opponent could make a mistake, = which you=20 could exploit with a bit of maneuverability.=20  
 
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3D""=20 Re:=20 Air training--- How to = fly.
=AB Reply #7 on: 07/25/02 = at 7:32pm=20 =BB
Quote Modify=20

When it Doubt - Go Vertical!=20
 
In air combat, especially in WWII = planes,=20 its almost always a good idea to use the = vertical as=20 much as possible. If you have the Energy level = to "go=20 high", its rarely a mistake to do so. Don't = stick to=20 "flat" turns in a dogfight! That will lead to = very high=20 insurance premiums. If you loose you SA and you = have=20 plenty of speed go verticle. =
 
Eternal=20 Vigilance or Eternal Rest!
 
The = Most=20 imporant factor in Air Combat is to see the = opponent!=20 Spot him first (and his friends!), keep him in = sight at=20 all times. Whatever system you use for views, = (castle=20 switches, keyboard etc) learn it backwards and = forwards=20 before you do anything else! Scan your views at = least=20 once every 15 seconds even in a "quiet" sky. = Otherwise=20 the first indication of danger could be bullets = ripping=20 through your plane.
 
Learn how to = count!=20
 
Don't attack outnumbered unless = you have=20 the energy advantage. The worse you are = outnumbered the=20 bigger the advantage should be. If you are badly = outnumbered you only have to miscalculate the = energy=20 state of one of the enemy gaggle to end up going = home=20 via parachute.
 
Calculate firing = lead=20 before opening fire!
 
Don't fire = first and=20 ask questions later! Try to gauge the "Kentucky = Windage"=20 before you pull the trigger. Otherwise you might = find=20 yourself flying around without ammunition real = fast.=20
 
Short Range! Short Bursts!=20
 
When shooting, leave the Waterhose = in the=20 Garden. If you missed the target, be a man and = admit it!=20 Don't try to "walk" the tracers into the target = plane,=20 because ammo doesn't grow on trees! Short bursts = initially, then if you really have the range = down, fire=20 for effect! Generally shots over 300 yards are = waste of=20 time against a hard maneuvring plane. Get in = close and=20 hit hard! If the target is flying straight and = level,=20 shots to twice your convergence range are = allowed.=20 Outside of that you are most likely wasting ammo = unless=20 you are flying a plane like the P38 which has no = gun=20 convergence. Remember that Cannon will "drop" = faster=20 than machine guns at very long range. Also when = the=20 other pilot hears bullets zing past they may = mget=20 nervous and make a mistake that will set you up = nice and=20 pretty next time around.
 
Get "Out = of=20 Plane" when being fired on! =  
 
No that=20 doesn't mean bail out! When evading fire think = aileron=20 and rudder - not just elevator! The infamous = "flat break=20 turn" is the easiest defensive move to track = with guns.=20 That is an "in plane" maneuver, the easiest = maneuver to=20 maintain a gun solution on! Make the guy work = for it.=20 Use Jinking rudder moves and aileron rolls to = evade=20 fire. If you can force the guy to pull negative = G's to=20 fire, so much the better. He will be seeing = "red" real=20 soon.
 
 
Energy - Not Stick =
 
There is an old saying "Colonels = think=20 tactics - Generals think Logistics". Well = Fighter Pilots=20 a similar addage. "Average Pilots think Stick - = Good=20 Pilots think Energy!" Even when in a tight = furball=20 always keep relative energy states in mind. This = will=20 allow you to evaluate what he can do, and what = you can=20 do with more accuracy. Always try to keep that = last=20 ounce of Energy in your back pocket as your "Ace = in the=20 Hole". You may need to play that card sooner = than you=20 think! At very east you'll at least be able to = run away=20 faster than he can catch up to you. =
 
Turn=20 into the attacker - not away! =  
 
Well=20 this one goes back to Boelke! By turning "into" = the=20 attack you are maneuvering so as to avoid = allowing the=20 guy to get on your "six". By turing "away" from = the=20 attack you are making it easy for the attacker = to gain=20 angle.
 
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3D""=20 Re:=20 Air training--- How to = fly.
=AB Reply #8 on: 07/25/02 = at 7:33pm=20 =BB
Quote Modify=20

Lead turns - Its not just for the = vertical=20 anymore!
 
Many pilots know that in = the=20 eternal battle for "angle", the "lead turn" is a = useful=20 tool. But they forget that lead turning is also=20 permitted in the horizontal, not just the = vertical. That=20 is: lateral seperation can be exploited just as = easily=20 with a lead turn as vertical seperation.=20
 
Remember the "Rule of 45"!=20
 
When making a energy based rear = quarter=20 attack with a fair amount of closure on target, = follow=20 the target for about 45 degrees of "break". If = you=20 haven't killed him by then its time to Zoom and = do=20 another pass! Following that break turn too much = will=20 surrender your Energy advantage, and could lead = to=20 disasterous overshoots. Its generally a poor = idea to=20 follow an "out of plane" break down if you have = a fair=20 amount of closure on target. If the target = breaks with a=20 Split-S or similiar maneuver (such as a = slice-back) its=20 usually a bad idea to follow, since your high = speed will=20 actually work against you as the target breaks = low.=20 Instead establish a lag pursuit situation or go = vertical=20 to establish a dominant altitude advantage with = vertical=20 separation. Then close in for another pass. = Remember it=20 is often takes several energy passes to "wear = down" the=20 targets energy state to the point where the kill = is=20 assured!
 
Lag Pursuit with superior = Energy.=20  
Lead Pursuit with equal or inferior = Energy.=20  
 
 
When attempting to = gain=20 gun angle on a target use geometry to close on = target=20 who has equal or higher energy by "cutting the = corner"=20 of his turn. That is, anticipate his flight path = and and=20 "lead" it. Lag Pursuit avoids problems with gun=20 deflection and closure. Instead of flying = straight at=20 the target and taking a high deflection shot at = his=20 turning plane with a large amount of closure, = simply=20 "lag" out side his turn. That is, often you = deliberately=20 turn outside his circle, going high. This = conserves=20 energy advantage and sets up a more promising = shot when=20 you re-engage. Never look at his tail, look at = the wing=20 to nose aspect.
 
Always Fly = Aggressively!=20
 
When in the Air, always think = aggressively=20 - even when you are on the defensive. One of the = skills=20 of all successful pilots is a basic killer = instinct.=20 Flying in a tentative or indecive fashion will = just get=20 you killed. A good pilot will use your = hesitation=20 against you. While foolhardy recklessness is = pointless,=20 the good pilot is the master of the calculated = risk.=20 Building the judgement to know when a risk is = justified=20 is a key to success.  
 
Know = your Plane=20
 
Understand the strengths of your = plane,=20 and also the planes you are flying against. = Their=20 strengths and weaknesses should be etched in = your mind.=20 A good pilot knows how to exploit the strong = points of=20 his ride, and exploit the weak points of the = target=20 plane to get the victory. Don't fly "against" = your plane=20 by asking it to something its not capable of.=20 =  
 
 
 
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3D""=20 Re:=20 Air training--- How to = fly.
=AB Reply #9 on: 07/25/02 = at 7:34pm=20 =BB
Quote Modify=20

The corkscrew manuver---
Use = it, love=20 it, master it....Also known as The Spiral Climb: = All=20 pilots can use this trick to some extent to = exploit=20 their climb rate. Climb rates for aircraft are = often=20 quite different make sure you know your planes = max climb=20 and don't push it to hard. It can start from an=20 aggressive position, or a defensive position. = The=20 aggressive scenario normally begins as a result = of a lag=20 pursuit. The bogie will turn hard to avoid a gun = pass,=20 while the aggressor will then follow with a lag = pursuit=20 high. This sets up the spiral climb if the bogie = begins=20 a sustained turn attempting to enter a flat turn = circling fight. The defender should be given = just enough=20 rope to be kept on the hook. Give the bogie a 10 = to 15=20 degree (also known as D15) position below the = wing and=20 start to spiral climb with the bogie below and = to the=20 side. Now is when your climb rate should begin = to pay=20 off. The time to convert the spiral climb into = an attack=20 is a matter of timing. Don't be tempted to = convert the=20 spiral too soon, as the enemy might still have = enough=20 energy to attempt a nose to nose merge. = Generally I wait=20 till the bogie is a good 45 degrees down below = the wing.=20 Then hit hard rudder and wingover into an 4 or 8 = o'clock=20 attack run on the slow bogie. If all goes = according to=20 plan the bogie will have insufficient energy to = maneuver=20 effectively and should be an easy target.=20
 
From the defensive position the = spiral=20 climb can be used to turn the tables. The best = way is to=20 start from a straight climbing pursuit. Once it = is clear=20 that the bogie is not gaining closure and is out = of=20 effective gun range turn to either side and = begin the=20 spiral. A bit of caution is called for here = however. In=20 the the very beginning of the spiral climb the = bogie=20 will most likely gain some closure because he = will be=20 able to lead pursue your climbing turn a bit. = Also the=20 turn will make your climb less efficient in = terms of=20 sustained climb rate also. Keep this mind when = beginning=20 the spiral. It is not adviseable to begin the = spiral, if=20 the bogie is anywhere near effective gun range = because=20 he will most likely gain a couple one-hundred = yards of=20 closure as the spiral begins to take shape. As a = rule=20 the defensive spiral is going to take longer to = pay off=20 because you have to wait for his sustained climb = to=20 become ineffective before you can reverse for = the=20 gunshot. So when starting a spiral climb from a=20 defensive position a lot of patience is called = for. As=20 with the offensive spiral, the gun pass should = not be=20 attempted until you reached a sufficient energy=20 advantage. Also it is vital to make sure that = the spiral=20 has lasted long enough so that the bogie is at = very low=20 speed. It is even better if the target is almost = "hanging on his prop" when the wingover comes to = attack.=20 To get the bogie to compromise himself like this = it is a=20 delicate feat to leave him just out of gun range = during=20 the spiral. This will tempt the bogy to ever = increase=20 his angle of attack in the climb and become = slower and=20 more vulnerable.
 
The best way to = practice=20 this is to set up with a flying partner in a = 'guns cold'=20 mock fight and use "gotcha calls" to indicate = you have a=20 firing solution.=20  
 
 
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3D""=20 Re:=20 Air training--- How to = fly.
=AB Reply #10 on: 07/25/02 = at 7:35pm=20 =BB
Quote Modify=20

For the sake of this discussion I = am=20 assuming you're alone in the sky with the = boogie. Wing=20 man tactics bring to light a whole new subject. =
Well=20 if the boogie is above you and you are both at = equal=20 energy levels your are in the defensive = position- and as=20 pilots say, you start out with 2 bags one empty = of=20 experience and the other full of luck. The trick = is to=20 fill the experience bag before your luck bag = empties.=20
 
For sake of this example- lets say = you are=20 both flying straight and level on the same = heading. Your=20 aggressor has say a 4000 ft vertical separation = on you=20 your altitude is Angels 5. =  
 
At fights=20 on your opponent has every advantage it would = seem=20 right? He's high on energy high on angles and = you're=20 stuck trying to claw your way to him. If this is = an=20 exercise to see who will shoot who- then you'll = more=20 than likely loose the fight- sad but true. IS = your plane=20 fast? Run like hell and get lost of room then = try to=20 climb up to him. If you are the defender in = other words=20 he's bombing your o-club and you have to go = after him=20 you'll do best to disengage and climb from a = safe=20 distance.
 
Ok lets say your = bounced, you=20 have a boogie screaming in on you from 12 high = out of=20 the sun- pretty bleak huh?
The counter- Dive = into=20 his negative plane. Yes turn into his nose maybe = feint a=20 head-on and dive at about a - 20-degree dive = into his=20 negative plane. The idea is to keep forcing him = to push=20 the stick more and more aggressively. If he's = green=20 he'll lock onto to you and not keep and eye on = his speed=20 and altitude- lawn dart time as soon as = compressibility=20 sets in. A seasoned pilot will see it and start = a circle=20 cut his throttle and try to gain some space to = set up a=20 45-degree angle off shot (My favorite).
You = as the=20 defender must keep a careful eye on the ground = and the=20 diving bogie. Gain as much speed as possible you = are=20 about to need it.  
 
Now we've = set up=20 the dive into the negative plane- the other = pilot is=20 good and spots what you’re up to, = begins to=20 pull up and gain some more vertical separation. = You are=20 now high E and can go vertical, extend, or pull = into a=20 snap shot. What to do? Well any of three might = pay off.=20 My personal style would be pull into the = vertical and=20 try just to get myself into the same plane as = the bogie.=20 The key to all of it is do not get yourself into = a=20 stall.  
 
Another option- go = low, low,=20 low  
Again dive into his negative plane = force=20 him to push the nose down and gain speed. Stay = in his=20 face as well. Maintain angle off as mush as = possible.=20 You might force an overshoot in a newer pilot- = the=20 experienced flyer will extend. That might give = you a=20 chance to regain some lost ground.=20
 
3D""=20 = Logged

Renner

3D""
109_Raven
Flight=20 Instructor
Ace
3D*=203D*=203D*=203D*=203D*=20


3D""

If you need = me..... Check=20 6

   
3DEmail=20

Gender: = 3Dmale=20
Posts: 88
3D""=20 Re:=20 Air training--- How to = fly.
=AB Reply #11 on: 07/25/02 = at 8:27pm=20 =BB
Quote Modify=20

Thanks Spooky  I was gonna = move those=20 soon.
3D""=20 = Logged

Death Before = Dishonor!.....usually moments=20 before.=20 =
=
Greb
Rookie
3D*=20


3D""

Bullmastiffs=20 Rule!

   


Gender: = 3Dmale=20
Posts: 14
3D""=20 Re:=20 Air training--- How to = fly.
=AB Reply #12 on: 07/26/02 = at 9:01am=20 =BB
Quote Modify=20

I HAVE ONE QUESTION!!!! =
 
Raven=20 you are gonna be around when LOMAC comes out, = right?! I=20 am gonna be living in that Hog! Your lessons = will be=20 priceless!  
 
ONE MORE = QUESTION! I want=20 to know, from the depths of your=20 soul.......................what was it like to = ride the=20 cannon. I mean The damn Airplane was built on = the=20 cannon. I have seen live fires!  Dude! It = is like=20 watching a garden hose, YES! A garden hose being = turned=20 on full blast! Except instead of water, its = lead!=20  
 
I like dogfighting in WW2 = Fighters!=20 But I LOVE groundpounding in this sim. I think = in WW2=20 Fighters the Groundpounding is the better part = of the=20 game. Thus! I am a P47 Nutcase! I have spent = many hours=20 mastering bombing, and strafing! I have spent = the same=20 amount of hours mastering looking cool doing it! = You=20 know fly past target! Pull hard, straight up, at = prestall flip on you back, drop nose, lawndart = for=20 target, drop bomb, pull off target! I mean as = far as the=20 sim, I got it down. I have always been more of a = natural=20 at groundpounding then Air to Air! And I have = put my=20 time in with the P47! Now I am ready for = the,.... GOD!=20 of Air, to Ground harassment! The "Hog". Thanks = for the=20 input!  
 
Greb =
3D""=20 = Logged
109_Raven
Flight=20 Instructor
Ace
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3D""

If you need = me..... Check=20 6

   
3DEmail=20

Gender: = 3Dmale=20
Posts: 88
3D""=20 Re:=20 Air training--- How to = fly.
=AB Reply #13 on: 07/26/02 = at 11:33am=20 =BB
Quote Modify=20

The GAU-8a is an amazing weapon = thats for=20 sure. Most people think of aircraft as a static = platform=20 that when you fire weapons off of it you dont = feel it-=20 well in the A-10 you feel it big time. The = recoil=20 actually produces enough back thrust that if we = had=20 enough ammo to hold the trigger down we could = stop all=20 forward motion and possibly fly backwards.=20  
 
The first time I went up in = a=20 trainer (2seater) I knew the gau had some punch = but I=20 was not ready for the deafening roar it produces = in the=20 cockpit. Its a good thing we can only use 2-3 = second=20 bursts. More than that and you'd be unable to = hear-=20 imagine what you ears feel like after a super = loud rock=20 concert.  
 
You are right the = plane was=20 built around the gun- its total length is 22 = feet and=20 extends to the mid point of the wings. The first = time=20 the ammo guys loaded me with ball and I went to = the=20 range was- in many was the scariest and the most = fun=20 thing I ever did. You get eased into into things = very=20 slowly- I knew what to expect but I had never = pulled the=20 trigger all by myself. Youre thinking of all the = things=20 you need to consintrate on so hard- all the = gunnery=20 tactics and physics HUD all the many things you = need to=20 do. Then you realize you need to pull the = trigger and=20 you do. The spin up takes about a half a second = then you=20 can only hear and feel the whole plane roar- = almost like=20 its going to rattle your teeth out. My thoughts = after I=20 pulled away and heard the call over the = radio..."188- no=20 score registered, circle to 'vector' hold, AFI" = (AFI=20 await further instruction)  I hadn't hit a = damned=20 thing but: HOYL F'N nutsZNAT I WANNA DO THAT = AGAIN1 (I=20 had a smile from ear to ear)
 
I did = eventually get better-  I didn't shoot = again that=20 day they sent me RTB- got sent to the simulator = before=20 they let me live fire anymore.  Not the = most=20 glamorous story but reality never is. I wish I = could=20 have said I was perfect but nope- I was an FNG = too.=20  
3D""=20 = Logged

Death Before = Dishonor!.....usually moments=20 before.=20 =
=
Greb
Rookie
3D*=20


3D""

Bullmastiffs=20 Rule!

   


Gender: = 3Dmale=20
Posts: 14
3D""=20 Re:=20 Air training--- How to = fly.
=AB Reply #14 on: 07/26/02 = at 2:14pm=20 =BB
Quote Modify=20

Raven!! I did the base modeling = for the A10=20 for Team Super Hornet.  To bad the flight = model=20 couldn't have been modified to fit her. Slider I = think=20 did the texture.  
 
Anyway! I = hope the=20 fellows at LOMAC are talking to Hog pilots like=20 yourself. Maybe you should talk to them, or = email them.=20 If what you described about firing the gun, (I = got goose=20 pimples just reading that!) deos not come close = to that=20 in the sim, granted there are only so many = things you=20 can do in a sim, but the sound, the recoil, the = vibraton=20 motion, the effects to flight characteristics, = should,=20 and can be simulated. If these elelments are not = in=20 LOMAC, it could be a big minus. =  
 
We=20 all here are Aircraft addicts, we all love = aircraft, a=20 few, like yourself, actually flew them. We all = here also=20 have our favorites. Most choose the glamorous, = P-51'S,=20 Spits, for jet sims it's F15's, or Flanker's, = etc. For=20 me it is  the opposite. I fanatasize about = aircraft=20 like the P-47 or modern aircraft like the Hog!=20 Groundpounding is truly an art form! I want to = be a=20 Picaso! =  
 
......................you=20 actually got to ride the cannon!............WOW! =
3D""=20 = Logged
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