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ACM and Tactics


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Hey gentz,

These are the videos from my view for those interested,

main goal will be making all kind of advanced stuff with using wt only.

 

Kudos goes to;

Lemsko

Fenderalac

Phantom

Ice

Archer

 

Have fun.

 

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-Warthunder Logs-

List as follows (More to come);

 

Navigational Flight

-Carrier Ops: Landing (Common Type)

 

ACM

-Break Turn

-Inside Loop

-Immelman

-Split-S

-Yo-Yo Types

-Immelman Turn

-Hammerhead

-Defensive Spiral

-Rope A Dope

-Barrel Roll Attack (Lag Displacement Roll)

-Barrel Roll

-Chendelle

-Side Slip

-Aileron and Snap Roll

 

Tactics

-Pursuit Types

-BnZ Types

-Example AAR video about Loose Deuce

-Example AAR video from Lemsko "Energy Vampyre" 

 

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Mini Series (Bonus Intel from 3rd person) :

 

"The Danger Mouse"

http://forum.warthunder.com/index.php?/topic/42798-the-danger-mouse/

 

"The EZ Mode" is here

http://forum.warthunder.com/index.php?/topic/42164-the-ez-mode/

 

"Warthunder Wiki Series" are here

http://forum.warthunder.com/index.php?/topic/41109-warthunder-wiki-series/

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ACM / Inside Loop

 

http://youtu.be/QZjg5VBcbt4

 

Theory:

Inside Loop

This well-known maneuver is perhaps the least useful of all in combat but ACM inludes lots of maneuvers that you need to link them with perfect timing. Sufficient speed is essential before you can think about attempting a loop. If required, lower your plane's nose a little to gain speed. Pull the plane up into the sky with it's wings level. Keep the stick pulled towards you and just wait until you are travelling in your original direction again.

Inside loop can be considered as a vertical loop, that can change the direction of the combat, can be used as a "linker" maneuver to shift from maneuver "A" to maneuver "B".

 

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ACM / Immelman

 

http://youtu.be/noiX-Y29FSk

 

Theory:

 

 

Immelman

These days the term 'Immelmann' is generally used to refer to a maneuver also known as a 'half-loop'. This also involves trying to change the plane's direction by 180 degrees in as little time as possible, but the pilot achieves this in a different way, flying an upwards half loop instead of the maneuver described above. Before you begin an Immelmann, you should again make sure that you are travelling at sufficient speed, as you will need to be moving fast to accomplish the maneuver that follows.

Keep the wings nice and level, pull back on the stick and move your plane upwards. While you are climbing you should roll to one side slightly -- again, you choose which side.

Keep pulling back on the stick until your plane is flying in the opposite direction to the one in which you started.

While you're doing this you should keep a close eye on the course indicator or the compass. Using the ailerons, turn the plane around the roll axis until you are flying at normal flight attitude once again. You will now have gained altitude and will gradually be picking up speed again, flying in the opposite direction to the one in which you started.

Immelman changes the direction of your path with gaining altitude that can be traded for an another move, depends on the situation; it's a very good way to spend your energy (based on speed) for gaining altitude so you can use your new position against the bandit. Immelman can be used as a linker or a seperation move as well.

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ACM / Split-S

 

http://youtu.be/lIU-78G8spg

 

Theory:

Split-S

The Split-S is a downwards half-loop.
This means that you gain speed while losing height. Ideally, of course, you will have plenty of altitude before attempting this maneuver, which also involves you adjusting your course by 180 degrees. Quickly roll to one side until you are upside down and then pull back hard on the stick. Once you have completed a half loop you will have attained enough speed to make an attempt at flying away from the enemy.

Split-S changes the direction of the combat, can be used as a linker, a seperation or as defensive.

As offensive : It demands altitude advantage over the bandit, you will trade your energy as less altitude to more speed at the end that can be linked to an another move like boom and zoom (HnR "Hit and Climb" or HnC "Hit and Run) as well. 

As defensive: It will give you a seperation from your bandit, you will be faster and going into the opoosite heading at the end with sacrificing your altitude for it. Can be used against BnZ in a short amount of time but if your enemy is appeared on your "6 o'clock High" from outside of the "convergence range" (he needs to get closer to you for 
positioning himself for the shot) and coming to you with high energy.

You can use this maneuver to;
-Evade the bandit that is coming really fast to you from your 6 High,
-Increase the distance between you and him,
-For positioning youself to shoot him down with linking an another move.

 

 

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ACM / Hammerhead

 

http://youtu.be/drR3nPigKEU

 

Theory:

Stall Turn (Hammerhead)

1/4 loop (pull or push) to vertical, as momentum/airspeed decreases, rudder is applied and the aircraft rotates around its yaw axis, the nose falls through the horizon and points towards the ground, a momentary pause is made to draw the vertical down line, and 1/4 loop to level flight. This move is sometimes called a stall turn which is a misnomer because the aircraft never actually stalls. 

The cartwheel portion of the hammerhead is performed with full rudder and full opposite aileron. Gyroscopic forces from the propeller during the rapid rate of yaw will produce a pitching and rolling moment and a degree of forward stick will be required to keep the aeroplane from coming off-line over the top. The yaw is stopped with opposite 
rudder while the ailerons and elevator remain in position, then once the yaw is stopped and the aeroplane is pointed down vertically, all controls are returned to neutral together. 

Although they can be flown left or right in any airframe with the proper technique, a hammerhead is best flown to the left with a clockwise rotating prop, and to the right with 
an anticlockwise rotating prop (as in a Yakovlev type), due to propeller torque/gyroscopic effects.

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ACM / Yo-Yo

 

http://youtu.be/-mBf8gincZE

 

 

Theory:
 
High Yo-Yo
The High Yo-Yo was invented by a Chinese pilot named Yo-Yo. This maneuver is used to improve a pilots offensive position and to prevent the pilot from overshooting. Overshooting is when the attacking aircraft is chasing the defender from behind and either the attacker is going to fast and passes the defender or the attacker turns inside of the defender during a bank. The result in either case is that the attacking aircraft passes the defender and their roles reverse. Thus the attacker becomes the defender while the defending plane switches to the attacker.
 
The Yo-Yo works by causing the attacker to gain altitude therefor losing speed and decreasing the closure on the defender. This prevents the attacker from overshooting it's target. Then the attacker dives downward while turning with the enemy aircraft. The attacking aircraft thus gains back the speed it lost from the climb and gains 
a better offensive position almost directly behind the enemy aircraft.
 
 
Low Yo-Yo
The Low Yo-Yo accomplishes the same objective as the High Yo-Yo except does it by causing the attacker to dive instead of climb to decrease the closing speed and prevent an overshot.
 
Both Yo-Yos can be combined to each other and both acts as linker maneuver.
When you find yourself in a TnB (Turn and Burn) against a bandit that can turn better than you in a flat turn,you can enter the fight with these combinations.
 
Straight Yo-Yo
Straight Yo-Yo is a good way to use speed advantage over a bandit that placed on your dead ahead 12, from close range but outside of the convergence.
Main point is filling the seperation as fast as possible and engaging the bandit from direct 6.
 
For this maneuver;
-You should be faster than him
-You and him should be in the same altitude or you must be higher than him.
 
This maneuver will be good against bombers and recon planes that you can surprise them from their dead zone areas.
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Added 3rd Person View into videos, videos has been remaked, links changed

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Hey, I was expecting you to carve the WT logo into wooden logs. WHERE ARE MY DAMN LOGS? >:c

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medal

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ACM / Defensive Spiral

 

http://youtu.be/4N7J0iHGRrI

 

 

Theory:
 
Defensive Spiral
 
When all other maneuvres fail, the spiral dive is a last-ditch attempt to shake off a resolute pursuer. This 
involves maintaining the highest possible rate of turn in a dive steep enough to retain maneuvring airspeed. If 
the attacker follows the spiral the defender should throttle back. This tends to flatten out the spiral and 
reduces the rate at which height is lost. The defender will slowly lose speed. As it is extremely difficult for the 
attacker to notice early enough that his opponent has reduced power he may start to overshoot at this point. If 
he does, a hard rolling reversal and pull-up by the defender will force the attacker out in front.
 
This move can be used as a smooth way to dive in high speeds without seperating too much from the previous 
position.
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ACM / Immelman Turn

 

http://youtu.be/0Oo26g8dBFU

 

Theory:

Immelman Turn

One of the most popular maneuvers in the repertoire of every competent aviatrix is the Immelmann turn. But what is the Immelmann turn? It may surprise readers to learn that there are, in fact, two such maneuvers in existence. One of these was invented by Max Immelmann. The other was developed later, and the man's name was attached to it posthumously.

This is the first known Immelman Turn that can act as a high yo-yo with returning back to the previous position.It's kinda look similar to Hammerhead but takes less timing, that you can use this or hammerhead depends on how far your distance from the enemy is.

Basicly this is +1 second quicker than hammerhead that you may need to act faster at the end for your approach.

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ACM / Rope-A-Dope

 

http://youtu.be/GmnWi-i8Qxk

 

 

Theory:
 
Rope-A-Dope
 
It's one of the good tricky maneuvers that you can use against a specific bandit with showing him that you are a easy target in the beginning of the engagement. After the tricky defensive part, you can combine this move with a "Boom and Zoom" (HnR or HnC) attack and use your gained energy with trading it as "High Bounce".
 
Rope-A-Dope demands some factors that you need to pass;
-Enemy should chasing you from your rear,
-You should have better amount of energy,
-Your airframe's climb rate should be better than the enemy.
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ACM / BnZ (HnC - HnR)

 

http://youtu.be/9YV4WFcu2i0

 

 

Theory:
 
Boom N Zoom
It will be hard to describe all the aspects of the boom and zoom but basicly, it's an attack type that directly connects with energy fighting and it covers more vertical movement than horizontal changes.
 
It can be considered as stabbing the bandit from his back and if it's necessary repeating this process with rapid bounces that can be linked to each other.
 
Every plane designed for this engagement type but some of them are better than the others. It's is the safest and fastest way to neutralize your enemy with using energy advantage and trading it with a swift strike from top side.
 
There are two types of Boom N Zoom,
1-HnC (Hit and Climb)
2-HnR (Hit and Run)
 
Hit and Climb
Hit and Climb is not a single move, it's a combination of several moves those directly connected with energy fighting. This "BnZ" tactic that starts with a powerful dive, an engagement and ends with a climb 
as separation.
 
It demands;
-Better performance over the enemy (based on speed and climb rates)
-Higher speed
-Higher position
-Better firepower
-Shorter engagement time
 
After the climb, it can be repeated, but this will make you more defenceless from other threats, it's better to know when you need to disengage from this tactic even the enemy did not get enough damage to be down.
 
 
Hit and Run
2nd type is the HnR (Hit and Run)
 
Sometimes HnC will be risky that the bandit can engage you with his secondary guns those are not fixed like bomber turrets.
If you believe that your airframe has much more better firepower and designed for this shorter bounces to eliminate the bandit, HnR will be more safer and effective than HnC.
 
You will begin with the same way as you do in a HnC but at the end, you will spend your energy with using less movement that will give you more speed at the end, this will be your seperation.
 
If you need to keep your speed with sacrificing altitude under some circumstances like attacking multiple bandits or shifting into other bandits / shifting into other direction. HnR will be faster than HnC and will be your ticket to get out from the enemy position.
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ACM / Barrel Roll Attack (Lag Displacement Roll)

 

http://youtu.be/hcykr1sr8Bg

 

 

Theory:
 
Barrel Roll Attack (Lag Displacement Roll)
 
This is another maneuver that improves the attacker's offensive position and prevents the attacker from overshooting. In this maneuver the defender breaks one direction and so the attacker rolls the opposite direction from the defender's break then climbs to reduce closing speed. Finally the attacker completes the roll so he is level again and turns in behind the defender.
 
It's a good way to engage without spending the enerrgy too much and giving the attacker enough spacing for re-engagement. Attaker will keep his advantage and will keep stabbing the bandit from top.
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ACM / Barrel Roll

 

http://youtu.be/Bi7SLUuVSm0

 

 

Theory:
 
The Barrel Roll
 
The term barrel roll, by itself, most often refers to a helical roll around a straight flight path, the purpose of which is to slow the relative forward motion (downrange travel) of the aircraft. This can help a defender to force an attacker, who is usually behind the defender, to fly out in front, called overshooting. This can also help an attacker to prevent an overshoot. This often forces both planes to continue through a series of rolls known as a rolling scissors maneuver. A barrel roll is also often used to check blind spots while remaining on a steady flight path.
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  • 2 weeks later...

New video added;

 

http://youtu.be/ZCou2eaZJ9M

 

Theory:

Pursuit Types

Whenever you're manoeuvring against an enemy or formatting on a friendly aircraft, you will have to employ one of three possible modes of pursuit: lead, pure or lag pursuit. These modes of pursuit signify your heading (or rather, velocity vector) relative to the target. They also govern your angle off tail to the target, and your closure rate. Knowing when to employ a certain type of pursuit, and seeing which kind of pursuit the enemy employs against you, is a central aspect of air to air combat.

Lead pursuit

Whenever your velocity vector is pointed ahead of the enemy, in his future flight path, you're employing lead pursuit. Think of it as a way of cutting off the enemy, either in the horizontal or the vertical plane of manoeuvre. Incidentally, this also increases the angle off tail as range decreases. The employment of lead pursuit is the only way a slower fighter can catch a faster target. If you're planning on using your guns, you can either maintain lead pursuit and go for a high angle off snapshot or, by switching to pure or even lag pursuit as you draw into range, convert your position from high angle off to low angle off tail.

Pure pursuit

It's the stage when you put your gunsight over the bandit for the final contact, this is when you engage your enemy with using minimum deflective shooting and using the gunsight / convergence range effectively. Timing is the key, if you are too early you will end up shifting yourself into lag pursuit, if you are too late for shifting pure stage, you will find yourself in a really high G turn which makes your accuracy way harder than your limits.Pure pursuit should be used when you believe that your bank curve and speed advantage is properly set over the bandit.

Pure pursuit is can easly be seen / spotted by the bandit that you need to keep it short as you can because this is the time bandit primarly defenses himself. It's better to know how much time you should spend on this stage, staying too short makes the shot harder and less effective,staying too long gives you less situational awareness and you may find yourself trapped by the bandit you chasing or other enemies around you.

Lag pursuit

This is the stage when you aim behind from the bandit's flight path. It's a entrance for more reliable gun solution, gives you enough seperation to for a good gun solution. You turn lesser than the bandit which puts you behind of him that you can switch to pure pursuit.

The seperation you gained from the lag pursuit gives you more speed but with a longer path to follow into bandit's flight path. It's the time period that you prepare yourself for the end game.

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New video added;

 

http://youtu.be/30lxvr1kLBo

 

Theory:
 
Chendelle
 
It is a maximum performance 180°climbing turn and was developed during World War I by French pilots. They would fly to enemy ground troops and toss their bombs out of the 
cockpit, and then perform the chandelle in an effort to avoid ground fire.
 
The maneuver is divided into two parts. During the first half of the maneuver, through 90° of heading change, the bank angle is held constant, and the pitch is slowly increasing. During the second half of the turn, the pitch is held constant and the bank angle is slowly rolled out. The graphic attempts to show the changes in the maneuver, where the gradually darkening magenta represents the increasing pitch, and then held constant during the second half, and the same for the changing bank angle, represented in blue. It is steady throughout the first half and decreases throughout the second half of the maneuver.
 
From a practical point of view the chendelle may be used to turn an aircraft within a minimal turn radius. As such it is a useful maneuver for pilots of small aircraft who find themselves in a blind valley or canyon. It was also therefore a useful maneuver to early fighter pilots in their low powered aircraft to quickly turn toward a pursuing attacker (which would tend to make a tracking guns shot more difficult because of the turn and climb involved) while climbing but not stalling the aircraft, or to position themselves quickly to make an attack on a turning enemy or an enemy flying on another heading.
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New video added;

 

http://youtu.be/YT_W_ouZ3N8

 

Theory:
 
Break turn
 
Your, most basic, and fundamental manoeuvre is the break turn. The break turn will increase the angle off tail between you and your adversary as he attempts to line up to take a shot.
 
To initiate a break turn, bank your aircraft to one side and pull back on the stick. This is a high g manoeuvre that will take advantage of a high turn rate and force your attacker into a 
high angle off position. It is important to be at or near your rated Corner Velocity to take maximum advantage of this manoeuvre.
 
There are two basic types of break turns, Instantaneous and Sustained. An Instantaneous break turn is a tight, high g turn that will bleed speed rapidly, but will also offer maximum gain in angle off tail. A Sustained break turn will not bleed speed as rapidly but will also not change your AoT nearly as fast. A Sustained break turn will also put you in a fairly predictable flight path, thus making it easier for your adversary to line up a shot. To avoid this in any type of turn is to immediately follow a break turn with another break turn. The key here is not to break in a predictable manner.

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New video added;

 

http://youtu.be/eoGW89xD4wE

 

Theory:
 
Side Slip
 
A slip tecnique coming from World War 1, can be used for as an evasive for short head on attacks, also when positioning yourself when you got altitude advantage over the enemy as 
putting him below you on your right window or left one when mixed with a split-s manoeuver.
 
Move starts with an instant 20 Degrees climb, combines with half aileron roll to one of the sides and countering the drag with using opposite "up" rudder at the end.
 
This changes your flight path in head on without noticing the enemy with lowering your profile as it's vertical look or gives you a good position before initiating a bounce over the lower enemy that heads to the opposite direction.

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New Video added;

 

http://youtu.be/oke_esGfA34

 

Theory:
 
Aileron Roll
 
Simple roll around the aircraft without changing the altitude with banking.
 
It's one of the basic maneuvers that can be combined with others easily, can be used as staying on the target when shifting from his high banks to keep the bandit in sight or can be used in high speeds as a speed cutter in a short amount of time with combining small amount of rudder movement.
 
Also you can use the aileron roll to keep your next move hidden when connecting move A to 
move B as well.
 
 
Snap Roll
 
It's a modified aileron roll, that can be used as a rapid defense against a bandit that has chasing you from rear aspect with high amount of speed advantage. Chances of being 
overshooted is high but it put you in a very vulnurable situation with draining your situational awareness as well.
 
It demands moderate altitude and spared energy to survive, this should one of your last chances when the situation requires it.
 
Maneuver can be triggered with pulling the stick back in high speeds that causes the spinafter about 2 complete rolls you better gain your level flight again with countering it.
Pushing the stick forward will cause you to loose altitude and gain more speed that you lost from the spin and will halp you to recover it. You may need to use short amount of banking and opposite rudders to gain your stable position again. 

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As I watched the videos about general movement tactics, well... it works but in rarely. The point is that tactic works when opponent is moving according the given plan (which is shown in the videos), but in reality when I'm in game the opponents are changing the curse all the time during the battle (in every 5-8 second) so when I try to do any movement against opponents, the plan fails :)))... The maneuver works when the enemy can not see me. in that case I do not need any tactic because I can take it down anyway (if he can't see me)... but when we stand against each other I must act according the exact moment....

 

And by the way it depends on what plane you are...for example German planes are effective in loop, but not in YoYo... and etc.

medal

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As I watched the videos about general movement tactics, well... it works but in rarely. The point is that tactic works when opponent is moving according the given plan (which is shown in the videos), but in reality when I'm in game the opponents are changing the curse all the time during the battle (in every 5-8 second) so when I try to do any movement against opponents, the plan fails :)))... The maneuver works when the enemy can not see me. in that case I do not need any tactic because I can take it down anyway (if he can't see me)... but when we stand against each other I must act according the exact moment....

 

And by the way it depends on what plane you are...for example German planes are effective in loop, but not in YoYo... and etc.

 

Nobody can state that these moves will work %100 under any condition, it's totally up to your "experience" to make a priority list and pick the right one and connect to the other one in the right time with thinking what you got against what, under what kind of conditions.

 

If you think I invented these moves by myself, I should be around 100 now,

well sounds not funny for me either.

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