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ACM stands for Aerial Combat Maneuvers.
In this page I will try to collect some simple but useful information
for the new recruits.
Here you'll find a short explanation of the basic fighting maneuvers.
I've also added some RealPlayer videos
made by Lemsko from Aces High (http://www.lemsko.de)
Remember that this is only the "abc" of fight maneuvers, and that the
real combat is far more complex and unpredictable.
These are not to be intended as "rules", either.
You will soon experience (usually going down in flames...) that each
player develops his own approach to the fight, and that each plane type
is better suitable for some tactics, while it won't for some others.
Finally, a brief digression about the two main ways to fight: Angle-fighting and E-fighting.
Last, but not least, we'll talk about SA: situational awareness.
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There are three types of pursuit commonly referred to in tighter combat: Pure, Lead and Lag.
Pure pursuit is when the nose of your aircraft is pointed directly at the target.
Use Pure pursuit to shoot the target at close range.
Flying Pure pursuit all the way to the target will increase AOT (Angle
of Tail) and force you to fly past the target (overshoot).
In a turning fight use Lead pursuitto get closer to the target.
Fly with your nose ahead of the target, thus flying a tighter circle
and gaining ground.
Use Lead pursuit when you are flying the same speed or a little slower
than your target. Once you get close enough, drop back to Pure pursuit
and fire your guns. Or, at a longer range, you can fire while in Lead pursuit.
Watch your tracers to see if they are hitting home. Caution: using a Lead
pursuit from too far away can position you in the enemys gun sights!
Lag pursuitis flown by putting your nose behind the target's tail.
Use Lag pursuit when you are flying faster than the target. Flying Lead
or Pure pursuit would result in an overshoot. lfyour speed is too greatyou
may still overshoot, but there are other maneuvers for that situation.
Hold your Lag pursuit until your airspeed bleeds off,then pull into Pure
or Lead pursuit, as necessary, and smoke the devil.
Use a 'High yo-yo' when you have a high AOT (Angle Of Tail, 30°-60°) and are roughly at the same speed as your target.
Roll a little toward level so you can pull 'out of plane', raising your
nose and slowing.
Then perform a low G, rolling maneuver back into the target. When you
see the Bogey, keep lag or lead pursuit as necessary.
Finally, saddle up and fire.
The maneuver can also be performed in the opposite way, diving under
the target's path, then attacking from below. In this case it is named
"Low yo-yo" (obvious...).
The name yo-yo comes from the man who perfected the maneuver, a Chinese
pilot named Yo-Yo Noritake.
You can use a Lag Roll when in danger of overshooting the target.
You must have a low AOT (Angle Of Tail), and be flying much faster than
the target.
Roll yourwings level and pull your nose up to bleed off speed. Then
perform a maximum rate roll away from the target.
You should be able to see the target as you go inverted by looking
up. Complete your roll as you pull into Lag pursuit.
The trick is to slow your aircraft enough to get into Lag pursuit.
A Break turn is a hard break away from an enemy on yourtail.
Usually the bogey comes suddenly behind you at high speed. A hard turn
towards the same side he's coming (to increase quickly the AOT) can keep
you away from his crosshairs long enough to think your move (at least will
make it harder for him to aim!). If you are lucky (= the bogey is not too
experienced), he may eventually overshoot.
The maneuver should be performed when the bogey is quite close: with
the wrong timing, you may find yourself standing exactly in front of his
crosshairs. No good.
A Scissor is a series of jinks put together, jink left, jink right, and so on.
With this useful defensive maneuver you will try to make the bogey overshoot
and become the prey.
The trick is to slow down (thus letting the bogey come closer and closer
- dangerous!) reducing engine power and rolling the opposite way the bogey
does. This requires great calm and timing. The bogey must be quite close,
or you'll simply give him a nice oportunity to kill you. You must fly always
looking at the bogey behind you: in the exact moment he starts to roll
one way, you must roll the opposite way. If it all goes well (practice...)
the bogey will prolly give up the attack, or he will overshoot you. Then
it is YOUR time to hunt!
So, looking from the attacker side, the target will roll opposite your
rolls as soon as you start them. Keep this in mind and resist to follow
all his turns. If you don't manage to prevent his moves, break off before
it is too late.
Notice that this maneuver requires also a good plane response at mid/low
speeds: you should always keep in mind the performance of the planes involved
in the maneuver. Planes that stall easily at low speeds (and are also hard
to recover from stall - Corsair, Spit...) should pay great attention if
they choose to use this maneuver. Expecially if the attacker flies a plane
with good lo-speed handling, (Zero, 109...).
The Split-S is a maneuver that allows to reverse direction very quickly, while gaining speed (but losing alt).
The pilot must perform a quick 180° roll, followed by a 90°
dive. He keeps pulling back unless he finds himself flying level again,
but in the opposite direction and at an higher speed.
It's a common evasive maneuver, but can be used as offensive as well.
Be sure to have enough room beneath you! Each plane has its own minimum
alt to perform this maneuver safely.
The Immelman turn (developed by Max Immelman during WWI) also allows to reverse direction very quickly, while gaining alt (but losing speed).
The pilot must perform a steep 90° dive. He keeps pulling back unless
he finds himself flying level upside-down (and rolls 180°) in
the opposite direction and at an higher alt (and lower speed).
This maneuver requires a certain amount of speed, depending on the
plane type.
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Angle-fighting vs. E-fighting
Angle fighting is probably the more instinctive
approach to a dogfight. Not necessary the best, or the right one.
In its simpliest form, the opponents try to gain each other's six circling
as tight as they can.
The guy who turns tighter, usually wins.
Things are not so simple in a real fight, tho - and in a "virtual"
fight as well
(such fights - contrary to the common belief - were not so usual in
WWII).
Many things must be kept in mind:
- each different plane has a different turn radius: for example, a
Spit can easily out-turn a FW190
- the turn radius changes at different speeds (make a try with the
Zeke!)
- each plane type has got its own optimal speed, where the turn radius
is minimum
- flaps and rudder can help reducing the turn radius (but add lots
of drag)
- turn-fighting bleeds speed very quickly: this can be deadly in planes
with poor low-speed performance (ex. the Corsair)
- turn-fighting bleeds alt. very quickly: this can be deadly in planes
with poor climbing performance (ex. Corsair, Spitfire)
E-fighting is a totally different approach.
"E" stands for "ENERGY". Energy can be "stored" in two different ways:
SPEED and ALT.
The two kinds are in some measure interchangeable: if you are slow
but high, your alt-e can be coverted in speed-e by diving.
If you are fast and low, your speed-e can be converted in alt-e by
climbing (obviously, due to drag, some E will be lost anyway).
The main goal for the pilot is to gain "E" and to try keeping it high
enough to allow him a wider choice of maneuvers.
Each maneuver has an "E" cost that must be kept in mind. The "E" fighter
should avoid - if possible - maneuvers with great loss of "E": a flat turn,
for example. When you find yourself out of speed and low, you're dead.
In its simpliest form, E-fighting resolves in a vertical game: mainly
dives and climbs. The pilot starts the fight at high alt., finds his target
(lower and with a lower "E"), waits for the right time, drops on him, shoots,
AVOIDS TO FOLLOW HIS TURNS and quickly climbs again to a safe alt.
Then he restarts the sequence. Maybe he will need to repeat the maneuver
many times before the bogey will go down (if he will...).
This technique, better known as "Boom and Zoom" (BnZ), requires
great patience, timing and self-control.
Maybe many players won't like it too much, as it is less spectacular
than the close turn-fight, and requires a lot of practice to give good
results.
It is more similar to what happened in the real war, tho. This technique
was massively introduced when the US pilots had to counter the devilish
Zero. They soon realized that they had poor chances to survive in a turning
fight, so they developed this new approach that maximized the US fighter's
main advantage: engine power = SPEED.
To use this technique, the pilot needs:
- "E" - mainly alt.
- engine power: the best planes for e-fighting are the FW190, the Corsair
and the Mustang.
- fire power: the pilot has little time to shoot (he's - should be!
- always very fast), so he needs big (or many) bullets.
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Situational Awareness
SA measures the pilot's knowledge of what is goin' on. Don't take it for granted and understimate it. It seems a simple and obvious concept, but you will soon realize that this is the hardest thing to learn. The best pilots have high SA, and they had to practice a lot to get it. And this is true both for the real fighter pilots and the "armchair pilots". You may perform perfect aerobatics and have a perfect aim, but they count nothing if you lack SA.
SA - about yourself
You must always know (as the experience grows you will "feel") your
own situation: speed, alt, heading, ammo, fuel, damage.
You cannot take the right decision if you miss to know one of those
vital info.
Always remember what you are flying: each plane has its own pluses
and minuses.
SA - about the enemy
You must always know where the bogeys are (and how many they are!):
being the first to spot the enemy gives a great advantage.
As quickly as possible, try to understand which plane they are flying,
in order to choose the best tactic to use.
Never fly straight and level, always turn "your" head in all directions:
never noticed the silk foulards often used by WWII pilots? It wasn't for
fashion purposes, but to protect the neck's skin from continuous friction
while the head was turning in all directions.
And assume that if you don't see the bogeys, they are most likely BEHIND
you (possibly a little lower, in your blind spot) and ready to pull the
trigger.
Try to understand how far they are, their direction, alt. and speed.
You cannot allow them to come too close at a better alt. and speed, right?
Usually, is a matter of seconds.
Once you spot the bogeys and choose the ones that are a danger for
you, or may be good targets, keep your eyes on them. ALWAYS.
This involves that you should be able to fly looking somewhere else
than straight in front of you (often looking back, actually). It is not
easy, at the beginning, but practicing will help a lot. More or less like
riding a bicycle without hands...
SA - about your wingmen
Team flying is the hardest to learn - but most rewarding - way of flying.
It doesn't happen so often to fly SF or FC with the full rosters, but it's
surely a great experience. Expecially in a "no-boxed" game, it is very
important to recognize as fast as possible your teamsters, in order to:
1. not kill them (hehe)
2. stay close to them
3. help them when they're in trouble
(it's a nice sensation when you can call a "your 6 is clear!" to your
wingman - or when he calls it at you!)
Finally,
theory apart, the most important thing is to fly. Flying is the only
true way to learn, expecially if you fly against humans. Possibly, fly
with (or against) expert pilots, and watch them. Try to steal their "secrets".
Each good pilot has a different ace, a favourite maneuver that gives him
that "plus" that will make you end in the drink. And most of them will
be glad to help you learning some secrets of good flying.