Jim's Fighter Tips

 

Index:

Formation Flying

Survival

Landing Kills

 

Formation Flying

Flying in formation in an on-line environment can be a difficult situation, unless certain aspects are taken into consideration at the onset...

 

Connection Delay's:

 

It is important to remember that your connection speed will vary from that of other players within the game. 1000ms delay = 1 sec.  If your delay is 500ms, and, your wingman's is 1000ms, that makes a difference of 1/2 sec. between each pilot. This can, over several sectors/grids create as much as 4000 yards separation between pilots. After one minute flight time two pilots can become separated as much as 30 sec. apart! To remedy this situation the leading pilot must monitor the speed, so as not to run off from his wingman!

 

Aircraft types:

 

When flying with another pilot it's best to pair up with like aircraft.  A good example would be the F4U-1/F6F-3.  A poor example would be the Zero/F4U-1.  A good rule is to pair up with aircraft that have similar level speeds.  Also, a good choice is to pair a BNZ type aircraft with a TNB aircraft.  A good example here would be the F4U-1/F6F-3.  As long as the level speeds of each aircraft remain within 25kias of each other you will have a lethal combination!

 

Armament/Fuel loads:

 

When flying in a flight formation or, winging with another Pilot, be aware of each other's payloads (fuel, bombs) It's always a good rule of thumb to load fuel equal to your wingman's or flight's. The same will apply to armament (bombs)...if your wingman has loaded bombs, you will need to factor this into your throttle settings...  "Don't run off from you egg carrying partner!

 

Rate of Climb and Headings:

 

The designated leader of a flight <FL> should set the course and rate of climb.  If both aircraft are not climbing at the same rate or, in the same direction, you are certain to become separated very quickly.  A good rule of thumb is to always wait until your flight leader has started down the runway before you release your brake!  This will help to keep you in tight formation during your climb and course once you have obtained your operating altitude!

 

Controls:

 

The single most important thing to remember after take off is to raise your Gear, and or, flaps...if flaps were lowered for short runway take off.  Drag is one of the most common problems that will cause you to fall behind during a formation flight...flaps and gear both cause drag.

 

These are just some of the more common problems you will encounter during Formation Flying.  Other problems arise out of combat engagements with E/A, and, loosing your wingman or flight...if either have been downed during combat.  (The latter are advanced problems that are better explained in one of our training classes!)

 

[ Index ]


Survival

 

An important part of air to air combat is survival...learning how to survive in all types of combat situations is in itself and art-form!

 

Situation awareness: is an all important factor to the combat fighter pilot, the use of all available tools is one way to survive a dogfight!

 

Radar key: Use this key often, it will let you know what you're up against!

 

View keys: keep these keys in use at all times...its what you cant or, don’t see, that will kill you!

 

Radio: Keep yourself updated on the position of E/A, their altitude, type, and strength. Keep in contact with fellow countrymen to coordinate your effectiveness on a whole!  Don’t let yourself be singled out by the enemy...if you need help use your radio and call for it!

 

Altitude: You should maintain the maximum effective altitude for the type of aircraft you're flying at all times...learn the maximum effective altitudes for the aircraft you will be flying!

 

Check six: This is one of the most important things to remember when engaged with E/A...check your six directly before and after you make a kill!

 

Clear six: I do this as a knee-jerk reaction as soon as I’ve made a kill on the enemy...I almost always follow up with a Split S or fast Break!

 

Time: When engaging E/A calculate the amount of time required to get a kill ,and, disengage before other E/A arrive...know when to get out of Dodge!

 

Furballs: For those of us who can’t resist... Stay fast, and never get into a stall fight in a Furball...you get low/slow your dead meat! Boom and Zoom (BNZ) is the best tactic here...take advantage of the other low/slow birds...dive in fast for a quick pass, then pull back out to regain altitude! Remember, altitude can be traded for speed, and vice versa!

 

Wingman: The advantage of a wingman is this: Four eyes, 2 planes, 12-50 Cals., that is, if you're like me and can’t get enough of those great blue birds! :-)

 

[ Index ]


Landing Kills

 

 

 

"Try as I might I just can't seem to land those kills"!

 

Here's how:

1. Before taking off from a field, check the map to see marker locations of E/A!

2. After take-off, climb to the best operating alt for the type, and style of aircraft you are flying!

3. Choose friendly airspace to climb to your preferred altitude! (Don't get caught low and slow)

4. After reaching operating altitude, let your aircraft reach its top speed before going hunting!

 

Choosing targets/fights: ('The Bandit Rope')

 

1. Before engaging E/A ID all of the enemy markers in the sector you are flying in!

2. After making ID on all the enemy markers look for the highest bogey -- this is your first target!

3. If the E/A is at CO-alt approach it "head-on" (Do not loop it on the first pass unless it's a like bird)

4. Upon passing the E/A extend and use rearview to watch it's counter maneuver.

5. If it loops... Wait until it has leveled out, extend to a min. of 2k distance, then go into a high loop!

6. After you reach the top of your loop (half loop) stay inverted and watch as he passes under you!

7. As the E/A passes under you it will most likely try to climb up to you... stay level until it closes at around 1,000 yards. Then, while staying in the inverted position, begin a slow climb (push forward on stick)

8. As you approach stall speed (watch/listen for cockpit stall warning) so will the E/A!

9. When the distance between you and the E/A increases, you have him ROPED!

10. Now, drop your flaps; rollover; and dive on the E/A... It will be in a stalled position and helpless!

 

Getting home safely:

 

1. After you have gained your kill(s) clear your 6!

2. Check VFR (visual flight rules) and radar for E/A positions/locations!

3. As a rule; if your ammo has depleted to 25% or less, it's time to "get out of Dodge"

4. Always know your escape route and angle of attacks!

5. Always attack towards friendly air space, not away from it -- start at attack point and attack towards home... this puts you close to friendly fighters if you get in over your head!

6. Never be afraid to ask for help...most pilot's will come running at the chance for a kill!

7. Never be afraid to disengage in a fight -- If the chips are down, get out of town!

8. Fly with, and close to, fellow squad/country members...this multiplies not only your own chances of returning to base but, it also helps keep your 6 clear in a fight!

9. Never get greedy! If you have 3 kill's on your mission, and, you see a lone E/A close to enemy territory, don't go after it...his buddy's are sure to come and bail him out -- will yours?

10. Run, Run, Run... Any questions? :-)

 

In closing I will add that, even I sometimes get lost in the moment and over stay my welcome! Know when to say when! Remember, and I've said this over and over... "It's better to land one kill, than to get shot down with five"!

 

[ Index ]


 

 

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