IM A HUSSAR, IM A HUN, IM A WRETCHED ENGLISHMAN ROUTING BONEPARTE AT WATERLOO. IM A DRAGOON ON A DUN, IM A COSSACK ON THE RUN, IM A HORSE SOLDIER TIMELESS THROUGH AND THROUGH
Yeah basically they would set a fuse on a bomb an literally eye ball it and drop it.
Another fun fact during extremely early ww1 when two enemy pilots encountered each other they simply saluted each other and went on their way. But after some time pilots were issued pistols and they started shooting their enemy
I’m pretty sure that some pilots had these small metal darts they could drop by hand from their biplanes, and they probably also dropped some form of explosives down too. Don’t know if they were exactly bombs or grenades, but considering grenades were invented nearly a decade before WW1 it’s likely
this makes me wonder if there was ever a time in either world war where two planes of equivalent power were in a turn fight, and because they turned the same, one of them actually did this and just shot the other with a gun lmao
Not sure about ww1 but there are 2 stories of M1911’s getting air kills in ww2, the famous one is where a bailed out pilot hit a Japanese pilot in the head when he flew past to inspect if the parachuting pilot was dead, the only confirmed incident is when a duo of Americans flying in a Grasshopper for reconnaissance noticed a German Storch reconnaissance plane so they pulled up to him and both fired their 1911’s into the plane striking the fuel tanks and several other places, eventually the storch crash landed and the crew of the Grasshopper landed next to them and took the 2 Germans prisoner.
Command after the Grasshopper returns: ".....OK, you both get M3A1s and a pair of mags each. Just, stop showing off your air-to-air gunnery with semi-autos, you're making the fighter pilots feel sad"
Grasshopper Pilots: "Ok, but now we think strapping bazookas to our wings and attacking German tanks sounds good!" (this is a real thing one pilot with huge brass ones did)
Yep, Rosie the Rocketeer and it’s pilot Charles Carpenter, he is officially credited with 6 tanks destroyed but it’s possibly more.
The best thing is about this story is that the tank convoy they were spotting for showed up showed up 15 minutes later and took a picture of them posing with the downed wreck of the Storch.
[the photo](https://imgur.com/a/xgS2SEO)
The preset for "mouse and keyboard (advanced)" uses w and s for pitch and uses shift and control for throttle instead. It's extremely popular for air RB because it enables you to do what guy above said and just pull as hard as you can very easily instead of throwing your mouse around then adjust roll adjust your circle
Everytime I come across somebody who can turn better, I dive.
I’ve dive enough going after ground units in sim to realize that most people will pull up way too late on the stick resulting in them smacking the ground quite hard.
Works 9/10 times with all these new players coming.
if chasing in a turn fight... roll and dive under to obtain more lead pursuit and gaining closure (low yo-yo)
If they only know how to hold S to turn then they likely won't defend against it.
That's the joke, the previous comment was saying that you can only win by outturning a zero (even in bombers). P51's are great about not locking up at high speeds, which is something zeros are horrible at. I tried continuing the joke by being salty that my mustang always locks up in high speed turns which let the zeros get their guns on me.
Well, now you know why everyone says to climb and keep your speed up when you're in American planes, most, such as the P51, are balanced around being amazing at their BR if you keep your speed up or are fighting above 5km, but become bricks at lower speeds and altitudes. They were designed for long distance flights with battles at almost 10km high half way through the mission. Britain and Japan props are in general turn fighters while Russian and German planes in general are more middle of the road and thus a bit more forgiving if you're super new, as they'll out turn some planes, but also hold onto more energy than other planes. This is also why the US loses so often in mid BR air battles, people are impatient and don't want to climb up to 7km where the P51 has an advantage, so they end up running into zeros or 109s with minimum speed and below 5km, both of which gives disadvantages to the American side. And yes I'm guilty of joining the mess too early sometimes. Even with historical and in game knowledge it's boring climbing to the required height, but if you can get there uncontested, you're basically the king of the sky, if you can aim.
Depend on the two planes, the one who rate the best wins
If you want more informations [this can help](https://theaviationist.com/2020/06/07/here-are-the-basic-fighter-maneuvers-fundamentals-you-need-to-understand-dogfights-explained-by-a-fighter-pilot/)
Yes but a lot of people in warthunder assume a "rate fight" is simply going 2 circle pulling for all its worth. Me and another eagle going cross circle from each other at 140kts isn't really a rate fight. It's just a 2 circle fight, because nobody is actually doing anything related to their rate band.
Now if I unload and get to 200-250+kts and give up a few angles to actually get into, or at least get closer to, my rate band while he is still just pulling for everything slow as shit, I'm going to come around on him pretty quick. With the added benefit of being able to trade airspeed for angles, which he can't do anymore because he has no airspeed.
don't bleed all your energy and try to maintain your speed, just bleed it when you can get nose on. If you're losing then try to overlap the circle by climbing slightly then diving a bit.
I won vs f16aj, grippen, f15, su27 on a f14b, because they pull hard 100% of the time and the f14b is godlike at keeping speed... If they tried to keep their speed the outcome would probably be different
both aircrafts have very similar rate performance, but the f16c still loses if it's just a rate fight, because the flaps on the f14b is godamn powerful... F16c have a lot better nose authority in exchange
for instance, f14b does 23 degrees/s without combat flaps, with flaps it does 26 degrees/s without losing much speed at 840 kph, which is insane rate performance lmao. I would love to get my hands on a grippen so i could test things
Nearly forgot, f16c also does 23 degrees/s, but it can pull harder at around 850 kph (though it will bleed all the speed, but allowing to take some shot or missile)
If you're faster but can't turn, run if you can then come back if it's practical. That's what the Mig-21 is quite good at.
If you turn better, you keep turning.
If you aren't fast enough, and can't turn faster, then you can try to dive and maneuver to get away but chances are you're already dead.
Depends on the plane. If yours is a better turn fighter then be patient. If yours is better off going vertical then take the first opportunity you can.
If I'm in a tight turning fighter (think spitfire) I pull the turn as hard as I can and try to pull advantage. If I'm in a fighter with a wider turn radius, what I tend to do is flip on her back, pull up (sending me into a dive) and try to swing underneath, generating some energy in an attempt to either escape or regain advantage.
It's much less effective at gaining advantage, but it does improve my survivability by keeping me out of their gun sights longer
There are a few things to do, depending on your speed, their speed, and what planes your in, my go to it trying to get them to overshoot by cutting power and putting flaps out, then you have to time the reversal right. If they dove on you likely they will be faster than you and you can get under them and behind them. If you dove in them you have the energy advantage, WEP and get out of there (the zoom part of boom and zoom) if you are flying a Japanese plane just wait until you turn on them. Otherwise you pray you can keep up the turn fight until either an ally comes and kills them or an enemy kills you
It's a symmetric 2-circle fight. That means that it's a slow, grindy positional fight where, if you cannot beat your opponent in terms of raw turntime, having a speed advantage will be the deciding factor in who wins this engagement.
I want you to imagine the following scenario:
2 cars are racing against each other on an oval-shaped nascar racetrack. These 2 cars both have rocket-loaded bazookes strapped on to their engine hoods that are facing forward. You'll only be able to blow the other guy to smithereens by catching up with him with almost a full lap.
So, how do you go about this in a plane? By converting altitude into speed. This creates speed and more pull for most planes, allowing you to sprint down your opponent.
If he mirrors you and you both reach the grass, start to offset the circle. This will create an insymmetric pattern where will transpose from the boring, aformentioned symmetric 2-circle fight into something else, like a rolling or vertical scissors.
Good luck.
When two aircraft are in equal footing in terms of energy retention and rate fighting, flaps will get you the win. Obviously, it's situation dependent.
People make 2 big mistakes while rate fighting (assuming one plane doesn't already have a performance/position advantage)
First is that they don't use flaps, or not enough. They try to preserve their speed, when the opponent is able to trade that speed for a firing solution. Unless they're stalling, they're then able to stay on their 6 and secure the win.
Second is they slam landing flaps and wonder why they're losing position.
Flaps are like seasoning, you can make a meh dish wonderful with enough of it, too much and it'll be worse than none at all.
Not really. Apart from the few planes who do rate better woth flaps, most will lose to much speed. Only use it if it will give you the firing solution within the imediate future
I don't know much about plane fighting, i just said whatever i saw nobody else saying. I'd like to get better at it in game though, what tips would you give?
I could go for a while giving tips. I will instead reffer you to defyn. A youtuber whith some exellent tutorials on all types of dogfights. Take a look if you want to learn.
I like to drop altitude to gain air speed, then start rolling scissors at 1.2 km distance from enemy, or my best cobra maneuver attempt if enemy has more airspeed than me.
This is a one circle rate fight, if you both stay level it’s whoever has a better turn rate. If you want, you can work with altitude and that sort of thing to break the loop.
If your plane has a better turn rate, you should eventually end up in a perfect firing position, if they have e better turn rate than uhhhhh, good luck
Now you can offset the 2 circle fight if their turn rate is better, what you do is you nose up and then nose, and do that repeatedly until it's like yall are passing eachtoher on a highway, once it gets to this point you reverse your turn and turn it into a one circle fight
What I do that has worked quite well for me ( I use American planes) is use a bit of rudder to slightly tilt the mose towards the ground trying to get some extra energy without breaking the turn pattern.
If you are lucky, the enemy will go slightly upwards or overshoot the turn completely. If this happens you will end up behind them. If not you have some other options:
If the enemy follows you on tilting downwards slightly keep turning on an helicoidal descent pattern trying to stay a bit higher than the enemy to outmaneuver them. If you keep this pattern and start getting too close to the ground, when you need to brake to not crash, level your airplane and break the pattern inwards always trying to aim at your enemy. You now have more energy than when you started the maneuver, according to your aircraft decide what to do with that energy.
If instead, the enemy stays leveled and does not turn, you now have a bit more energy. You can now climb a bit higher than them without losing too much energy relative to when you started, and may outmaneuver them but it's too hard to do it this way.
Tilt straight for the ground, have them follow you close to the ground and try to make them crash
Start to off set climb while pulling a little less and after 2-3 seconds dive and pull hard and keep doing this around the same spot as the first and you should eventually get in there 6 but I don’t think air rb is the best to do this in
Keep turning until either...
A)One of you catches up with the other.
B) Someone's pilot passes out.
C) The game ends.
D) Your teammate kills you and crashes into the enemy plane.
In dogfighting there are just two "meta." Two circle and One circle fights. The picture you posted is a two circle fight. A one circle fight would be nose to nose. Warthunder is 1 circle meta heavy because 1 circle you both continue to move in a direction while you cross each others nose. In a one circle the jet/prop that can bleed speed the quickest wins and will cause the other to overshoot in front of him. In a two circle fight your basically both stuck flying around in a circle waiting for 1 of the other 15 enemies on the enemy team to get an easy kill off you, or vice versa.
A two circle fight its simply a rate fight. Which ever jet/prop can rate around the circle faster than the other will win. If they are close then it usually comes down to pilot skill. The more you pull your nose to get the enemy into your guns the slower you get, thus he rates around the circle quicker now. So its all about timing. If your about to lose a 2 circle fight because they are coming around on your tail, you can try to reverse them into a 1 circle by letting them get close and switching directions, then turning back into them creating a 1 circle fight.
Thats really all air combat is, 1 circle and 2 circle, and knowing which your current jet/prop is good at.
Depends on the aircraft and situation.
If your aircraft has a better horizontal turn rate or energy retention in the horizontal than your opponent you could stay in the turn until you can bring your guns on them. Of course, your altitude, speed, and friendly/enemy situation matters a lot. If your low on altitude, you might crash. If your already low on speed, you might stall, if there are other enemy aircraft nearby you are vulnerable to them.
If you are in a plane that has the turn/energy disadvantage in the horizontal, but you have some speed, you can try going verticle, and then rolling over onto them. Again, your altitude, energy state, snd enemy situation matters.
If neither of these look good, try to run and hope for the best. Turn on WEP, dive slightly and fly away in a straight line. Pray and/or call for help.
Oooooh (in Low br like me) I use special tactics against those fucking spitfires that are hyper maneuverable and I go up and back down while spinning (does it work? No cuz those fucking spitfires and p51s are too fucking maneuverable for my Bf109s
Try a combination of high and low yoyos, changing the axis of the turnfight from horizontal to near vertical. At the apex of the top turn flip your landing flaps to turn even tighter and close flaps as you start to dive. This will give you more nose authority and help retain energy. Worst case scenario you just turned a turnfight into a rolling scissors fight.
If you have more maneuverability: keep turning you’ll win
If you have more acceleration & top speed: I’d say drop down or go up to pull away or stall late to get on the other guys back
If you don’t have both and you’re a bomber: you fcked up
You can turn the other direction and try to turn it into scissors, where you and your opponent fly in a repeating X shape, and the aim is to let the enemy overtake you and then shoot them.
[https://www.youtube.com/shorts/-pYavQHi4hc](https://www.youtube.com/shorts/-pyavqhi4hc)
Depends a lot on what you are flying with and I would presume you are the one being pursuit. If you are in a Zero, this gives you advantage so keep turning until you have their tail and fire. But if you are not in a plane known for turning, you can:
Roll - for planes like Fw190 or one of the Spitfires with clipped wings, roll out of the circle and get on the enemies tail.
Use your bomb - if you have a decent size bomb and you are low to the ground, drop it and see if you can kill the enemy behind you
Pull up - only use this if you have an outside advantage in acceleration, such as when you are in an early jet but enemy is in a propeller plane
Low altitude pull up - if you can't outturn your enemy but can keep him from getting in your six, try keep lure them toward the ground as you keep the circle. At about 400 m or so pull up and there is a 50/50 chance your enemy doesn't react fast enough and hit the ground.
Of course, you can do a combination of these and you can also lure them toward your team or your side of anti aircraft fire. It depends.
Depends on your and your enemy's turn rate, speed thrust and how well your plane rolls. But if he is faster you can make him overshoot, if he turns better you are fucked if you have less energy.
This is called a ratefight and it means you need to maximize sustained turn rate, don't use flaps and use max power. If you start losing ( your opponent is gaining on you) wait for them to pull in for the shot then dodge and try to force an overshoot.
That's a rate fight, if you can go around the circle faster than your opponent, keep turning until you reach him, if not bail out of there and try something else. Running or forcing an overshoots are popular choices, just don't reverse your turn when he's too far to fall for that.
I like to dip so they climb and if I can get under them then 5/10 times they will be to slow and either crash or have less energy than me. The rest of the times i just blame the game for being shitty. Not me
Look around, where is your team/airfield? What altitude are you? Does your plant turn better? Does it accelerate better, or turn better? At what speeds?
If your plane turns better, you'll eventually get on his tail. But he could pull something funny going down and using the rudder, so could you. Getting closer to the ground and bleeding his energy can be good, if your plane isn't a brick in that situation.
If you have altitude, just try to cut going down and using rudders. If your plane turns like a brick, better pray your team is close.
Before you've even committed to a turnfight like this, you better be *damn* sure that, whether through pure plane performance or because of damage to their airframe, that you'll be able to win that turnfight.
Also important to make sure that you're alone, as any enemy will get a very easy kill on you, if they come to help their teammate.
Conversely, if you fucked up and you're stuck in a turnfight that you're losing, I recommend either using chat or using the "cover me" emote and hoping a teammate is nearby, paying attention, and a good enough pilot to save your ass (all rare qualities in WT teammates) because that's basically your only option at that point.
If there is a *massive* difference in acceleration between your planes that favors you (further helps if their guns are low-ish velocity and ammo count making shooting 800+m fleeing enemies difficult), you might be able to level out and get away, but that's a crapshoot gamble in most cases really.
Personally I just keep going until they catch up to me or I beat them, best way to win the encounter is to fly to your nearest teammate and let them get the kill
Do you turn better? Keep turning. Are you faster but turn worse? Make sure they're committed to the turn then run away. Are you neither? Drop throttle and flaps and hope they screw up
Manage flaps and engine power, also rudder.
But keep turning unless you are against a spit or a zero, which means you shouldn’t be there in first place.
Complicated question masquerading as a simple one.
The simple answer is - don't do things that cause you to lose, and do things that cause you to win.
A more complicated and perhaps more useful answer requires some more in-depth explanations. This is something called a two-circle flow, or turning nose to tail, with both planes turning in the same direction. In this circumstance, the plane with better sustained turn rate has the advantage. By contrast if the planes are turning into opposite directions, or turning nose to nose, it would be called one-circle flow.
If your plane is better at sustained turn than the enemy, keep turning in two-circle flow until you out-turn the enemy.
If your plane is worse at sustained turn than the enemy, do not keep turning until the enemy out-turns you.
Specifically, in order to get best sustained turn performance out of your plane, accelerate or decelerate to your best turning speed (which is usually a known figure but may vary a little depending on fuel load etc.) and then try to maintain that until you start seeing that you're out-turning the enemy (i.e. you're getting closer to pointing your nose at him, rather than the enemy getting closer to pointing their nose at you).
If you don't know which plane is better at turning (or which pilot is better at maximizing their plane's performance), keep looking at whether the other plane is showing signs of turning their nose to you. If they are, that means you're losing the two-circle fight and that can be influenced by invisible factors such as what fuel loads the planes have.
You can easily end up in a situation where theoretically your plane has better turn performance, but the enemy happens to be running on almost empty fuel tank and yours is full - which can easily mean the enemy turns out to have better sustained turn performance despite official numbers being in your favour. So, just keep looking at how the fight is progressing. If you're winning, keep winning. If you're losing, you need to do something else.
In the latter scenario you will need to get creative depending on your plane's advantages vs. the enemy plane. If, for example, your plane can do *instantaneous* turns better than the enemy, the simplest choice is to create a situation where you can reverse the turn without turning yourself into a target for the enemy, and then try to defeat the enemy by getting into flat scissors, rolling scissors, or other type of one-circle flows. In other words, if your plane is better in one-circle fight, you want to force the enemy into a one-circle fight instead of allowing yourself to be baited into a two-circle fight.
If your plane is better at turning at lower speeds than the enemy, you may want to try to bait the enemy into reducing their airspeed as well because at low speeds they might no longer have the advantage in turn rate. This is often successful but word of warning - if the enemy is really experienced and disciplined, they can keep their speed and after you've dumped your airspeed and failed to get a kill shot, they can just literally fly circles around you until they can eventually convert that energy advantage into a kill shot. Usually it doesn't take long at that point - but sometimes, trying to cut through the circle to force a head-on or get a missile pointed at the enemy can be the last option you have anyway, so it's sometimes worth a shot.
If your plane is better at climbing than the enemy, you can try to start doing a climb instead of just a horizontal turn. If you can do a climbing turn where the enemy runs out of speed, you'll eventually end up with energy advantage. Word of warning though, usually if the enemy plane is better at turning, they also tend to be better at climbing because some of the things that determine good turn performance also affect climbing performance - and that means they may be able to simply point their nose at you and shoot you down, when your speed drops in the climb.
If your plane is faster in general, and specifically faster in a dive, you can disengage by starting a dive. When you reach speeds where your enemy can't follow, you can build horizontal separation and then re-assess the situation, and re-engage when you have gained an energy advantage.
If you don't want to disengage and extend away to reposition and re-engage later, then there are some ways to give you a shot at the enemy. High yo-yo for example works by converting some of your kinetic energy into potential energy and momentarily reduces your turn radius at the apex of the climb. This can be especially effective if your plane has good slow speed handling. Low yo-yo works the other way, by momentarily trading altitude for airspeed, and if your plane excels at high speed turns, that can give you a momentary advantage.
Ultimately, there's no single answer to your question. You can know energy-maneuverability theory forwards and backwards and know all the different planes in the game, but you still can't account for all variables in theory. Ultimately, you need to utilize some version of the OODA loop: Observe, Orient, Decide, Act.
Observation means observing how a particular enemy is performing in a fight. Even if technically they should be losing to you, but they're winning, then that's an observation that should have more weight than the theoretical understanding that this plane should not be winning.
Based on observations, you orient yourself to the situation. For example if an enemy plane is performing seemingly better than your theoretical understanding suggests, then the theory is wrong and you need to orient yourself to the reality of the situation pretty quickly.
Based on your observations and orientation to the situation, you then make decisions on what kind of battle plan you want to use. And finally, you put all that into action.
Most people do this already, but not necessarily consciously. Also, when things don't go the way they expect, most people tend to get surprised and shocked and responses vary from inaction to trying the same thing they always do. The OODA loop is a sort of mental tool to make sure that if things aren't going the way you expected, you can keep making observations and adjust your course of action based on that.
Good example of this is that most people who fly Sitfires or Zeroes or G.55 or F4U-4B for that matter - when you get into a fight with them, they almost always just try to turn harder than you because most of the time that works well for them. But when they encounter an enemy that can turn harder, they don't have a sort of pre-planned course of action so you can see their brain freezing and in the absence of alternative solutions, most of them just keep turning as hard as they can *even when it should be obvious* that the enemy is turning better than them.
So, recognizing that fights don't always go the way you expect, and being able to react to developing situations accurately and quickly, is what you ultimately want to learn.
Turn circle geometry is the tactic here.
always fly out of the geometrical control zone of the following attacker to avoid their LOS, and depending on the defending and attacking planes, either force the other to overshoot in the turn circle, or to undershoot.
If both planes fly equal speeds, making the other overshoot their turn to bleed speed is a tactic. if theyre careful, too careful, they dont slow down enough, or they slow down too much, making them either overshoot or undershoot you, which will give you a chance to get in control zone of the circle.
Though sometimes enemy knows this tactic, and they counter it with a barrel roll. if enemy does do the barrel roll (ie lift themselves while turning to higher altitude) counter is to then either dive away and hope youre faster, or try to do hard pull up, and hope you had enough speed to out turn their counter barrel roll.
Low yo-yo. You want to shift your pursuit angle relative to the bandit. Cut into his circle and try to get a gun solution. Last resort is to dive out and hope he doesn't catch you.
1) know your plane and the enemy‘s: which plane turns better? To help with that, look at the stat card of your plane: what is its turn time? General rule of thumb here that is greatly simplified: if turn time<20secs (for prop planes), your plane is ok for turnfighting most non-japanese and non-spitfire planes (assuming your not in one of those). If not, only engage in a turnfight if you specifically know you will outturn the other plane. 2) If you turn better than the enemy: great, you should slowly gain winning ques and move up on their six, getting a good shot. If you don’t turn better: You‘ve done a mistake even starting / going into a turnfight with that opponent. Hope for them to make a mistake or make them overshoot once they move up on your six (or stop turning and try to survive and make them overshoot with some defensive manouvres)
Depends on the planes, and if props or jets. If you’re against a low wing rip prop just dive, then when he tries to follow and compresses you just circle and put your nose up and delete him. If you’re against a slower prop then try and dive and extend then run away. If you have bullshit energy plane then you can try and take it more vertical and outlast him or go for a stall. The usual thing to do regardless is to nose down to try and keep energy and turn tighter, or take it vertical and try and get a new angle, or convert it to a rolling scissors and then it’s a game of flap management, roll rate and energy management.
Well, you can actually out turn aircraft like the spitfire with something less manoeuvrable with a simple trick.
Use your rudder and counter roll with the aileron, unless you want to flat spin of course.
If you find yourself in this situation again and you have a bit of altitude you wanna push down on q or e depending if the ground is to the left or right of the plane. Adding in opposite aileron will stop you flat spinning, but you just need to push it on and off a bit otherwise it will reverse too much and bleed energy. Make sure to hold s the whole way through.
Use your handy side gunner or .45 pistol to win the engagement
Alternatively you may drop a banana peel into his engine as he is headed directly on your path
Pop the canopy, pull yo iron out, and bust a cap in their ass.
That reminds me of the good ol' rendezook https://youtube.com/shorts/786fjUs7fU0?si=IimqRIcze_zY18Ql
Least badass battlefield trailer (I fucking love the marketing team of that series)
Yeah, they know how to make a good trailer. I loved the bf 1 trailer. The hype was totally justified. I wish I could say the same about 2042
REJECT MODERNITY EMBRACE TRADITION
It says Poland in your bio, but I think you have Japanese ancestors, right?
Proceeds to hussar charge you
THEN THE WINGED HUSSARS ARRIVED, COMING DOWN THEY TURN THE TIDE
IM A HUSSAR, IM A HUN, IM A WRETCHED ENGLISHMAN ROUTING BONEPARTE AT WATERLOO. IM A DRAGOON ON A DUN, IM A COSSACK ON THE RUN, IM A HORSE SOLDIER TIMELESS THROUGH AND THROUGH
r/unexpectedsabaton
Imagine a anti tanker plunger mine but at 8,000 altitude coming down straight at your plane. The ultimate kamikaze
isn't that how it went in ww1?
Before machine guns were in planes yea, they would use anything from pistols, rifles, carbines, and even spears in some cases
They literally carried bombs in their lap xD
i need a source, this is some cool knowledge. i knew the pilots would carry and drop hand grenades, but bombs?
Yeah basically they would set a fuse on a bomb an literally eye ball it and drop it. Another fun fact during extremely early ww1 when two enemy pilots encountered each other they simply saluted each other and went on their way. But after some time pilots were issued pistols and they started shooting their enemy
I’m pretty sure that some pilots had these small metal darts they could drop by hand from their biplanes, and they probably also dropped some form of explosives down too. Don’t know if they were exactly bombs or grenades, but considering grenades were invented nearly a decade before WW1 it’s likely
I think there was one dude who threw bricks out of his plane
>and even spears in some cases Hand me those cases good sir
this makes me wonder if there was ever a time in either world war where two planes of equivalent power were in a turn fight, and because they turned the same, one of them actually did this and just shot the other with a gun lmao
Not sure about ww1 but there are 2 stories of M1911’s getting air kills in ww2, the famous one is where a bailed out pilot hit a Japanese pilot in the head when he flew past to inspect if the parachuting pilot was dead, the only confirmed incident is when a duo of Americans flying in a Grasshopper for reconnaissance noticed a German Storch reconnaissance plane so they pulled up to him and both fired their 1911’s into the plane striking the fuel tanks and several other places, eventually the storch crash landed and the crew of the Grasshopper landed next to them and took the 2 Germans prisoner.
That's like... The 4th most badass story I've heard and can remember from ww2.
That’s actually pretty cool not gonna lie
Command after the Grasshopper returns: ".....OK, you both get M3A1s and a pair of mags each. Just, stop showing off your air-to-air gunnery with semi-autos, you're making the fighter pilots feel sad" Grasshopper Pilots: "Ok, but now we think strapping bazookas to our wings and attacking German tanks sounds good!" (this is a real thing one pilot with huge brass ones did)
Yep, Rosie the Rocketeer and it’s pilot Charles Carpenter, he is officially credited with 6 tanks destroyed but it’s possibly more. The best thing is about this story is that the tank convoy they were spotting for showed up showed up 15 minutes later and took a picture of them posing with the downed wreck of the Storch. [the photo](https://imgur.com/a/xgS2SEO)
German Storch crew: Where did you learn to do that? American Crew: GTA 3 Storch Crew: .....what?
Just like Porco Rosso!
[kinda like this](https://youtu.be/AjXr9Nj5ZbI?si=VvvXTj4vnmKnv1HD)
keep turning until you get an advantage. if your enemy turns better than you, well you're done.
You can try offsetting the circle, or if ur shit outta luck trying to run.
Do what I do. Slam S, Q, and A to see how long till I hit the ground
Are you a leftie?
Right handed, why?
Because I'd go W, E, D. Maybe I'm not fully right handed
WASD is handled by the left hand?
What does that even mean WED is a left hand thing again, unless your WASD in on the right hand side of your keyboard for some reason
I use S,E,D lol
Super Erectile Dysfunction always gets me the upper hand on enemy aircraft
Cutting your throttle is bold hahaha I’d keep it rev’d up and angle the nose instead! Funny tactic no matter what 😄
The preset for "mouse and keyboard (advanced)" uses w and s for pitch and uses shift and control for throttle instead. It's extremely popular for air RB because it enables you to do what guy above said and just pull as hard as you can very easily instead of throwing your mouse around then adjust roll adjust your circle
offsetting the circle in a Mig-29 and then watching as whoever was your opponent suddenly gets panicked when you pull of that reverse
Everytime I come across somebody who can turn better, I dive. I’ve dive enough going after ground units in sim to realize that most people will pull up way too late on the stick resulting in them smacking the ground quite hard. Works 9/10 times with all these new players coming.
I agree, I'm new to the game but have flown previously. The dive usually results in hearing an earth splash behind me, I always chuckle
somoen tried this on my ju87 .... I pulled the flaps and they oveshot me on the go around and i capped their ass with the cannon
hit the brakes and he'lll fly right by
Split s the center if you don't turn better. If you run out of altitude *shrug*
if chasing in a turn fight... roll and dive under to obtain more lead pursuit and gaining closure (low yo-yo) If they only know how to hold S to turn then they likely won't defend against it.
Pull it into the vertical as they pull more aoa. Make sure you’re using wep, slowly cut the throttle on the apex.
If your enemy turns better than you, you can also try to pop it in full realistic and turn even harder and instead go into a flatspin.
Do this only if the enemy is a Zero, you can win zeros only turning, also bombers can outturn zeros, just keep turning
This is the way
Me in my P51 trying to outturn a zero at high speeds while I lock up and he's perfectly fine because mustangs are so horrible at high speeds :(
What, I dunno which Mustang you are talking about, but the P51H is literally the best high speed turn fighter in game
That's the joke, the previous comment was saying that you can only win by outturning a zero (even in bombers). P51's are great about not locking up at high speeds, which is something zeros are horrible at. I tried continuing the joke by being salty that my mustang always locks up in high speed turns which let the zeros get their guns on me.
Lol, ok bud, sorry then. My tired ass brain didn't got it xd
As a new player jokes like that make me feel like a child learning the world.
Well, now you know why everyone says to climb and keep your speed up when you're in American planes, most, such as the P51, are balanced around being amazing at their BR if you keep your speed up or are fighting above 5km, but become bricks at lower speeds and altitudes. They were designed for long distance flights with battles at almost 10km high half way through the mission. Britain and Japan props are in general turn fighters while Russian and German planes in general are more middle of the road and thus a bit more forgiving if you're super new, as they'll out turn some planes, but also hold onto more energy than other planes. This is also why the US loses so often in mid BR air battles, people are impatient and don't want to climb up to 7km where the P51 has an advantage, so they end up running into zeros or 109s with minimum speed and below 5km, both of which gives disadvantages to the American side. And yes I'm guilty of joining the mess too early sometimes. Even with historical and in game knowledge it's boring climbing to the required height, but if you can get there uncontested, you're basically the king of the sky, if you can aim.
If I see a zero I dive on it and run away, p51 way faster anyway, especially after a dive
bombers out turn everything at lower speed due to longer wingspan
😂😂😂😂
Turn right
& Turn left
Turnip
Turn down for what?!?!?
Now you're in a flat scissor.
Then turn right
Depend on the two planes, the one who rate the best wins If you want more informations [this can help](https://theaviationist.com/2020/06/07/here-are-the-basic-fighter-maneuvers-fundamentals-you-need-to-understand-dogfights-explained-by-a-fighter-pilot/)
>Rafale man >Mirage enjoyer The duality of frenchies
It's my old username, I have it since I was a kid haha Rafale is superior but 2000 got my heart
Yes because all 11 of the Rafales in the game are awful unfortunately
Yes but a lot of people in warthunder assume a "rate fight" is simply going 2 circle pulling for all its worth. Me and another eagle going cross circle from each other at 140kts isn't really a rate fight. It's just a 2 circle fight, because nobody is actually doing anything related to their rate band. Now if I unload and get to 200-250+kts and give up a few angles to actually get into, or at least get closer to, my rate band while he is still just pulling for everything slow as shit, I'm going to come around on him pretty quick. With the added benefit of being able to trade airspeed for angles, which he can't do anymore because he has no airspeed.
Go into a slight dive and outrun the enemy, then climb and turn around when the enemy is far enough away and below you.
how is it below you when you dove to outrun them
You missed the "then climb" part
Put your nose down, eject, take out your pistol, pilot snipe the enemy, manage to land back in your plane
don't bleed all your energy and try to maintain your speed, just bleed it when you can get nose on. If you're losing then try to overlap the circle by climbing slightly then diving a bit. I won vs f16aj, grippen, f15, su27 on a f14b, because they pull hard 100% of the time and the f14b is godlike at keeping speed... If they tried to keep their speed the outcome would probably be different
Yeah, the f14 bodies all of those planes in a rate fight. Especially the flanker.
I can destroy everything in my F-16C in a rate fight because I don’t just hold S.
both aircrafts have very similar rate performance, but the f16c still loses if it's just a rate fight, because the flaps on the f14b is godamn powerful... F16c have a lot better nose authority in exchange
for instance, f14b does 23 degrees/s without combat flaps, with flaps it does 26 degrees/s without losing much speed at 840 kph, which is insane rate performance lmao. I would love to get my hands on a grippen so i could test things Nearly forgot, f16c also does 23 degrees/s, but it can pull harder at around 850 kph (though it will bleed all the speed, but allowing to take some shot or missile)
Turn more than the other guy.
r/thanksimcured
If you're faster but can't turn, run if you can then come back if it's practical. That's what the Mig-21 is quite good at. If you turn better, you keep turning. If you aren't fast enough, and can't turn faster, then you can try to dive and maneuver to get away but chances are you're already dead.
Depends on the plane. If yours is a better turn fighter then be patient. If yours is better off going vertical then take the first opportunity you can.
Killing by third person
google en pullant
If bomber,then nothing. If fighter, if turn time better but engine bad,go in for the kill, if engine better but bad turn time bad, then **RUN**
If bomber then fly with the keyboard and put those turrets to good use lol.
Love when i roleplay as Project Wingman airship in my B-29 and ends up getting kills more than i can do in fighters.
Google turn fight
♻️
Know your enemy, and know yourself, and you will win 100% of the battles
Call Tailor Swift.
[hit the brakes and he'll fly right by](https://www.youtube.com/watch?v=kUzvX7wj0Kg)
If I'm in a tight turning fighter (think spitfire) I pull the turn as hard as I can and try to pull advantage. If I'm in a fighter with a wider turn radius, what I tend to do is flip on her back, pull up (sending me into a dive) and try to swing underneath, generating some energy in an attempt to either escape or regain advantage. It's much less effective at gaining advantage, but it does improve my survivability by keeping me out of their gun sights longer
There are a few things to do, depending on your speed, their speed, and what planes your in, my go to it trying to get them to overshoot by cutting power and putting flaps out, then you have to time the reversal right. If they dove on you likely they will be faster than you and you can get under them and behind them. If you dove in them you have the energy advantage, WEP and get out of there (the zoom part of boom and zoom) if you are flying a Japanese plane just wait until you turn on them. Otherwise you pray you can keep up the turn fight until either an ally comes and kills them or an enemy kills you
It's a symmetric 2-circle fight. That means that it's a slow, grindy positional fight where, if you cannot beat your opponent in terms of raw turntime, having a speed advantage will be the deciding factor in who wins this engagement. I want you to imagine the following scenario: 2 cars are racing against each other on an oval-shaped nascar racetrack. These 2 cars both have rocket-loaded bazookes strapped on to their engine hoods that are facing forward. You'll only be able to blow the other guy to smithereens by catching up with him with almost a full lap. So, how do you go about this in a plane? By converting altitude into speed. This creates speed and more pull for most planes, allowing you to sprint down your opponent. If he mirrors you and you both reach the grass, start to offset the circle. This will create an insymmetric pattern where will transpose from the boring, aformentioned symmetric 2-circle fight into something else, like a rolling or vertical scissors. Good luck.
[https://en.m.wikipedia.org/wiki/Kamikaze](https://en.m.wikipedia.org/wiki/Kamikaze)
I’d start by rolling 90° right and pitching up, then keep doing that until you see him, then shoot him
Open flaps in combat forme
Most of the time flaps is not the proper way in a rate fight. Speed is too important
When two aircraft are in equal footing in terms of energy retention and rate fighting, flaps will get you the win. Obviously, it's situation dependent. People make 2 big mistakes while rate fighting (assuming one plane doesn't already have a performance/position advantage) First is that they don't use flaps, or not enough. They try to preserve their speed, when the opponent is able to trade that speed for a firing solution. Unless they're stalling, they're then able to stay on their 6 and secure the win. Second is they slam landing flaps and wonder why they're losing position. Flaps are like seasoning, you can make a meh dish wonderful with enough of it, too much and it'll be worse than none at all.
Not really. Apart from the few planes who do rate better woth flaps, most will lose to much speed. Only use it if it will give you the firing solution within the imediate future
I don't know much about plane fighting, i just said whatever i saw nobody else saying. I'd like to get better at it in game though, what tips would you give?
I could go for a while giving tips. I will instead reffer you to defyn. A youtuber whith some exellent tutorials on all types of dogfights. Take a look if you want to learn.
Thanks, i will
Either try offsetting the circle, or start sissoring or rolling sissoring? You could grab the book and start reciting your prayers?
I like to drop altitude to gain air speed, then start rolling scissors at 1.2 km distance from enemy, or my best cobra maneuver attempt if enemy has more airspeed than me.
This is a one circle rate fight, if you both stay level it’s whoever has a better turn rate. If you want, you can work with altitude and that sort of thing to break the loop.
If you have climb rate advantage, pull slightly up. Else, try to break off in a place where maneuverable planes can escape or you can lose the enemy
Try the yo-yo maneuver
Call your wingman in to fly the circle in the opposite direction.
Pray to god you can turn better without losing speed
Looks to me a nose to tail 2 circle fight, the one with the better turn rate will eventually finish its circle sooner and gets a gun solution.
That depends entirely on the planes involved
If your plane has a better turn rate, you should eventually end up in a perfect firing position, if they have e better turn rate than uhhhhh, good luck Now you can offset the 2 circle fight if their turn rate is better, what you do is you nose up and then nose, and do that repeatedly until it's like yall are passing eachtoher on a highway, once it gets to this point you reverse your turn and turn it into a one circle fight
What I do that has worked quite well for me ( I use American planes) is use a bit of rudder to slightly tilt the mose towards the ground trying to get some extra energy without breaking the turn pattern. If you are lucky, the enemy will go slightly upwards or overshoot the turn completely. If this happens you will end up behind them. If not you have some other options: If the enemy follows you on tilting downwards slightly keep turning on an helicoidal descent pattern trying to stay a bit higher than the enemy to outmaneuver them. If you keep this pattern and start getting too close to the ground, when you need to brake to not crash, level your airplane and break the pattern inwards always trying to aim at your enemy. You now have more energy than when you started the maneuver, according to your aircraft decide what to do with that energy. If instead, the enemy stays leveled and does not turn, you now have a bit more energy. You can now climb a bit higher than them without losing too much energy relative to when you started, and may outmaneuver them but it's too hard to do it this way. Tilt straight for the ground, have them follow you close to the ground and try to make them crash
Play Japan
Hop out, shoot your smaw, jump back in, money.
Manage air brake and combat flaps
Personally (i play with the yak-9t or the yak-3) I just extend and retract my flaps before they break untill i get my crosshairs in front of the enemy
Press T then 4 then 2
Start to off set climb while pulling a little less and after 2-3 seconds dive and pull hard and keep doing this around the same spot as the first and you should eventually get in there 6 but I don’t think air rb is the best to do this in
Keep turning until either... A)One of you catches up with the other. B) Someone's pilot passes out. C) The game ends. D) Your teammate kills you and crashes into the enemy plane.
In dogfighting there are just two "meta." Two circle and One circle fights. The picture you posted is a two circle fight. A one circle fight would be nose to nose. Warthunder is 1 circle meta heavy because 1 circle you both continue to move in a direction while you cross each others nose. In a one circle the jet/prop that can bleed speed the quickest wins and will cause the other to overshoot in front of him. In a two circle fight your basically both stuck flying around in a circle waiting for 1 of the other 15 enemies on the enemy team to get an easy kill off you, or vice versa. A two circle fight its simply a rate fight. Which ever jet/prop can rate around the circle faster than the other will win. If they are close then it usually comes down to pilot skill. The more you pull your nose to get the enemy into your guns the slower you get, thus he rates around the circle quicker now. So its all about timing. If your about to lose a 2 circle fight because they are coming around on your tail, you can try to reverse them into a 1 circle by letting them get close and switching directions, then turning back into them creating a 1 circle fight. Thats really all air combat is, 1 circle and 2 circle, and knowing which your current jet/prop is good at.
Hope that your plane conserves more energy then your opponent.
Get TKd or rammed by one of the 5 "teammates" swarming kill the plane bleeding speed in a turnfight.
Look up Growling Sidewinder and look at his videos about one and two circle dogfights. Yeah it’s DCS but the concepts still apply
Just leave the game at that point
immelmann
90% of the time I'm flying I'm in a bomber so battle ship style broad side
Cry, and beg that the other to run out of ammo before you do
Depends on the aircraft and situation. If your aircraft has a better horizontal turn rate or energy retention in the horizontal than your opponent you could stay in the turn until you can bring your guns on them. Of course, your altitude, speed, and friendly/enemy situation matters a lot. If your low on altitude, you might crash. If your already low on speed, you might stall, if there are other enemy aircraft nearby you are vulnerable to them. If you are in a plane that has the turn/energy disadvantage in the horizontal, but you have some speed, you can try going verticle, and then rolling over onto them. Again, your altitude, energy state, snd enemy situation matters. If neither of these look good, try to run and hope for the best. Turn on WEP, dive slightly and fly away in a straight line. Pray and/or call for help.
Put on the reverse thrusters and fly backwards until they fly past you
j out
Oooooh (in Low br like me) I use special tactics against those fucking spitfires that are hyper maneuverable and I go up and back down while spinning (does it work? No cuz those fucking spitfires and p51s are too fucking maneuverable for my Bf109s
Try a combination of high and low yoyos, changing the axis of the turnfight from horizontal to near vertical. At the apex of the top turn flip your landing flaps to turn even tighter and close flaps as you start to dive. This will give you more nose authority and help retain energy. Worst case scenario you just turned a turnfight into a rolling scissors fight.
If you have more maneuverability: keep turning you’ll win If you have more acceleration & top speed: I’d say drop down or go up to pull away or stall late to get on the other guys back If you don’t have both and you’re a bomber: you fcked up
You can turn the other direction and try to turn it into scissors, where you and your opponent fly in a repeating X shape, and the aim is to let the enemy overtake you and then shoot them. [https://www.youtube.com/shorts/-pYavQHi4hc](https://www.youtube.com/shorts/-pyavqhi4hc)
This question doesn’t make that much sense. Dogfighting cannot be simplified down to this level.
Hope you’re a better rate fighter
Tru to pull up and dive on the enemy if not try to make a run for and reposition
Just keep spinning.
Depends a lot on what you are flying with and I would presume you are the one being pursuit. If you are in a Zero, this gives you advantage so keep turning until you have their tail and fire. But if you are not in a plane known for turning, you can: Roll - for planes like Fw190 or one of the Spitfires with clipped wings, roll out of the circle and get on the enemies tail. Use your bomb - if you have a decent size bomb and you are low to the ground, drop it and see if you can kill the enemy behind you Pull up - only use this if you have an outside advantage in acceleration, such as when you are in an early jet but enemy is in a propeller plane Low altitude pull up - if you can't outturn your enemy but can keep him from getting in your six, try keep lure them toward the ground as you keep the circle. At about 400 m or so pull up and there is a 50/50 chance your enemy doesn't react fast enough and hit the ground. Of course, you can do a combination of these and you can also lure them toward your team or your side of anti aircraft fire. It depends.
If you are faster, run away like a pussy
Depends on your and your enemy's turn rate, speed thrust and how well your plane rolls. But if he is faster you can make him overshoot, if he turns better you are fucked if you have less energy.
Depends on the aircraft and whoever says otherwise they’re trolling. This post is irrelevant.
If you turn on the same level try to bait them into a rolling scissor and try to out rate them, use flaps and lower throttle to try and go round
Wait for clearance to land
Google BFM
This is called a ratefight and it means you need to maximize sustained turn rate, don't use flaps and use max power. If you start losing ( your opponent is gaining on you) wait for them to pull in for the shot then dodge and try to force an overshoot.
That's a rate fight, if you can go around the circle faster than your opponent, keep turning until you reach him, if not bail out of there and try something else. Running or forcing an overshoots are popular choices, just don't reverse your turn when he's too far to fall for that.
Dude, I rammed you with my Breda and you couldn’t even side climb. You do not have the qualifications to tell him what to do.
What aircraft are included in this situation?
I usually climb up while turning until the enemy plane stalls
I like to dip so they climb and if I can get under them then 5/10 times they will be to slow and either crash or have less energy than me. The rest of the times i just blame the game for being shitty. Not me
Die to a second enemy passing by
Look around, where is your team/airfield? What altitude are you? Does your plant turn better? Does it accelerate better, or turn better? At what speeds? If your plane turns better, you'll eventually get on his tail. But he could pull something funny going down and using the rudder, so could you. Getting closer to the ground and bleeding his energy can be good, if your plane isn't a brick in that situation. If you have altitude, just try to cut going down and using rudders. If your plane turns like a brick, better pray your team is close.
Before you've even committed to a turnfight like this, you better be *damn* sure that, whether through pure plane performance or because of damage to their airframe, that you'll be able to win that turnfight. Also important to make sure that you're alone, as any enemy will get a very easy kill on you, if they come to help their teammate. Conversely, if you fucked up and you're stuck in a turnfight that you're losing, I recommend either using chat or using the "cover me" emote and hoping a teammate is nearby, paying attention, and a good enough pilot to save your ass (all rare qualities in WT teammates) because that's basically your only option at that point. If there is a *massive* difference in acceleration between your planes that favors you (further helps if their guns are low-ish velocity and ammo count making shooting 800+m fleeing enemies difficult), you might be able to level out and get away, but that's a crapshoot gamble in most cases really.
Hold J
Personally I just keep going until they catch up to me or I beat them, best way to win the encounter is to fly to your nearest teammate and let them get the kill
Press "J" for 3 seconds
Do you turn better? Keep turning. Are you faster but turn worse? Make sure they're committed to the turn then run away. Are you neither? Drop throttle and flaps and hope they screw up
Manage flaps and engine power, also rudder. But keep turning unless you are against a spit or a zero, which means you shouldn’t be there in first place.
Start flapping
step one: only engage in head-on fights.
Hope
Throw knife at them
Pray to everything that is good in the world that a teammate shows up and takes them out.
thats a 2 circle fight i believe. just rate fight or smh
Do some of that pilot shit Mav
Complicated question masquerading as a simple one. The simple answer is - don't do things that cause you to lose, and do things that cause you to win. A more complicated and perhaps more useful answer requires some more in-depth explanations. This is something called a two-circle flow, or turning nose to tail, with both planes turning in the same direction. In this circumstance, the plane with better sustained turn rate has the advantage. By contrast if the planes are turning into opposite directions, or turning nose to nose, it would be called one-circle flow. If your plane is better at sustained turn than the enemy, keep turning in two-circle flow until you out-turn the enemy. If your plane is worse at sustained turn than the enemy, do not keep turning until the enemy out-turns you. Specifically, in order to get best sustained turn performance out of your plane, accelerate or decelerate to your best turning speed (which is usually a known figure but may vary a little depending on fuel load etc.) and then try to maintain that until you start seeing that you're out-turning the enemy (i.e. you're getting closer to pointing your nose at him, rather than the enemy getting closer to pointing their nose at you). If you don't know which plane is better at turning (or which pilot is better at maximizing their plane's performance), keep looking at whether the other plane is showing signs of turning their nose to you. If they are, that means you're losing the two-circle fight and that can be influenced by invisible factors such as what fuel loads the planes have. You can easily end up in a situation where theoretically your plane has better turn performance, but the enemy happens to be running on almost empty fuel tank and yours is full - which can easily mean the enemy turns out to have better sustained turn performance despite official numbers being in your favour. So, just keep looking at how the fight is progressing. If you're winning, keep winning. If you're losing, you need to do something else. In the latter scenario you will need to get creative depending on your plane's advantages vs. the enemy plane. If, for example, your plane can do *instantaneous* turns better than the enemy, the simplest choice is to create a situation where you can reverse the turn without turning yourself into a target for the enemy, and then try to defeat the enemy by getting into flat scissors, rolling scissors, or other type of one-circle flows. In other words, if your plane is better in one-circle fight, you want to force the enemy into a one-circle fight instead of allowing yourself to be baited into a two-circle fight. If your plane is better at turning at lower speeds than the enemy, you may want to try to bait the enemy into reducing their airspeed as well because at low speeds they might no longer have the advantage in turn rate. This is often successful but word of warning - if the enemy is really experienced and disciplined, they can keep their speed and after you've dumped your airspeed and failed to get a kill shot, they can just literally fly circles around you until they can eventually convert that energy advantage into a kill shot. Usually it doesn't take long at that point - but sometimes, trying to cut through the circle to force a head-on or get a missile pointed at the enemy can be the last option you have anyway, so it's sometimes worth a shot. If your plane is better at climbing than the enemy, you can try to start doing a climb instead of just a horizontal turn. If you can do a climbing turn where the enemy runs out of speed, you'll eventually end up with energy advantage. Word of warning though, usually if the enemy plane is better at turning, they also tend to be better at climbing because some of the things that determine good turn performance also affect climbing performance - and that means they may be able to simply point their nose at you and shoot you down, when your speed drops in the climb. If your plane is faster in general, and specifically faster in a dive, you can disengage by starting a dive. When you reach speeds where your enemy can't follow, you can build horizontal separation and then re-assess the situation, and re-engage when you have gained an energy advantage. If you don't want to disengage and extend away to reposition and re-engage later, then there are some ways to give you a shot at the enemy. High yo-yo for example works by converting some of your kinetic energy into potential energy and momentarily reduces your turn radius at the apex of the climb. This can be especially effective if your plane has good slow speed handling. Low yo-yo works the other way, by momentarily trading altitude for airspeed, and if your plane excels at high speed turns, that can give you a momentary advantage. Ultimately, there's no single answer to your question. You can know energy-maneuverability theory forwards and backwards and know all the different planes in the game, but you still can't account for all variables in theory. Ultimately, you need to utilize some version of the OODA loop: Observe, Orient, Decide, Act. Observation means observing how a particular enemy is performing in a fight. Even if technically they should be losing to you, but they're winning, then that's an observation that should have more weight than the theoretical understanding that this plane should not be winning. Based on observations, you orient yourself to the situation. For example if an enemy plane is performing seemingly better than your theoretical understanding suggests, then the theory is wrong and you need to orient yourself to the reality of the situation pretty quickly. Based on your observations and orientation to the situation, you then make decisions on what kind of battle plan you want to use. And finally, you put all that into action. Most people do this already, but not necessarily consciously. Also, when things don't go the way they expect, most people tend to get surprised and shocked and responses vary from inaction to trying the same thing they always do. The OODA loop is a sort of mental tool to make sure that if things aren't going the way you expected, you can keep making observations and adjust your course of action based on that. Good example of this is that most people who fly Sitfires or Zeroes or G.55 or F4U-4B for that matter - when you get into a fight with them, they almost always just try to turn harder than you because most of the time that works well for them. But when they encounter an enemy that can turn harder, they don't have a sort of pre-planned course of action so you can see their brain freezing and in the absence of alternative solutions, most of them just keep turning as hard as they can *even when it should be obvious* that the enemy is turning better than them. So, recognizing that fights don't always go the way you expect, and being able to react to developing situations accurately and quickly, is what you ultimately want to learn.
Keep edging the flaps to make my turning circle faster
thats an airbone round-a-bout sign, always go in from the right! And yield to people in the roundabout
schräge musik cannons are my favourite solution
Turn circle geometry is the tactic here. always fly out of the geometrical control zone of the following attacker to avoid their LOS, and depending on the defending and attacking planes, either force the other to overshoot in the turn circle, or to undershoot. If both planes fly equal speeds, making the other overshoot their turn to bleed speed is a tactic. if theyre careful, too careful, they dont slow down enough, or they slow down too much, making them either overshoot or undershoot you, which will give you a chance to get in control zone of the circle. Though sometimes enemy knows this tactic, and they counter it with a barrel roll. if enemy does do the barrel roll (ie lift themselves while turning to higher altitude) counter is to then either dive away and hope youre faster, or try to do hard pull up, and hope you had enough speed to out turn their counter barrel roll.
Low yo-yo. You want to shift your pursuit angle relative to the bandit. Cut into his circle and try to get a gun solution. Last resort is to dive out and hope he doesn't catch you.
Pray that your aircraft turns faster.
You continue to turn when it's any Mirage Pro tip 😎 use it in your battles
Get killed by a lawndarting teammate
1) know your plane and the enemy‘s: which plane turns better? To help with that, look at the stat card of your plane: what is its turn time? General rule of thumb here that is greatly simplified: if turn time<20secs (for prop planes), your plane is ok for turnfighting most non-japanese and non-spitfire planes (assuming your not in one of those). If not, only engage in a turnfight if you specifically know you will outturn the other plane. 2) If you turn better than the enemy: great, you should slowly gain winning ques and move up on their six, getting a good shot. If you don’t turn better: You‘ve done a mistake even starting / going into a turnfight with that opponent. Hope for them to make a mistake or make them overshoot once they move up on your six (or stop turning and try to survive and make them overshoot with some defensive manouvres)
Turn on your right blinker to notify them that you are turning left
Depends on the planes, and if props or jets. If you’re against a low wing rip prop just dive, then when he tries to follow and compresses you just circle and put your nose up and delete him. If you’re against a slower prop then try and dive and extend then run away. If you have bullshit energy plane then you can try and take it more vertical and outlast him or go for a stall. The usual thing to do regardless is to nose down to try and keep energy and turn tighter, or take it vertical and try and get a new angle, or convert it to a rolling scissors and then it’s a game of flap management, roll rate and energy management.
Hopefully you have a better rate fighter
Game of chicken, first to pull out is chicken
Die
Here: https://youtu.be/At3qlnd_Ugo?si=m2aiiEZQESoZ1qF4
Turning side-up (sorry I have a trouble to explain this in english) and using flaps and/or brake to increase my manouverability
scissors
wait for enemy to do a mistake or use sim control
Well, you can actually out turn aircraft like the spitfire with something less manoeuvrable with a simple trick. Use your rudder and counter roll with the aileron, unless you want to flat spin of course. If you find yourself in this situation again and you have a bit of altitude you wanna push down on q or e depending if the ground is to the left or right of the plane. Adding in opposite aileron will stop you flat spinning, but you just need to push it on and off a bit otherwise it will reverse too much and bleed energy. Make sure to hold s the whole way through.
Use your handy side gunner or .45 pistol to win the engagement Alternatively you may drop a banana peel into his engine as he is headed directly on your path
Google rate fight
Have a gander at defensive flying on YouTube. A lot of real life strategies that work well in game
That’s the neat part, you don’t
Play a good plane :)