bigfoot21075 Posted January 20, 2023 Posted January 20, 2023 I have been practicing my Dogfight skills so I suck a little less :). I set up a head to head mission in IL2, and are fighting a typhoon with my Spitfire MK IX (I could not figure out ho to set this up in DCS) that I slowed down with Extra tank, armor, vent cover and some rockets. It is a great flying drone when set on Expert AI (although apparently the Typhoon packs a serious punch if you get careless). I have managed to not destroy my motor and I am able to not depart flight in favor of the ground very often. That said after the merge I notice I tend to make a quick right or left turn and pretty much get in a turn fight. I see patience is key here as to not waste ammo. I have been trying to keep my boost below 12lbs and my rpm below 3k, is that the best idea in a turn fight? I would think more power=more speed and a wider turn radius correct? When I am in the turn I THINK I get the best rate just at the edge of where the airframe starts to shake - is that correct? It is a fine line between that and stall, I guess I will get better with practice in that area. Any tips are APPRECIATED!!! Rob
Kang Posted January 22, 2023 Posted January 22, 2023 I can certainly see where you're coming from and your thinking isn't entirely wrong, but it isn't entirely right either. Pulling hard and going to the edge of angle-of-attack (where the airframe will start shaking) will give you the tighter turning circle alright, but a key thing to understand is that turn rate is not the same thing. One is the actual diameter of the circle you fly in, the other is about the time it takes you to complete a circle. Going for a tight circle is great if you are in an overall more agile fighter and you are confident that you can pull enough lead to end the fight quickly. For example the famous F-18 high-AOA opening. Looking at your turn rate instead is usually favourable when you are in a more powerful fighter - you don't go for an immediate lead and shot, but keep up the turn rate so even if your opponent can go in a tighter circle to keep up, they will bleed more energy and over time be forced to give up.
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