You don't have to get or make the shot. if the target makes a hard turn that wastes his energy and you conserve yours then the fight is one step closer to the target not having the speed & alt to make a hard maneuver.
Jumo has it right about attack from one side. Hartmann wrote that only with his exit crossing the target's path behind the target and start to end, at much greater speed than the target. Hit or miss, he didn't hang around. Perhaps not having a refly button had something to do with it.
Don't follow a target's six co-speed trying to ease up close unless you can out-turn him at the speeds you're both flying. If he turns better then the closer you are, the easier it is for him to turn inside you.
Don't try to turn with a target from close to his six if you are going much faster. Climb to slow down and store your energy while rolling to keep him in sight while he burns his energy in that hard flat turn.
Closing with a target that's 100+ kph slower than you (you dived and leveled out to simplify the gunnery), start firing from long range (300+m depending on closure rate) but aim as if he is 50m closer than that range. The difference in speeds shrinks the travel time of your shots. Give it a short burst to test aim and depending on the result fire for effect or break high to set up another pass or leave.
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