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FM/DM threads Everything about FM/DM in CoD |
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#41
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I think it's common sense, that the 109 turns worse than most of the Red planes. It's well modeled in Clod I think. But the problem I have with the game is that if I have a Spit on my 6 I have no chances to deal with her whatsoever. You can't outturn it, neither can you outclimb it fast enough (only if you are out of shooting range) nor dive away. It just sticks at your 6, only chance is that you are the better pilot and manage to make it loose you in wild maneuvres. Every time i sit in a Spit or even in a Hurri I have a much better Kill ratio than in my 109. And that's the problem I have with Clod at the moment: If you have two equally skilled pilots, the 109 almost every time looses. I have a good ratio if I fly with my squad mates, because then it's all about communication and discipline. But if I fly alone I feel like I sit in a defenisve-only plane. It's so much easier to fly the spit. And I'm just no sure if this was the case back then in 1940. And this is only early war, let alone 1944... |
#42
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climbing performance influences turning performance
i would out turn zeros in my spit 25lbs(il246) in a climbing spiral by spit superior climbing ability which in the end means better turning in an upwards spiral edit: playing this game i get the feeling british engineering is amazing and german one not so much, like oh yeah now i understand why the war was won and what car ill buy
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3gb ram ASUS Radeon EAH4650 DI - 1 GB GDDR2 I PREFER TO LOVE WITHOUT BEING LOVED THAT NOT LOVE AT ALL Last edited by raaaid; 11-27-2012 at 06:02 PM. |
#43
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The question is, what altitude do you fight at? If you are fighting on the deck for any length of time, at some time you are inevitably going to find yourself in the situation you describe, ie. with a Spitfire on your six. If its a Hurricane on your six, then you really have been asleep at the wheel. Most successful 109 pilots caught on the deck use scissors or a series of bunts into dives and then zooms, then repeat, or a combination of both to get a Spit off their tail, and they make sure they keep their speed up. Do you have those skills? On the other hand, I watch a lot of 109 pilots come over with the bombers, sit on top of them and prey on the Spits and Hurricanes below. At those altitudes, there is no competition, the 109's rule. On the remote chance a Hurricane or Spit IIA has taken 20 minutes to climb up to 20,000 ft and attacks from higher alt, the 109 maneuvers a bit, and the Spit/Hurri loses its e, then the 109 is in the drivers seat. In emergencies, you just dive away at max speed, Hurricanes or Spits following will lose parts at those speeds. As far as what planes I fly in CoD, usually Red side, although I have flown the 109 quite a number of times, all models, E1/E3/E4, as well as the G50 and 110. I found the 109 very easy to fly compared to the British planes, the opposite of historical, no overheating at all unless you actually don't open the rad, but basically it's open to 3/4 and then forget, there are none of the real life takeoff or landing issues the plane had, and even when running manual pitch, seems impossible to overrev the engine unless you are a complete numbnuts. It doesn't sustain turn with the British planes in my experience, but it does accelerate like a rocket in a dive, and turns well enough to allow plenty of shots out of a boom and zoom. Also rolls extremely well, better than the Spit or Hurri. The boost can be left at 1.35 ata forever, not accurate, and 1.45 can be used as often as you like and for longer than than the 1 minute allowed historically. And the trim never seems to be an issue, even though the historical 109 needed rudder adjustments at most speeds, the plane may show the ball off center, but it doesn't seem to cause it to actually yaw much. What planes are modelled accurately in CoD? None of them. The G50 is probably the closest. The 109 is definitely wrong in any number of ways, some of which I mention above, also it is too slow on the deck, climbs worse than it should over approx. 3000 meters, and should have a ceiling 3000 meters higher than the game plane. But its climb is not as far off as the British planes, which are also slow. Last edited by *Buzzsaw*; 11-27-2012 at 09:23 PM. |
#44
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It's all about speed. 109's simply have to keep their speed up. |
#45
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What I said is that the wide curve was probably in order to keep an eye on the pursuing plane (going straight would have meant to have the pursuer on one's blind spot) while maintaining high speed. So, presuming a speed and acceleration advantage of the 109 over the spit a wide curve is just the perfect escape manoeuvre against a spit. |
#46
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Hood |
#47
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Yes, I read about this kind of manoeuvre that helped seasoned pilots in 109 to keep on the tail of a spit - at least in some circumstances. I believe that this kind of manoeuvre is only possible for a less well turning plane, that is one that looses energy quickly in turns, when the acceleration is high enough in order to regain quickly the speed lost in the previous tight turn. Helas, I do think that the acceleration as modelled in the game is too bad for the 109. Since the old IL2 and the discussion I always found that too little focus was put on acceleration. Heated discussions were always running on max speed and turning performance. But rarely to never about acceleration which is imho as important. Too be honest I do think that the 109 accelerates like a heavy truck rather than a decent limousine.
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#48
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#49
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It's kinda lucky development of the sim has stopped and we never got a 190.
Historically nothing the British had could catch the 190 on the deck except the Tiffy which was in the process of being cancelled as surplus to current requirements ![]() |
#50
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First and foremost, fly and fight at altitude. My rule, which I unfortunately break all the time, is to fly above 3k at all times and preferably much higher. Do not allow a situation to develop (low alt) where an ability to turn can become decisive. Stay high and only engage aircraft that are at a tactical disadvantage - ie, below you. If you are taken by surprise by a Spit or Hurricane that is higher or is co-alt but has greater speed; dive away and keep diving (the 109 dives well but a Spit is almost as good so keep it right on the edge). Do not attempt to re-engage. If you happen to engage an aircraft that attempts to take the fight down near the deck, break-off and return to altitude. Avoid sustained fighting wherever possible. It's far too easy to be taken unaware by an unseen bandit. If your initial attacks fail, (say 2-3 passes) break-off and look for another target. Always assume that the target aircraft has a wingman. Finally, what should you do do if you find yourself well below 3k and in a situation where an enemy attack is imminent, ie, where diving away isn't a viable solution and you have an enemy behind you in a co-alt and possibly co-E state, ready to attack? What can be done to escape and possibly regain the initiative? Sometimes the answer is that very little can be done but there are two things that help. Firstly, if your in an E 1 or 3, always ensure that your prop pitch is set for max power. Never let this slip because in bad situations a lost second or 3 can mean everything. Next, initiate a 'step-climb'. Whereas sustained climb works when you have a distant threat, 'step-climbing' is a better response to a more immediate threat. To do this, firstly level out as quickly as possible without bleeding speed and at the same time use your pitch controls to achieve the highest possible acceleration. Once you have reached 350-400k (IAS) set prop pitch for climb and lift the nose. When airspeed drops to about 300ks level out again and adjust pitch controls for acceleration. Repeat this 3 or 4 times and you should have a significant vertical and horizontal distance between you and your would be attacker. At this point you can now wipe your brow, look back and start planning your counter attack. |
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