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I've done a lot of low level online flying, mostly in the FW, and it excels down here as well.
Here is where you find the low level strike bombers, and the fighters trying to escape. The others flying up so high cannot see you (unless you're silly enough to fly over water My example of experience... With the excellent all round view of the 190, including the '6' On seeing a furbal up high, I'd go flying in long circles around it's perimiter, watching it descend. When the furball get's to around 1000m I'd turn towards it 'walling' the throttle. Picking a target, I'd zoom up from underneath and plaster it, nose down and race for the deck for a repeat performance. In most cases the poor victim had no idea, but if he has a buddy that goes after you, by going low you put him out of his 'comfort' zone. The FW is fast on the deck, and you drag him out of the furball arena before you start the serious DFing. Those that say you shouldn't have, or get an enemy on your six are naive - It's going to happen and you have to know how to handle it. The FW, Yak3, and some other a/c give you excellent rear views where you can control the the dogfight. There is that general saying... 'If you lose sight of your enemy - you lose the fight' Forget the Garlic, Beetroot and Hardtack - Just gimme Gunz-n-Drugz |
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Thats because when you lost sight of the enemy he manuevered onto your 6 and shot you down. |
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According to Don Lopez, the 14th Air Force in China during WWII used an IFR system to find their home bases. In this case, however, IFR stood for "I Follow Railroads". Some aircraft in Il-2 have a homing system modeled, and some do not; it varies by nationality and aircraft type. You can be spoiled by flying VVS with a La type or P-39, and then get put in a Yak or P-40 and be totally lost. As long as you remember the general dirction of friendly territory, you should be able to find something to land on in an Eastern Front scenario. In Europe, all Allied aircraft had to do was follow a general bearing from the target area that would get them into British airspace. Ground control could get them to a nearby field from there, most of the time. In the Pacific, carrier aircraft had a 'homing signal' emanating from the carrier, usually with a Morse code identifier. Earlier versions were kind of spotty, and subject to atmospheric conditions, which in the equatorial zones could be Very Bad. Generally, it was line of sight, so you had to get up to the higher alts above the earth's curve, and you still had to be lucky. Carrier pilots ususally had to fall back upon "We are (or will be) here, at this known point when we launch. We are going here, to this other known point, where we expect to find the enemy. The carrier force will be traveling along this bearing, at this speed, and your line of return will be determined by (a), how long it takes you to contact the enemy (b), whether the enemy force has moved from where we expect them to be (c), how long it takes you to attack and disengage (d), how fast you are traveling on your return leg (e), if our carrier force was able to finish up its launching on schedule and proceed on schedule to the expected recovery area. Lots of variables there, and it meant that lots of valuable men and machines were lost, before more reliable systems were developed. Another common method was using a directional antenna, usually loop or circular shaped. A fixed loop was usually found on fighters, and a more sophisticated 'football' shaped movable DF antenna could be found on larger aircraft with room for the bulkier but more sensitive radio systems and a specialist to man them. You used the antenna to center on the strongest signal of a predetermined frequency (sometimes with a Morse identifier), with the open part of the loop facing the signal source (or directly away). Ideally the homing signal would lead you back as it got stronger. Late war long range fighters had a 'football' or a paired post type antenna system for obtaining a signal to home base; you see them on the escort P-51Ds and P-47Ns based at Iwo Jima or Okinawa in the Pacific during the last few months of the war. cheers horseback "Here's your new Mustangs, boys. You can learn to fly'em on the way to the target. Cheers!" -LTCOL Don Blakeslee, 4th FG CO, February 27th, 1944 |
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I am sure they did follow the few roads available in China in the early 1940's. The Instrument navigation approach systems of the day required a ground based transmitter. It was not until the invention of GPS and RAIM that a reliable instrument based approach system free from a ground based transmitter was possible. US Army Pathfinders were one ground unit charged with estabilishing ground based navigation beacons to control aircraft.
http://www.specwarnet.net/amer...army_pathfinders.htm Our Museum glorifies no state, but strives to use these aircraft as a memorial for all lost in war. Our freedom can only be truly appreciated when held in contrast to those who sought to destroy it. Our staff is proudly made up of people from many cultures and religions. Click the photos for details of our projects. "Those who do not remember history are destined to repeat it." - Winston Churchill |
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bump bump bump
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That's not the 4.09 you're looking for if you want to be able to fly on the Zeke vs Wildcat or Spit vs 109 servers. You're trying to install the official version (4.09m) which is not compatible with mods, and severs like Zekes and Spits use 4.09b with mods. You need to go to All Aircraft Arcade and get the Unified Installer version 1.2. ______________________________ I.D. Anybody interested in flying an air combat SIMULATION? If you're looking for Operational Realism, the JSAWG wants you. "Hey, I'm all about noble death. Pointless noble death on the other hand..." LTC Cam Mitchell, Stargate SG-1 |
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So do you have to get the official 4.09m and then go to AAA to get the Unified Installer, or do you just go to AAA and not try to deal with the site that I mentioned that isn't working? Also with AAA do you still get the three-engined bombers and ski-planes and stuff? Is it just the official 4.09 plus flyable AI planes? And can I still fly on servers that don't allow mods?
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You don't need 4.09m. When you install UI 1.2 you will have 4.09b.
Not the stuff that with comes 4.09m no, but you do get other stuff that 4.09m doesn't have.
No, UI 1.2 pre-dates the release of 4.09m and the two are not compatible. UI 1.2.5 will change that when it is released.
That depends on the server. ______________________________ I.D. Anybody interested in flying an air combat SIMULATION? If you're looking for Operational Realism, the JSAWG wants you. "Hey, I'm all about noble death. Pointless noble death on the other hand..." LTC Cam Mitchell, Stargate SG-1 |
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If of course you happen to be silly enough to let that happen.. but as mentioned with excellent rear view 'options' associated with the FW, Yak3, and other a/c.. this is an unlikely scenario, resulting in the attacker being the victim - for the more 'experten' aviator - like many of us here from ZA - we're the cream of the crop, and our only handicap is our really 'crappy ping' to the rest of the world Say luvvy (in french) Forget the Garlic, Beetroot and Hardtack - Just gimme Gunz-n-Drugz |
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hmm The end of this video supposedly shows that the Japanese navigators used Oahu's radio station as a zero in point for their radio compasses to guied them towards Pearl Harbor. The distance covered would be 200 miles. PS: No way joking with the deads of people in the attack but the smile from that B5N navigator/bombardier listening the music always crack me up. |
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There's not really a lot you can against BnZ tactics. I've found one way to reduce the temptation of people who start BnZ'ing is to start circling Bf110 fashion in the hope that they'll get careless and fall into the centre of your sights so you can nail the suckers.
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Yes....a good pilot with a good BnZ plane, is very dificult to eade if he has the advantage... ¨Vista,suerte y al toro¨ |
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Depending on aircraft you are flying... the best option is to have mean cannons aircraft so the you can always force head ons and spray your supposed attacker who now becomes a victim if he pursuits his "advantage". That of course doesn't work in a Spitfire but works in FW.
Depending on altitude, climbing aircraft will always see a diving aircraft profile vs sky better than his adversary who is looking at climbing aircraft profile (vs ground)... As M_Gunz already said the best possibly way to avoid high speed attack for dead/high 6 is to turn into attacker... worked well in WW2 works well in this game. Of course from time to time you will run into a human sniper that knows aircraft/guns inside out and who can shoot a hummingbird profile from 400m @ 90° deflection angle. Vs those guys there is no useful tactic. Maybe if you unplug their cable from the net...? |
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This. People talk about how awesome the 13mm guns are but they just don't have enough range. With guns you are limited to trying to get their radiator to smoke or hit the pilot (pretty easy if they're flying Zeros or something, but not against much else), with cannons you can blow their wings off. The only real advantage I can see MGs having is rate of fire, but I still find that I have trouble getting any kills flying Spits and Zeros when the cannons run out. Having four 20mm cannons is always a big plus as far as I'm concerned (a couple of 20mm's plus a 30 is even better). |
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Usually if I'm in the more maneuverable plane I use a break turn to avoid a BnZ attack.
The trick is to start a gentle turn to lead your attacker into a turn, which also lets you see them better, and then tighten your turn as he closes. Part of starting the gentle turn first, lets the attacker saddle in where he thinks he should be in order to pull proper lead and land a shot. Once he's saddled in, and you tighten up he will be too far outside the turn to get lead and land any shots. Its a familiar site to see tracers fall behind your plane, but more experienced pilots won't even follow you into the turn, instead they nose up to regain energy. You can lead the attacker into the same start turn, but instead bank or flick out as he attempts to pull lead on you. Thats really a more advanced maneuver for pilots who are skilled at knowing when their enemy is committed to pulling lead on you. Visually, he is pulling his nose ahead of you, so you drop below his cowling where he can't see you and flick out, he'll be shooting at air while you recover just outside of his turn. A brief example, a 109 vs 1-16. The 109 swoops in from behind at high speed, i break hard to one side, he over shoots and noses up to stay out of my gun path. He does this two or three times, before we are at equal energy states. The problem is most situations like this you are likely to meet more than one attacker, so SA is important, and getting your guns on them early is essential, though counter attacks should not be done at the expense of leaving or making yourself vulnerable. It is tempting to chase down the first 109 that just made a pass on me, but often a quick pan reveals another attacker already saddling in, so its best to just keep turning and usually i try to force a head on if i'm facing more than one. Also positioning your plane so they are both on the same side of you is very important, not only for SA, but because two planes attacking from the same direction can still be treated as one threat. You get planes on opposite sides of you, then you are in a position where you must choose which one to dodge and then hopefully have the time to react or counter the other attacker. Its just not a good position to fight from and when that happens i usually make a b line for what ever direction gets me out from in between them. Now take a 1-16 and put it above those 109s. Its just not a good place for those 109s to attack from. Usually they will scurry away, and for this moment you have the choice to engage or let them scurry off. Bill |
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In addition to Bill's good advice...
When you have 2 or more attackers on you, the best is to do 'sweeping' shots as they pass you. IOW you make your turn cross the flight path of the bypassing attacker and take a snapshot, still maintaining your turn so that the next guy behind you cannot get a 'fix' on you. Invariably you can roll out of this to take another snapshot at #1, but at this point you will have to pull hard as #2 will be very excited. This can be use to your advantage as you've now rattled #1, and he's on the 'run', leaving a decent gap for you to sort out #2.... But you have to be quick. 3+ attackers make it difficult, and I have survived such an online scenario, but with big damage, still making it back to base. Essentially you have to use a bit of imagination (search the forum for this word - It probably only appears under my posts Forget the Garlic, Beetroot and Hardtack - Just gimme Gunz-n-Drugz |
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Well there is the defensive maneuver of turning into BnZers but is it possible to actually take the OFFENSIVE against someone who can outrun you, instead of trying to lure them into your traps?
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Always be offensive. The best way to turn the table against someone with more E and/or in a faster plane is to force him into a pursuit. He will lose his relative E and will, in the end, only have more E in his greater level speed(ie. a 109/190 over a Spit).
Lure him into a slow turn, then evade(but not just with a plain horisontal turn, but) once he gets closer and turn the fight into scissors(where hes already about to overshoot you) or take a snapshoot. If he instead of taking it just flies past you, perhaps committing a slow turn to ruin your shot, you are safe and might be able to outclimb him(190 if you're in spit, Hellcat/Corsair if you're in Zeke, P51/P47 if you're in a 109 etc etc). Force him to do something predictable and you've had him. |
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I've been saying this since the 'cows came home'... Well it's nice to know that some others can also use their brains
Forget the Garlic, Beetroot and Hardtack - Just gimme Gunz-n-Drugz |
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If I can I'll always turn for a head on as my survivability has proved to be much higher that way than just continuing on my way and hoping to evade him later. If I cannot head on then I'll let him come as close as I think before he plans to shoot, roll so the enemy faces the side of my plane making it harder to shoot and then apply elevator and rudder. In other words I want to expose minimal plane surface for him to shoot at, and move in as many axis as possible. Sometimes I'll even go for a small spin or snap roll, but that depends because that usually means exposing much of my plane surface and if I do it too early I'm dead.
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