![]() |
|
IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
|
Thread Tools | Display Modes |
#18
|
|||
|
|||
![]() Quote:
Turning into the attack has the disadvantage of crossing the line of fire, but it creates an angle that's difficult to manage for the attacker: he doesn't just have to follow, he also has to pull lead on top of it to make the rounds connect. On the other hand, turning away from the attack makes it very easy for the attacker to follow in a low-G lag pursuit curve. He can throw in a low yo-yo to cut into my turn and transition from lag to lead pursuit and then all he has to do is wait until i am in range. He's effectively been given a free firing solution with minimal amount of G pulled (so he retains his energy), which enables him to keep the advantage even if he doesn't get me in one pass. The problem of crossing the line of fire can be partially solved (there's not 100% solutions here, just making it harder for the other guy to aim but there's no guarantee he won't land some hits) by incorporating a bit of vertical component. So, instead of rolling 90 degrees flat and yanking on the stick in a pure horizontal break turn, it's a good idea to make it into a yo-yo maneuver which also has the effect of managing your energy better. Especially when flying blue in CoD this can be combined with a feint: roll one way and then take advantage of your ability to pull negative Gs by making it a negative yo-yo or barrel roll in the other direction, followed by rolling into the turn properly to transition to positive G (since neg Gs usually seem to cause a higher energy loss). There are cases where it's best to turn away from the attack but they need certain conditions. For example, if i'm flying a sturdier, harder hitting but slower aircraft and can't catch up with the target after an initial head-on merge (think Fw190A vs P-51 at high altitude in IL2:1946) i might start turning into him to make him commit to a certain direction, but i will reverse after the merge so that we end up going in opposite circles in the hopes of meeting him head-on again. Then, the smart thing for him to do if he saw what i'm doing would be again to turn away from me to avoid the head-on, plus unload and pick up speed. In such a case i'm denied the head-on where i have the advantage and even though i can easily get on his six i won't be able to get in range because he's faster. All this of course is theory. I can't even begin to count the amount of times i've botched this stuff online and got shot down, but when it works it's pure satisfaction. I once had a 10 minute duel on spits vs 109s against a P47, just going around in the way described and having one head-on pass after another, it was like jousting ![]() I managed to kill his engine and he dived for home so i didn't get a kill (it was on the half-scale channel map, it's easy to glide back to England from 30000ft with the shorter distances), but man my hands were all sweaty after the encounter ![]() |
|
|