Break Turn |
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[
407 Kb] |
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To escape a high speed inbound enemy a break turn can be used. It
is executed by banking hard and pulling back on the stick to
create a high "G" load curve. With this maneuver one
down side is you will also loose a lot of energy for a maximum
rate of turn and a minimum turning radius.
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Barrel Roll |
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[
462 Kb] |
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This maneuver is used both in the offensive and defensive. In the
defensive one tries to get an enemy closing form your six to
overshoot. It is started by pulling the nose up slightly and
applying gentle eleron and opposite rudder. If you were to look at
the aircraft from the outside it would be seen to fly around an
imaginary barrel (hence its name). The good pilot always looks for
the focal point of this role and revolves around it. In the
offensive this same move can be used to stop you overshooting your
target and still maintain a higher energy state.
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Lag Roll |
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[
149 Kb] |
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The lag roll is used if the attacking angle is excessive and also
you have a large surplus of speed. One rises and rolls away from
the opponent and after one barrel roll you should be at a good
angle behind the opponent (possibly even outside of his view).
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Lag Pursuit |
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[
157 Kb] |
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This
is a curve, in which your turning radius is larger than
that of the opponent. Though this is not an attack
maneuver, it can be however useful, if one wants to waste
some energy. Your larger turning radius and greater speed
ensure that the opponent is always fixed in your 45°
view. While you remain almost invisible to him in his dead
six view.
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High Yo-Yo |
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[ 392
Kb] |
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The High-YoYo uses an excess of speed and converts it to heights
maintaining the energy ("E") over your opponent. The
high YoYo reduces the target angle but increases the distance.
Pull back gently in a climb to near vertical before rolling to
90° and kicking over the rudder in the same direction to
point the nose down and toward the enemy. This maneuver can
continue many times over without loosing a lot of "E".
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Low Yo-Yo |
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[
464 Kb] |
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The low or negative YoYo assigned if one has a good firing angle
but however still has to bring the target within range. Its
started buy pushing the nose downward to build up speed and close
on the enemy. One then pulls back heavily to come up behind the
enemy. The low YoYos function is the opposite of the high YoYo in
that it increased the target angle BUT reduces the distance.
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Immellman |
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[
467 Kb] |
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This maneuver is used to change direction and at the same time
gain height and maintaining energy. The Immellmann is neither
defensive nor offensive. To execute one pulls up the nose of the
airplane and flies a half Loop, rolling out at the top to right
the plane in the new direction.
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Split-S |
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[
392 Kb] |
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The Split-S is the exact opposite of the Immellmann. It increases
speed but looses height. It is executed by half rolling and the
looping to the vertical by pulling the stick back, diving the
plane to the horizontal. This maneuver is useful if you are
avoiding an aggressor closing at a fast rate on your six as he
will not be able to follow you at his high speed.
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Scissors |
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[
154 Kb] |
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If break the break turn did not work, one must prevent that the
opponent from getting into a favorable firing position. If the
attacker has a faster turning AC but a slower rolling one this is
the ideal move. It begins buy making a horizontal flat turn, the
aggressor will try this turn to follow. You then make a 180°
roll in the opposite direction and reverse the turn. the aggressor
having a slower rolling AC will lag behind a little more every
time you change direction. You need to make each turn a 180°
turn and watch to see the enemy is following. If he dips downward
you can try climbing vertical towards the sun but remember you are
both low on energy at this point.
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Wing over |
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[
312 Kb] |
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This maneuver is basically a modified high YoYo. You pull up and
when your speed is low kick FULL rudder in the direction you wish
to go, placing your nose downward in a gentle dive similar to the
immellman.
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Hammerhead |
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[
549 Kb] |
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The Hammerhead has a 90° climb to the airplane until it
hangs on its propeller. The direction of rotation of the propeller
it is to be taken into account when pulling this maneuver and
rudder should be thrown in the direction of the torque. One should
wait into the trailing opponent has stalled before throwing the
rudder over. As the enemy stalls one dives on him as he is
stationary are trying to recover his speed. Do not use this
maneuver if there are other AC in the area at height or you will
be a sitting duck for them.
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Chandelle |
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[ 296 Kb] |
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This is a climbing curve, which is executed with very few g-forces.
It is usually used to exit from a fight in a better climbing AC
and gain energy for another run at the enemy. It is important that
the g-forces are kept low, so that the airplane does not waste too
much energy. The gentler the turn the more height can be gained.
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