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Underneeth this dutch writing is a english taktical page!!!!

TAKTIEK BESPREKING Klu                              
Willen we een beetje mee komen met de andere squadrons dan zullen we toch een lijn aan moeten houden in onze taktiek, die voorkomt dat we neergehaald worden . Ik zal jullie in overleg met de andere piloten van de Klu tips geven om langer te blijven leven in cfs . We leren elke dag weer wat bij dus ik zal de missions pagina steeds moeten verversen. O.K ., dit is wat wij allemaal toepassen om in leven te blijven in combat flight sim.
  1. Hou uw snelheid, zo veel mogelijk, dit om nog te kunnen sturen.
  2. Blijf als u in een turngevecht raakt de bocht in de zelfde richting door zetten. Als u van richting verandert en de vijand zit achter u, dan bent u het haasje.
  3. Nooit zomaar klimmen, kijk eerst achter u of er niet iemand achter u zit.
  4. Blijf zo laag mogelijk.
  5. Gebruik uw richtingsroer om door de bocht te slippen in turngevecht (alleen mogelijk met richtingsroerbediening).
  6. Vlieg nooit te lang rechtuit in een gevechtszone
  7. Onderschat uw tegenstander niet, ook al is hij kreupel
  8. Kijk voor het gevecht begint in de ready room wat de settings zijn en maak uw kist dan zo leeg mogelijk!
  9. Probeer uw tegenstander zo goed mogelijk in het oog te houden (dus niet alleen de groene pijl achterna)!
  10. Als in een gevecht met teams, uw tegenstander al flink rookt lock dan een ander en val deze dan aan.
  11. Lock steeds de vijand die voor u vliegt en haal hem neer, (zo hoef je niet te veel om te draaien en kun je snelheid handhaven dat levert voordeel op)
  12. In team fights passen wij wingman vliegen toe,
    We locken degene die achter je maat aan zit ,een paar shots verkopen en meteen doorvliegen naar het volgend target .
  13. Alleen kreupel maken volledig killen kost teveel tijd (je bent dan ook te gefixeerd op je target ).Tegen het einde van de rit komen dan toch de verwachte kills. Soms moet ik onderkennen dat
    veel KLu-ers zitten nog teveel , met twee man achter een tegenstander aan ,dit is niet
    nodig . Een Ace ziet dit meteen en dan heb je in twee seconden twee kills
    tegen.

    Neem allemaal een rol in de team-dogfights:
    De pilots die extreem goed kunnen draaien en schieten nemen de beste pilot
    van de tegenstander type , 2bee , Wijers ,Wipe .
  14. De goede schieters (in deflection ) gaan voor de shots die alleen maar kreupel
    maken. De pilots die de Airspeed goed kunnen handhaven (Good E-managment)
    type: Peete_Speed, Bounty, Baby 212 ( de real pilots dus )maken de echte kills
    want de tegenstander is mank het kost dus niet zo veel tijd meer . Het is
    dus zelf herkennen in welke category je valt. En die rol op je nemen.Dit
    wordt nu bedoelt met; Wingman vliegen in CFS .
    Als je alleen maar zeer goede Pilots in je team hebt dan neemt eenieder een
    eigen dichtbijzijnde target en KILLT hem gewoon, hoe doen zij dat dan : je
    hebt ongeveer 1500 kogels nodig om een Hawker uit de lucht te halen als je
    op de romp schiet, je hebt er 50 nodig als je op de rolroeren schiet . Nu
    hoor ik jullie denken :kan niet Kan dus wel , begin
    te oefenen dat je allereerst de vleugels treft en niet de romp het vliegtuig
    moet neergaan en hoeft niet te exploderen , kost weer tijd en die heb je
    niet.

    Lever nooit teveel potentiele energie E-pot (Altitude) in voor kinetische
    energie E-kin( Airspeed) en andersom ook niet. Let wel soms moet je en maak je
    daar juist de kill mee.
    Dus ,als je laag bij de grond zit en diegene die je afgeschoten hebt start
    weer op 5000Ft dan nooit teveel gaan klimmen (lost of kenitic energy) kijk
    voor je of achter je en als hij op +/- 600 mter komt aanvliegen draai dan
    weg .Je denk nu waarom geen Head to Head Attack ,dat is dus russisch
    roullete ! . De man heeft op dat moment een beter
    E-Management en hij out turned je met gemak..

    Wij vliegen in dogfights alleen 95% . Nu denk je :Shit , flight
    model hard bijna en alleen maar zwart en rood voor je ogen ,maar ook daar raak je
    aan gewend .Je leert vlug hoe je dat moet voorkomen. Laatste stuk over team fights geschreven door Luitenant KLu Mayke.

Dit is denk ik wel weer genoeg theorie, als u nog meer ideeën heeft laat dat mij dat dan weten zodat we dat ook in de lijst kunnen zetten. De ervaren jongens zullen dit wel een beetje overdone vinden maar er worden nog steeds nieuwe piloten aangenomen en het is zonde als die steeds sneuvelen.

Generaal majoor, Klu_peete the speed.

 

Combat Flight Simulator

666th squadron Tutorials by 666_May and May_78th

E

Turn and Burn, Baby!

 

"Turn and burn" is a phrase used for dog-fighting. Although there are no hard-and-fast rules that apply for every

situation, if you don't know the relative performance of your opponent, or if you have trouble identifying the exact

model of the opposing aircraft and you're not flying one of the slowest airplanes (P-51D) around, consider attempting

an Energy fight before trying the Angle fight.

This is because once you've bled off any energy in a turn, it's very difficult to recoup that E again while bandits are

. trying to kill you

If you're ever going to attempt an Energy fight, it's best to do it when you have the most energy yourself. This means

you must execute the Energy fight before making any turns because turning or climbing will cost

 

 

 

 

 

you E. If you decide the time is right for the Angle fight (rather than find yourself in one-you always want to

fight your fight), and then you want to undertake Turn and Bum (TnB) fighting. Regardless of posture the most

preferable relative enemy aircraft position is ahead of your 3:00 through 9:00 line because you can change or

maintain any posture into a more favorable purely offensive or offensive and defensive one with the least amount

of effort. When faced with this situation, always turn towards the bandit. Although this usually results in some

sort of head-on pass, it accomplishes two things: It points the nose of your aircraft in the general direction of the

enemy, which increases your ability to shoot at it (making you offensive), and it denies the bandit a T2H shot at

you. If you're purely defensive, regardless of the bandit's relative spatial position, always turn toward the bandit

unless you're jinking, avoiding another head-on, or doing an Early Turn. If you turn away, you just give the

bandit a lower angle of deflection shot. The best way to keep yourself out of that defensive position is to pick your

attack and make the kill. But that's easier said than done. Here are a few techniques you can use to increase your

abilities to make the kill in a turning battle

 

 

"Drivin' to the Corner" If you're behind the 3-9 line of a bandit and relatively far back from the aircraft, if you turn as hard as possible when the bandit turns, you'll end up in front of it-not good! Instead, continue straight to the approximate position where the bandit started his turn. This is known as "driving to the comer." (Note that if you start your turn a little earlier than the comer. it can decrease the separation between

you and the bandit.)

 

Lift Vector Dogfighting

 

Regardless of your airplane's orientation ,your lift vector acts perpendicularly (at right angles) to your wings.

The fact that an airplane generates more positive lift than negative lift (nose up as opposed to nose over) is the

basis for high performance turning in a dogfight. If you generate and find yourself in a turning fight, and

without regards to E maintenance for now(we'll come back to this in a minute) , the way lift vector dog-fighting works like this:

 

1.Roll in the direction of the bandit and pull back on the stick.

2. Switch to your Up view (Shift + Num 5) as you continue your roll .Stop rolling when the bandit is centered in your

Up-view. Adjust your roll to keep the bandit centered in your Up view. This is known as putting your lift

vector on it

3.During all of this, keep pulling back on the stick. This will cause the bandit to move toward the upper section of your

up view, which is exactly what you want to happen

4.Switch back to the forward view and keep pulling. If you can get a

shot off while inverted, take it.

 

When turning like this without vigilantly watching your E level, you'll expend all of your E. Your airplane will wallow

.in the air like a flying an aluminum lawn chair The only way to prevent such a catastrophe is to learn good E

management techniques

 

 

 

 

The Other Yo- Yo

 

In any turning battle, your goal is to out-turn your opponent to gain an angular-advantage. To turn tighter

,you need to pull maximum Gs at the lowest airspeed Possible--quite difficult. This is known as cornering

speed. As you pull G's, you bleed airspeed, and if you lose too much of it, your wings won't be able to

generate enough lift to return the required G. Because the elevator (or rudder, depending on your orientation)

controls airspeed (throttle controls altitude), use the Low Yo-Yo, an energy management technique for the

maintaining comer speed. If you can accomplish this and your opponent can't (in roughly equal aircraft),

defensive to you'll eventually gain advantage even if you're begin with (and not blown to pieces by a

bandit right away).

At first glance, the Low Yo-Yo may seem identical to the High Yo-Yo; but it's actually the exact opposite in

both execution and result. Instead of beginning with an initial climbing turn, the Low-Speed Yo-Yo is an

initial descending turn followed by a climbing turn. In a more practical sense, the chief difference between

the two is when they are used. The classic example for use of the Low Yo-Yo is when you have the throttle

pushed to the firewall and you're below cornering speed (probably turning with low or no energy reserve).

The initial turning dive increases your airspeed and rate of closure with your target. Since the initial dive

converts altitude to airspeed, you're in a more favorable position on the tam performance curve. The

increased airspeed also decreases the distance between you and your target.

 

In essence, the Low Yo-Yo moves your airplane's nose above and below the horizon to increase and decrease

airspeed while turning. Take into account the following tips for when performing the Low Yo-Yo:

 

*At the top of a Yo-Yo, you may require some rudder input because your controls may become less effective due to

reduced airspeed resulting from the climb.

*If you keep your nose high too long you'll stall-and banked stalls often result in spins. Either will cause an

E loss with no gain and very poor turn performance.

*A series of small Yo-Yos are more effective than a single large one.

*Avoid extreme dives or climbs and you'll be able to maintain your airspeed. But if you get a kill and it won't put you

in immediate danger, go for the kill!

 

Loop Fighting

You'll find that many of the turning battles with experienced pilots in Multi-player mode will take place on the vertical rather than horizontal plane. This type of fighting commonly degrades into what is known as loop fighting. Going vertical is popular because it presents a more efficient way to turn. The deciding factor for which is best depends on pilot proficiency, specific aircraft performance, E state, and your current strategic positioning with regard to your opponent.

Nevertheless, going vertical to turn does offer an inherent advantage over a high-rate level tum-a level turn will bleed your E without recouping any of it. After a level turn, you end up with a loss of kinetic E because level turning to the left or right nets the same losses-but when moving in the vertical plane, going up or down yields very different results due to the effects of gravity. These differences affect both your E status and your turn rate. If you can use the vertical and cause your enemies to bleed E faster than yourself, you'll outturn them-a necessary prerequisite to killing them in a turning fight.

 

There are several tactics to be used against a loop fighter:

*Break out of the looping pattern and extend and begin a BnZ attack against the looping bandit. The key is to time your extension so that your opponents either can't see you leaving or are at a point where they don't have the E to do anything about it. All things being equal, you'll find this is usually on their climb up.

*Use a climbing turn in a one-vs.-one situation. As the bandit loops over you and starts back down, roll over and kill it.

*Practice good speed control and you may out-loop the bandit.to make it back over the top again with combatflaps(see drawing below). With luck, you'll be able to out-tum the bandit or cause it to stall or spin. When it does, kill it.

*Follow the bandit, but at a slower rate, when he moves in the vertical plane. The idea is to expend your E at a lower rate than your opponent. This will give you the opportunity to nail the bandit up at the top of his   loop if it gets too slow or to meet it with a higher airspeed on his way down if he goes that way. By not immediately following the bandit up and over, you can see what it's going to do, and you'll have the E to do something about it.

 

 

 

Retaining E

Regardless of the direction of a maneuver, as you're probably aware by now, it's quite

easy to throw away E, so be careful. A well-executed level turn can easily outperform

a very sloppy vertical maneuver any day. Rather than describing the proper way to fly

your airplane (topics such as stick movement are pretty abstract for our purposes),

here are some pointers on what not to do

Yanking the stick around and being imprecise with your movements contributes to wasting E.

If you're constantly adjusting your stick movements with corrections and over-corrections, you're wasting E. Of course, some stick corrections are inevitable-just remember that the more you correct, the more it drain your E reserves .It helps to think a little ahead of where you want the stick to be (again, visualize!) and move the stick slowly-but not too slowly-to where it should be. This will cut down on the over-corrections and you'll be able to judge better just how much movement is necessary before you actually get where you need your to be. This reduces the tendency to overshoot your goal.

 

The Disengage Stage

Although the Disengage stage is presented as the last air combat stage, you should understand that its placement doesn't

necessarily signify the end of an air-combat confrontation. To disengage means to put as much space between

Stay as slow as possible on the way down, but maintain exactly enough E you and your opponent until you're out of

weapons range

While you can choose to disengage to end air combat at that time, you can also choose to disengage for other combat-

related reasons.

Without considering mission objectives, there are only four ways to resolve an air battle:

1. Shoot your opponent down (you're left flying).

2. Go down in flames (your opponent is left flying).

3. You both go down (both of you crash).

4. Neither gets shot down, and you both continue on your course of

wreaking havoc and destruction

.

 

In terms of desirability and difficulty, shooting down your opponent is the most desirable. While killing your opponent is usually difficult, it isn't always the most difficult way to end the battle. Conversely, getting your self shot down is definitely the easiest, but it's also the least desirable. A draw win gain you a kill if you ping your opponent before he crashes into the ground-but if you net a draw through a collision, you'll also get a Kill Getting away is no option at all. It's when your opponent(s) aren't cooperating (and why would they?), that you'll find disengaging to be the most difficult-and the most dangerous.

The criteria you use to base your decision whether to disengage is anything from tending to your team objectives (such as winning a Team-fight), to being damaged or out of ammo. But if you're flying a damaged aircraft, it will severely decrease your chances of disengaging or surviving (not to mention making additional kills).Not mentioning helping your Team-mates

 

 

               This Takticks briefing is send by our 666 sq friends in CFS  it was made by pilot 666May

 

                                               KLu General Major P.Speed.