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-   -   Using the fockewulf 190 (http://forum.fulqrumpublishing.com/showthread.php?t=9853)

guiltyspark 09-17-2009 03:57 PM

Using the fockewulf 190
 
How is this done?
I keep hearing that this was the "best german fighter of the war"
But i have yet to get a single kill with it.

I believe i understand the "boom and zoom" concept , taking your plane up high and attacking from above.... afterward taking the plane back up and repeating....


But this does not really help any , and in my belief is HIGHLY inefficient and leaves you far to open to attack....

The fockewulf doesnt seem to have any sort of advantage over other planes except roll. And that is pretty much useless considering you cannot even turn with the plane in any regard.

Am i missing something here? I keep reading on the internet that this plane handles great and stuff but in IL2BOP it handles like frozen shit

reverend66 09-17-2009 04:11 PM

I used to be quite eddicient in one in Warbirds but I took one up online in BOP last night & only got one kill. I think the main reason is online in BOP is just a big "furball" with everyone turning constantly making it hard to anticipate thier next move. In the 190 the best tactic is to "bounce" an opponent by taking them by surprise from above. With everyone flying in circle it's very difficult to line up a target & get a shot when your zooming in at 500kph.

David603 09-17-2009 04:25 PM

The Fw190 is an interesting plane to fly, and lethal if flown the right way, but you are not going to have any success with it if you fly it as a TnB fighter.

The 190 is best used in the Boom-n-Zoom role. Gain altitude before entering the fight, and then attack at high speed from above. Use your excellent high speed agility to get a shot on the enemy if they see you and break, but don't follow them though more than about 90 degrees if you can't kill them on the first pass. Given the way the Fw190s all have a good deal of firepower, this should not be much of a problem. Make one pass, zoom climb to regain altitude and enough separation from your enemy to turn without losing speed. Rinse and repeat, you will be virtually untouchable if you use these tactics. Whatever you do don't slow down, the 190 is one of the worst low speed turners in the game. If you have an enemy on your tail, make sure you keep your speed up, and scissor to force them to overshoot. You should be able to outrun all but the fastest enemies low down. Only the La-7 can match your on-the-deck speed if you are flying a Fw190D-9.

Used this way, the Fw190 is one of the most powerful aircraft around and it can be very rewarding to fly.

guiltyspark 09-17-2009 04:39 PM

Quote:

Originally Posted by David603 (Post 102240)
The Fw190 is an interesting plane to fly, and lethal if flown the right way, but you are not going to have any success with it if you fly it as a TnB fighter.

The 190 is best used in the Boom-n-Zoom role. Gain altitude before entering the fight, and then attack at high speed from above. Use your excellent high speed agility to get a shot on the enemy if they see you and break, but don't follow them though more than about 90 degrees if you can't kill them on the first pass. Given the way the Fw190s all have a good deal of firepower, this should not be much of a problem. Make one pass, zoom climb to regain altitude and enough separation from your enemy to turn without losing speed. Rinse and repeat, you will be virtually untouchable if you use these tactics. Whatever you do don't slow down, the 190 is one of the worst low speed turners in the game. If you have an enemy on your tail, make sure you keep your speed up, and scissor to force them to overshoot. You should be able to outrun all but the fastest enemies low down. Only the La-7 can match your on-the-deck speed if you are flying a Fw190D-9.

Used this way, the Fw190 is one of the most powerful aircraft around and it can be very rewarding to fly.

only the fact that i have had enemies follow me all the way up , and how can this plane scissor if it can barely turn?

David603 09-17-2009 05:15 PM

Quote:

Originally Posted by guiltyspark (Post 102243)
only the fact that i have had enemies follow me all the way up , and how can this plane scissor if it can barely turn?

If your enemies can follow you all the way up then either you aren't entering the fight fast enough or you are wasting to much energy manoeuvring.

The 190 can scissor, but don't start too slow or you will lose too much manouverabiliy compared to your opponent before they overshoot. If you start the scissors at high speed, you will have both a roll rate advantage and an instantaneous turn rate advantage over most enemies, so they will overshoot before the fight slows down too much. If you get caught slow then you have f**ked up badly, and if you get caught slow and low then you will die.

irrelevant 09-17-2009 05:22 PM

I have to wonder if these matches are being played on arcade, where everyone can slam on WEP to keep up with each other. That's the fundamental problem I see with online matches right now. BnZ fighters do not work well in arcade because a TnB fighter can easily keep up with you, or everyone is flying in TnB style... ultimately making it difficult to BnZ an opponent.

Am I wrong?

Lexandro 09-17-2009 05:27 PM

Actually in Arcade I would say B&Z is a bit easier because most people use T&B tactics. A few times Ive tried to chase a 109 thats dived on me but since its already at speed, catching the sucker when he already has a headstart is damn tricky. However maybe a slight decrease in the WEP acceleration for Arcade might be in order. That way diving aircraft will always have a good speed advantage when trying to disengage.

If you do in right in arcade you can drag people all over the map leaving weakspots (for strike) or have them scatter all over. Hell I use B&Z when attacking bombers in arcade for strike matches and its a damn fine tactic with any interceptor.

Soviet Ace 09-17-2009 05:33 PM

You could always roll away or onto your enemy? The 190 is know for having a good roll rate, rather than turning rate, so if you do get someone on your tail, just quickly roll away. Though if your flying against a Yak-3, your going to have a bit of a problem getting away in a roll still?

David603 09-17-2009 05:53 PM

If you're flying a Fw190 and have a Yak-3 on your tail, the getaway technique can be summed up in one word, dive. The light weight that gives the Yak-3 its agility and lets it get reasonable performance out of a 1,290hp engine means it won't have a hope in hell of catching a diving 190, and if you roll around a bit while diving you should be able to get clear with no problems.

Keep the speed up too, a Fw190D-9 can out turn a Yak-3 at any speed above 300mph.

Soviet Ace 09-17-2009 06:11 PM

Quote:

Originally Posted by David603 (Post 102272)
If you're flying a Fw190 and have a Yak-3 on your tail, the getaway technique can be summed up in one word, dive. The light weight that gives the Yak-3 its agility and lets it get reasonable performance out of a 1,290hp engine means it won't have a hope in hell of catching a diving 190, and if you roll around a bit while diving you should be able to get clear with no problems.

Keep the speed up too, a Fw190D-9 can out turn a Yak-3 at any speed above 300mph.

True, but if your flying a 190D-9 in Yak-3 territory, don't expect to get anywhere quick. If your flying a Yak-3 at 25,000 feet, then its vise versa.

David603 09-17-2009 06:39 PM

Quote:

Originally Posted by Soviet Ace (Post 102276)
True, but if your flying a 190D-9 in Yak-3 territory, don't expect to get anywhere quick. If your flying a Yak-3 at 25,000 feet, then its vise versa.

I found this nice little tool called Il2 Compare v4.07m this morning, it has the top speeds, climb rates and turn times of every plane in Il2 1946, barring the mod planes of course;) Since the planes in BoP use the same flight models, all the data should be the same.

The 190D9 is about 40km/h faster at sea level and 80km/h faster at 15,000ft, enjoys a climb rate advantage over the Yak-3 at any altitude, and can outmanoeuvre the Yak-3 if the combat speeds are kept over 300mph, though if the combat speeds drop to 200mph or so the Yak-3 will have a major advantage. So long as a D9 pilot doesn't slow down and play the low speed turning game the Yak-3 is so good at they shouldn't have to worry too much.

Soviet Ace 09-17-2009 06:50 PM

Quote:

Originally Posted by David603 (Post 102283)
I found this nice little tool called Il2 Compare v4.07m this morning, it has the top speeds, climb rates and turn times of every plane in Il2 1946, barring the mod planes of course;) Since the planes in BoP use the same flight models, all the data should be the same.

The 190D9 is about 40km/h faster at sea level and 80km/h faster at 15,000ft, enjoys a climb rate advantage over the Yak-3 at any altitude, and can outmanoeuvre the Yak-3 if the combat speeds are kept over 300mph, though if the combat speeds drop to 200mph or so the Yak-3 will have a major advantage. So long as a D9 pilot doesn't slow down and play the low speed turning game the Yak-3 is so good at they shouldn't have to worry too much.

Well of course, the D9 is meant for speed, and really for high altitudes. But the Yak-3 would never have challenged a D9 because it was meant for T&B fighting, and T&B fighting with prop planes, does not involve high speeds since the main point, is to turn inside your enemy, and just let them have it. So the D9 and Yak-3 would not have been a good match since between the two, there is no middle ground for a good even dogfight.

husker 09-17-2009 06:54 PM

Learn to master the lag/vector roll - plus, it's a game not real air combat
 
There are two responses I'd like to offer:

1. BoP is not really the same as true air combat. In the second WW2 (Grandpa Simpson...), German tactics were largely based on 'hit and run'.

Air combat is the most ruthless game there is - ideally, you want to arrange it so that you kill your enemy before they know you are there. The Germans NEVER went for a level playing field eg the co-energy, co-altitude head-to-head merge (as in BoP on-line or some of the relatively artificial set-ups in the single player game). The 1v1 dogfight was considered to be a failure, not a success. Eric Hartmann, the guy who had 352 kills to his credit, would never DF; the vast majority of his kills never saw him (until it was too late).

German tactics were to stalk and bounce their unsuspecting prey, slashing down from the sun or cloud, from altitude, and at speed (they all flew around on full throttle), disengaged, and took a coffee break. Only if all the advantages were in their favour would they try again. It is very hard to replicate this in BoP online (or anywhere in the game, given the limitations of the console format).

In this respect, the Fw-190 was vastly superior to the Spit MkVb, which could not dive, climb or roll anything like as well as the Fw-190. The Spit's only advantage was turn radius, which was only of any use in a sustained turning fight, which the German's didn't join in with - you dictate the fight on YOUR terms, not the enemies. Harsh, but fair. It was only the Spit's MkIX-XIV that could counter the Fw-190 in this respect.

In many ways, excellent roll rate is the best tool you can have both for attack and defence, as it expends little energy and allows rapid changes of direction. Turn radius is only an advantage if you can bring your guns to bear rapidly on an enemy (within a turn and a half), otherwise you'll be out of energy and out of a job (permanently).

2. The only way you can outmanoeuvre a better turning opponent in the Fw-190 is by using the lag (or vector) roll. So, as the enemy breaks left, instead of yanking back on the stick and following him/her round (most likely stalling and spinning to death as in a real Fw-190), you use your superior roll rate to roll RIGHT (away from the bandit) and then roll all the way back to the left, - hey presto! You've cut the corner! Thunderbolt pilots used the same tactic against the Bf-109. Of course, adding a vertical element (like the yo-yo) can help with closure problems but mastering the vector roll will set you up for repeated victories.

As has been pointed, the scissors only works for the Fw-190 if they are high speed. You never want to play along with a low-speed scissors. Just extend, re-position and shoot or disengage.

Check out Mike Spick's book on the Luftwaffe aces or Robert Shaw's book on air combat for confirmation of the above.

David603 09-17-2009 07:16 PM

Quote:

Originally Posted by Soviet Ace (Post 102288)
Well of course, the D9 is meant for speed, and really for high altitudes. But the Yak-3 would never have challenged a D9 because it was meant for T&B fighting, and T&B fighting with prop planes, does not involve high speeds since the main point, is to turn inside your enemy, and just let them have it. So the D9 and Yak-3 would not have been a good match since between the two, there is no middle ground for a good even dogfight.

Yeah, I agree a Yak-3 pilot probably won't want to challenge a D9 to a duel, but given the D9s speed advantage he might not have the choice. Really these are two planes that have a very strong orientation towards different styles of fighting, if either tries to play the others game they will be outclassed.

The Yak-3's problem here is that the faster, quicker climbing plane in any confrontation gets to choose which game both will play. That's why I love flying planes like the 109K and Spitfire XIV myself.

Soviet Ace 09-17-2009 07:22 PM

Quote:

Originally Posted by David603 (Post 102294)
Yeah, I agree a Yak-3 pilot probably won't want to challenge a D9 to a duel, but given the D9s speed advantage he might not have the choice. Really these are two planes that have a very strong orientation towards different styles of fighting, if either tries to play the others game they will be outclassed.

The Yak-3's problem here is that the faster, quicker climbing plane in any confrontation gets to choose which game both will play. That's why I love flying planes like the 109K and Spitfire XIV myself.

That's true to a sense, but just look at the Zero and the way they fought. They were light, fast, and maneuverable, but they chewed the American Wildcats, and P-40s up because of their low and quick tactics. I think it just depends on the situation really?

David603 09-17-2009 07:38 PM

Quote:

Originally Posted by Soviet Ace (Post 102295)
That's true to a sense, but just look at the Zero and the way they fought. They were light, fast, and maneuverable, but they chewed the American Wildcats, and P-40s up because of their low and quick tactics. I think it just depends on the situation really?

Zero Vs Wildcat is biased pretty heavily in the Zero's favour, not only are they more manoeuvrable but they are faster and climb better. Zero Vs P40 is another matter, because while the Zero is still more agile and climbs better, the P40 does have a speed advantage, and combined with the P40s better high speed handling it gives the P40 an edge the P40 pilot can exploit over the Zero.

I suppose it does depend on the situation, but with a Yak-3 vs a Fw190D9 the 190 pilot is the one who decides the situation, and he would be stupid to pick the situation that favours the Yak-3.

Soviet Ace 09-17-2009 07:40 PM

Quote:

Originally Posted by David603 (Post 102299)
Zero Vs Wildcat is biased pretty heavily in the Zero's favour, not only are they more manoeuvrable but they are faster and climb better. Zero Vs P40 is another matter, because while the Zero is still more agile and climbs better, the P40 does have a speed advantage, and combined with the P40s better high speed handling it gives the P40 an edge the P40 pilot can exploit over the Zero.

I suppose it does depend on the situation, but with a Yak-3 vs a Fw190D9 the 190 pilot is the one who decides the situation, and he would be stupid to pick the situation that favoured the Yak-3.

I dunno, I think a GM built FM2 Wilcat would be better, since they were A LOT better than the F4F series. But anyway, it just depends on the situation, and who gets the jump on who first?

David603 09-17-2009 07:51 PM

Quote:

Originally Posted by Soviet Ace (Post 102302)
I dunno, I think a GM built FM2 Wilcat would be better, since they were A LOT better than the F4F series. But anyway, it just depends on the situation, and who gets the jump on who first?

Yeah, the FM series of Wildcat is an improvement over the older models, but the A6M5 is at least as big an improvement over the A6M2, so given the choice I would rather be flying a Hellcat or Corsair against Zeros.

Anyway, while it is quite possible the Yak-3 pilot could get the jump on the D9, all other factors being equal the plane that flies higher and faster is more likely to be the one that jumps the other or at least enters combat with an energy advantage.

Tentacle19 09-17-2009 07:58 PM

Regarding the D-9 in real life:

"Kurt Tank had designed this model to operate as a high altitude fighter but the cabin design was unable to provide adequate pressurization. The aircraft was used to replace The FW 190A at lower altitudes and coincidentally was sometimes humorously referred to as “Downstairs Dora” or “Maid”."

A great plane that while achieving parity with allied fighters suffered heavy losses ( no experienced pilots left ). None the less it is still my favorite german fighter looks wise.


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