That only happens if the B7A has enough energy to start with. Starting with equal energy states, a shallow climb will never let a B7A catch up, unless your own top speed is lower than the B7A.
You have to fly perfectly straight for that. Easily countered by the gentlest movement that costs no energy, considering the poor rollrate and gun placement on the B7A.
You die because you can’t dodge. The B7A does not have the acceleration needed to hang too long in the air with turners.
The minuses are bad enough that a competent player will almost always make you feel useless. There is nothing you can do against someone keeping speed and separation from you. You can’t do a reliable reversal, and you can’t even suicide headon. Maybe you can do a funny airbrake trick, which your competent opponent will be aware of.
Disagree. Shallow climbed a homare in the D-22. While I was going over 600kmh and he was going around 500. This dropped me down to around 460-490kmh. This was at 4000m, the Homare easily caught up by just going in a shallow dive and working it’s way to 600kmh and climbing again to try and keep altitude parity. At lower altitudes, you simply can’t runaway unless you start hitting the homare’s redline. Note this was with around 5-6 minutes of simply trying to run away. the only time I can beat them is if they’re almost 6000m with me. But even still, they keep decent horsepower.
So you’re telling me to bleed my already precious speed while he’s gunning for me, and gaining on me to try and dodge all his rounds? I mean, I wish I could. But then that lets him get closer. The poor roll rate helps delay the inevitable, but it doesn’t actually stop him from gaining on me.
Unless you can sustain 600kmh+ and/or he’s low enough he can’t shallow dive after you. Then yes. He’s on the opposite side of the coin.
But most of my engagements happen around 3000-4000 meters. So he can still catch me. Running away via your top-speed is already a hefty expenditure having to hit almost 700kmh while he has guns that can heavily cripple you, or straight up blow your plane in half with just a few tiddly winks of a 20mm that can reach out to 1.5km, and any movement in the D-22 will eat your speed.
has the Bearcat effect. Plane is light, with tons of horsepower Produces up to 1990-2030 horsepower up until around 3000m, power does drop a bit at lower speeds, but it will power through and float around. Unless you’re fighting straight up zeroes, you can hang decently well, especially with the airspawn.
I did a quick speed test at 4km alt (god bless the new test flight settings).
Spoiler
This is maintained TAS (km/h) for climb rates between -5 m/s to 15 m/s, at 4km alt and AEC.
With enough separation, as long as you mirror your flight path direction and stay at a speed where the P47 curve is higher than the B7A curve, you will ensure your own safety, and increase energy advantage in relation to the B7A. If you’re concerned about acceleration below the B7A’s top speed surprising you (only possible if he’s too close), climb at the B7A’s top level speed. B7A diving will pay too much energy to get speed.
If you didn’t maintain speed, you were not shallow climbing. You bled all your speed climbing too hard.
You don’t bleed much with gentle turns. Prerequisite: enough separation.
You let the B7A get too close. You died when you allowed positioning errors to accumulate, not when his shells connected with you.
You can do that at 4km.
Ensure it’s at 5.5km+. wtapc.org states the B7A starts chocking at that point.
Now I understand the issue with forcing a fight at that alt: either your team or the enemy team is already dead by the time you’re at an effective alt for a P47. But such is life for that plane. Take a friend in a squad so you don’t get bored carrying entire teams on your own back, or doing nothing because everyone melts in the first 5 mins.
Remember to set your prop pitch to 75% and close rads. You get better climb rate and top speed.