Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik

IL-2 Sturmovik The famous combat flight simulator.

Reply
 
Thread Tools Display Modes
  #1  
Old 05-13-2008, 07:04 PM
Paul Paul is offline
Approved Member
 
Join Date: Nov 2007
Location: Vancouver, Canada
Posts: 38
Default Timing and Zone Of Manoeuvre

Timing and Zone of manoeuvre
Because aircraft have a maximum turn rate and a minimum radius you are able to get a rough idea of how long it will take an opponent to change direction and their tightest path. Using this it is possible to predict their ‘timing and zone of manoeuvre’.

Timing of manoeuvre
Aircraft take time to turn. It’s obvious but frequently a pilot focuses on where the enemy is manoeuvring rather than how long it will take them.

In one versus one air combat this is usually sufficient but when you are outnumbered timing becomes far more important – allowing you to calculate how long you have to freely engage a bandit before you are threatened by another.

You can also ‘create time’ through your own manoeuvring and a bandit’s reaction to it.

(PDF contains illustrative graphics)

For example:
You are merging with two bandits. If you blow through their formation it will take the bandits twice as long to threaten you as they have to turn 180 degrees to threaten you than it would if you turned into one and allowed the other to turn only 90 degrees before you are threatened. If you can feint in one direction to force a bandit to react then reverse it to engage the other you may increase the time it takes for the cold bandit to become a threat, allowing you to safely engage the other for a longer time.

Zone of manoeuvre
The zone of manoeuvre is like a distorted sphere whose outer edge is how far they can travel in time with a smaller sphere of how tightly they can manoeuvre hollowing out the centre.

The outer edge of the zone increases in distance with the passage of time and the speed of the aircraft.

The hollow will be on the inside of the bandit’s turn and will be smaller for more nimble aircraft than less manoeuvrable ones.

General tactics:
A nimble aircraft will attempt to work into the bandit’s hollow while keeping the bandit out of their own and will manoeuvre for a guns shot while maintaining as much airspeed as possible. If the bandit attempts to disengage they will have an opportunity for an easy shot before they extend out of range.

Faster aircraft will attempt to execute slashing attacks from outside of their enemy’s manoeuvre zone and extend out the other side before turning back and re-engaging.

Applying it all to teamwork
When you are working with a wingman in a coordinated fashion, timing and zone of manoeuvre takes on the additional purpose of creating opportunities for your wingman to engage successfully. Your strategy is decided upon the relative merits of the opposing aircraft.

Your aircraft is faster:
Your tactic is to manoeuvre outside the outer edge of the bandit’s zone of manoeuvre and slash through from opposite directions.

1. Begin by bracketing the bandits at the merge – if you have achieved this jump down to #6,
2. If bracketing is not possible have your wingman close in to you during the approach.
3. Once you are close enough to engage attack the bandit that is closer to your wingman, passing inside the enemy formation. This will lure your bandit into making a turn inside their formation. Your wingman does likewise.
4. You and your wingman will continue to turn in the direction of their bandit for about 60 degrees and extend away from the enemy.
5. Once outside of the bandit’s zone of manoeuvre both aircraft turn again in the same direction they turned initially until they are merging with the bandits.
6. The Lead will designate the target bandit (normally the highest one) that is to be engaged and both aircraft will make a slashing attack on it and extend out of the bandit’s zone.
7. Both aircraft turn in the same direction to maximize their angular separation and head back into the bandits.
8. Repeat steps #6 and #7 until the enemy are destroyed.

Your aircraft is more nimble:
Your tactic is to lure the enemy into a turning fight. Against disciplined enemy in faster aircraft you may end up acting purely defensively and will only get brief guns opportunities.

1. Accelerate as quickly as possible and have your wingman close up so that any aircraft that turns with either of you is placed within guns range of the other.
2. At the merge the engaged aircraft tries to lure the enemy into turning with you or going vertical.
3. If a guns opportunity is presented take a shot before the enemy extends out of range if it is safe to do so.
4. If the enemy go vertical and it is safe to do so climb with them as you may be able to get within their zone of manoeuvre at this point.
5. If the enemy split and are extending away close together with your wingman.
6. Lead designates the hot bandit and both aircraft turn towards it and pursue. This is to create a ‘time offset’ between both of the bandits to make it difficult for them to attack together.
7. Repeat from step #1 until the enemy commit to a turn fight. From there it’s normal dog fighting.
Attached Files
File Type: zip Timing And Zone Of Manoeuvre.zip (175.8 KB, 16 views)
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 09:13 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.