| Energy Management:
Picking The Right Airplane For The Job
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You will notice that the curves for
both Spitfires have been overlaid to the make comparison almost
instant. You can see from this overlay that the Spitfire Mk
V is the more maneuverable of the two aircraft. You can see
by inspecting the diagram, that the Mk V has both an instantaneous
and sustained turn rate advantage at all speeds below about
220mph. For example, at 200mph the Mk V enjoys an instantaneous
turn rate advantage of about 4dps, and at their best sustained
turns, the Mk V has a 2dps higher turn rate, and a smaller
turn radius than the Mk IX. This reveals the superior turning
ability of the Mk V, but the question isnt resolved
yet because the Mk IX is faster, and that is a major factor
in the arena. What we can say so far is that the Spitfire
Mk V is better at close range, hard maneuvering dogfights.
But because of its lower speed, it would be more vulnerable
than the Mk IX in a hostile environment, which is why the
Mk IX is a far more frequent choice.
Now we can make one more important
distinction. Many flight sim pilots learn their BFM from Shaw,
who describes the combat between dissimilar aircraft by classifying
them as either energy or angles fighters. For most virtual
fighter pilots that distinction is not easy to make in practice,
but our EM diagram can help. In the overlay of the two Spitfires
shown above, you will notice that one is faster and has better
sustained turning ability at high speed, so we call it the
energy fighter. The other has better instantaneous and sustained
turning ability at low speed, so we call it the angles fighter.
Look at the diagram again, and notice that below about 220mph,
both of the red curves are above those of the blue curves.
This means that in this engagement the Spitfire Mk V will
have a clear advantage in turn rate and turn radius and so
all those tactics normally ascribed to the angles fighter
will be appropriate for it. Because the sustained turning
curve of the Spitfire Mk IX is above that of the Mk V at high
speed, and it has a higher top speed, it will make better
use of energy tactics.
Lets apply that logic to two
new fighters, the Aces High F4U-1C and the F6F-5. Examination
of Fig7 shows that the Hellcat is the angles fighter, while
the Corsair is the energy fighter. It is also important to
point out that those designations are relative, and can change
depending on the opponent. For example, lets consider
what would happen if we compared the F6F with the Spitfire,
or the F4U with the P-51.
In the case of the F4U versus the
P-51, its role has changed. Examination of the overlay shown
in Fig8 reveals that the F4U is now the angles fighter, but
the advantage is only around 1dps, not enough to make this
an easy fight by any means. However, the P-51 doesnt
have enough superiority at high speed to realize a significant
energy advantage, so while the P-51 is the energy fighter
in this case, the distinction is less clear. In this case,
the P-51 cant allow the fight to get slow, but will
also have difficulty employing energy tactics against the
F4U. It is possible in situations like this, that other factors
relating to roll rate, climb rate, stall characteristics,
initial energy advantage, weapons effectiveness, or perhaps
some difference in pilot skill, are more likely to have a
greater influence on the outcome than pure maneuverability.
Many pilots would approach a fight like this as if it were
a similar aircraft engagement. However, if I were flying the
P-51 against the F4U, I would be nervous of the combination
of higher turn rate, smaller radius, and the mighty cannons
of the 1C model, and make good use of that modest extra speed.
In the case of the F6F versus the
Spitfire shown in Fig9, it can be seen that the F6F is no
longer the angles fighter, and also has no significant energy
advantage. In this fight the Hellcat driver is going to have
his work cut out, and would certainly need to hold a significant
initial advantage before committing to an engagement. In this
situation, I would describe both of these aircraft as angles
fighters, the Spitfire being the superior of the two.
Putting It Into Practice
Part One: Angles versus Energy
Another favorite of mine is the
P-51, so lets compare the Aces High P-51D and Spitfire
Mk IX and see what predictions we can make about their relative
performance. Study the diagram in Fig10 below and see if you
can pick out the important features.
You will notice that the P-51 in this
case is clearly the energy fighter, and the Spitfire is the
angles fighter. Before talking about how this diagram predicts
the engagement should be fought, we will pause for one final
exercise. Just to ensure we are all reading from the same
hymn sheet, lets check the numbers. By examining this
diagram we can extract the following information about each
individual aircraft. If you check each value in the table
against the diagram, you should be able to see where it comes
from. If so, we can move forward. Remember though, this was
a one-off exercise. You would not normally need to extract
data from a diagram like this because everything you really
need is visible on the chart at a glance. Also, dont
be concerned if you cant quote the figures as accurately
as I have, because Ive been able to use the raw data.
Pause for a moment to consider Fig11 and Fig12.
So, lets get down to the real
point of these diagrams
Suppose you are the P-51 driver
and want to know where you have an advantage over the Spitfire.
Take a look at the diagram in Fig10 again and notice that
the sustained turn rate curves for both aircraft cross at
255mph. Above that speed the P-51 has a sustained turn rate
advantage. Above that speed the P-51 also has equality in
the instantaneous turns and better top speed and acceleration.
So, the P-51 can fight the Spitfire above 255mph without ever
losing the advantage...it is the energy fighter. However,
if the P-51 driver pushes the fight too hard and slows below
255mph, the advantage will go to the Spitfire! Unfortunately
it is not quite that clear cut. Having a sustained turn rate
advantage above 255mph doesnt mean that you can engage
the Spitfire in a turning fight, even if you stay at or above
that speed. If you do, the Spitfire will trade his airspeed
for angles and be in a position for a shot fairly quickly.
By attempting to maintain a sustained turn at high speed you
will have a large turn radius and that will concede turning
room to the Spitfire. What the P-51 drivers should do, is
to stay in that part of the envelope where they have the advantage,
and that basically means high-speed attacks followed by extensions
beyond gun range. Lets look at that idea more closely.
Firstly, lets review our objectives.
We want to kill the more maneuverable Spitfire, but we also
want to survive. That is interesting because the relative
importance of each of those objectives will influence our
tactics. The reason is simply that in reality the desire to
live is paramount, but in fact for the sim jock, nothing is
farther from the truth. There is a concept that transcends
the difference between the real world and simulations, and
once grasped allows you to fly aircraft such as the P-51 intelligently.
The important thing to remember here is that in contrast with
the real world, you have very different priorities as a simulator
pilot. For us, life is cheap, and so some of the performance
attributes of the various aircraft become weighted very differently.
In W.W.II, for example, speed was far more valuable to real
pilots than it is to simulator pilots. A real pilot would
no doubt have found a turning engagement both physically and
mentally draining, due to the mix of extreme concentration,
physical exertion, heart pounding amounts of adrenaline, all
tinged with varying degrees of fear! No doubt that was a large
factor in explaining why turning engagements were the exception
rather than the rule. Around 80% of shoot downs involved the
element of surprise, high speed, 1g attacks. In contrast,
simulator pilots can enjoy the challenge of a high g dogfight
with their flight stick in one hand and a beer in the other.
The price of defeat? Nothing more than a mildly bruised ego
and a few more practice sessions before the next match. If
you really wanted to live, the P-51, Fw-190 and other fast
aircraft are exactly the aircraft to choose!
Generally speaking, fast, high-wing-loaded
aircraft have inferior low speed maneuverability when compared
with the lower wing loaded fighters, but they made up for
it at high speed, which in W.W.II was what really mattered.
In the real world, and in the online arenas of Aces High,
they can be flown as intended. That is, the high-speed bounce
and energy tactics can be employed to maximum advantage. With
fast aircraft, you can strike a lower or slower opponent and
hold a tracking solution for a short time (often long enough
for a kill) before extending safely for a repeat performance.
Those are the tactics that allowed the Axis pilots to rack
up such huge scores. During the time when you are tracking
for a shot, dont be tempted to turn above the sustained
turn rate curve and against a Spitfire, forced to maneuver
hard to defeat the shot...you will never lose energy. Things
can become slightly complicated by what can only be called
the unrealistic suicidal tendencies of the average flight
sim pilot.
What I am referring to is the unnatural
desire for the average P-51 pilot to start a dissimilar air
combat with a neutral position and similar energy levels before
engaging. No P-51 pilot worth his salt and certainly none
who lived very long, would engage under those circumstances
when they could simply refuse combat by virtue of their superior
speed and fight under far more favorable circumstances, namely
an initial energy advantage.
So how can you fight in the P-51 when
forced into a Co-E situation against a better angles fighter
like the Spitfire? If you only want to live, the answer is
simple, blow through the merge fast (possibly taking a head
on shot) and refuse combat. However, if as a simulator pilot
you just want to have fun and don't mind a few virtual deaths
for a flying lesson, there are more options. What I often
do is to force the fight to high speed where the instantaneous
turning ability of the aircraft are equal, depending only
upon the physiology limit of the blackout model. You can do
that by diving into the merge in order to push the entry speed
well above the corner velocity for both aircraft. If your
opponent does the same, you know that your initial turns will
be equal because you will both be riding the (tunnel vision)
edge of the software imposed physical limits. By doing that
you will at least get one, maybe two turns before your speed
bleeds down to below corner speed, which is when you break
off and disengage to set up for another pass. Sounds dull,
right? Well the problem is that If you have an aircraft that
you know can be out turned, it is just plain dumb to do anything
else. Even then, there are complications because it is not
always possible to break off the fight just when you need
to, because the better turning opponent may also have the
acceleration and speed to score hits before you can get outside
gun range, thus preventing you from disengaging. In that sort
of situation, the best course open to the faster aircraft
is not to risk any maneuver that would slow it down beyond
the point where their sustained turn rate curves cross. As
was often the case in the real world, pilots fly fast in straight
lines and make only high-speed attacks that involve dives,
zoom climbs, and only gentle turns. If you intend to fly that
way, it might be better to engage only those aircraft that
appear to be unaware of your presence. Attack fighters that
are preoccupied, or already damaged. That might sound unsporting,
but it is highly realistic!
Even so, it is still possible to engage
an enemy aircraft that can out turn you and still get the
kill. However success depends on the enemy pilot overestimating
the importance of his own aircrafts maneuverability,
and underestimating the importance of good high speed BFM.
Here is a tactic I use that often works....
OK, two things can happen at the merge
when you start to dive for speed. Either the bad guy will
follow you down and you will merge at high speed, or he will
stay high and refuse to give up his altitude. If he dives
with you, you at least equalize your turning ability for the
first several hundred degrees of the turn. That is true because
any two aircraft both turning at 300kts and 6g, for example,
will have exactly the same turn rate and radius. The catch
is that you simply won't be able to hold it for as long as
your opponent, which is why you will attempt to disengage
long before their superior low speed performance comes into
play, which is exactly the situation I described previously.
However, suppose they don't dive with
you? If they choose to hold onto their altitude, it could
be for two reasons. It might be that they are allowing you
to create turning room, with the intention of using to execute
a lead turn of their own. Or, as is more often the case, they
arent that savvy, and simply want to hold onto their
altitude, because they have learned that altitude is a good
thing. You will be surprised at how many pilots will fail
to spot that you are actually creating turning room in the
vertical and setting them up for a lead turn. Check the diagram
above. If they allow you to fly into their blind area under
the nose without a belly check, many will fail to notice that
you are converting all that speed into a zoom climb and a
belly shot. Even better, many pilots will even execute a loop
as you go out of sight, mistakenly believing that they can
horde even more altitude for later. You will of course see
as they begin to pull up and time your own pull up to catch
them slow at the top of their Immelmann turn. Im always
amazed at the number of pilots who have fallen to my virtual
guns in exactly that way! The beauty of this is that even
if it fails to get an outright kill, you wont have lost
anything, and should be able to extend.
If you miss the shot, or even if you
get hits but no kill, you are right back to the need for an
extension. Once again, you need to know if your aircraft actually
has the ability to break off safely. If so, what is the minimum
speed you can allow your aircraft to drop to before the escape
window closes? A good guide, once again, is the point where
the sustained turn curves cross, 255mph in this case. If your
aircraft has a climb rate advantage, you can then extend beyond
guns range and climb out for a another attack. In this case,
the P-51 doesnt have a climb rate advantage, and may
need to extend until the Spitfire gives up the chase. Either
way, I will just say that from a virtual fighter pilots perspective,
there is no kill quite as satisfying as when you kill a more
maneuverable aircraft using sound energy tactics. The USAF
learned this lesson in the Pacific during the very early stages
of W.W.II and have since turned the techniques of energy fighting
into a science. At the very least, I hope this explanation
shows that the less maneuverable aircraft still has some very
interesting options.
Part Two: Angles versus Angles
In this section, I will explain
some techniques that are valuable when the aircraft performance
is so evenly matched that the fight may be considered as a
similar aircraft engagement. The previous sections have explained
the theory of turning performance for various aircraft as
modeled in Aces High. What has not yet been explained is exactly
how you get the aircraft to achieve the performance indicated
in the diagrams in practice. How can you achieve the greatest
turn rate, for the longest time, without departing from controlled
flight? In order to answer that question I need to explain
three things. Firstly, you need to know exactly where in the
envelope you need to be to optimize your turn rate and turn
radius. Secondly, you need to know how to get there. Lastly,
you need to know how to stay there for long enough to get
the kill without stalling or spinning out of the fight.
To answer the first question, you
should refer to the diagram shown in Fig15, the F4U and a
heavier F6F. The stall line is shown, and you can see that
the higher up that line you can fly, the higher your turn
rate will be. You won't be able to fly above the 6g blackout-limit
so that is the highest point on the stall line, and we have
already described that as the corner speed. However, because
that point is above the sustained turn rate curve (the Ps=0
curve) you will bleed off your airspeed and move down the
stall line until you reach the best sustained turn speed.
To do that, you will need to stay on the edge of the stall
line the whole time. You will see by inspecting Fig16 that
the best-sustained turn speed for the F6F is 152mph with a
turn rate of 18.8dps. That's the place you want to be during
a hard turning engagement because it gives the highest turn
rate, the smallest radius, and you can stay there indefinitely!
It is because the optimum conditions occur on the stall line
that this technique is known as stall fighting.
So to answer the second question,
how do you get to that point? You will notice from the diagram
above that if your speed is above the corner speed of 235mph,
you should pull to the 6g limit. That means that you speed
will reduce, but your turn rate will increase, and your turn
radius will get smaller, until your speed bleeds to corner.
If you notice that you are losing position rapidly, because
you are watching the bandits nose pulling around on
you, you should assist the slowing down process by pulling
your nose above the horizon. That will help you slow to corner
more quickly, and have the added benefit of storing energy
(in the form of altitude) for later in the fight. If the Bandit
is gaining angles because he was already slower than you,
he will find it difficult to follow you high without losing
too much speed. Now, because you are puling close to 6g and
are above the sustained turn rate curve you will begin to
lose speed quite rapidly. Dont be tempted to use the
throttle to slow down...you dont want to throw energy
away. During this phase of the fight, you must be pulling
hard enough to have your vision partially restricted by blackout.
Not so much that you cant see the bandit, but enough
to know that you are max performing. The secret here is to
maintain a slight backwards motion on the stick; as you get
slower, you need to command more AoA to maintain the same
6g load. As you get close to corner speed, you will begin
to hear the stall warning, and thats the time to hold
the stick steady. Once you hear the stall warning, your aft
stick movement must cease, now you need to ride the edge of
the stall, and a steady hand is called for. The objective
of course is to ride the stall, gradually bleeding speed down
to the best sustained turn rate. That's how you get there,
but the closer you get to that speed, the more risk there
is that you might exceed the stalling AoA and depart the aircraft.
You cant be impatient at this stage. Which brings us
to the last question...once you get to the best sustained
turn speed, how can you stay there and avoid departures? Here
is the catch. You want to fly as close as possible to the
stall line in order to optimize your turn, but if you hit
it you will stall, lose lift, lose angles, or even spin! So
this last question really comes down to finding a way of knowing
when you are as close to the stall line as you can be, and
there are some good indicators in the game.
When the angle of attack gets close
to the stall, the air over the wings begins to separate from
its surface and becomes turbulent resulting in buffeting.
In some simulations this has been modeled with screen shake,
or increased wind noise. In Aces High the main indication
is the sound of the stall warning. As you get close to the
stall and you can hear it, the level of sound and the note
changes as the stall becomes deeper. So, if you are at the
sustained turn speed and pulling hard enough that your speed
is not increasing, and you have a persistent stall warning,
you will be flying on the edge of the envelope. The way to
avoid stalling is to ease small amounts of forward and aft
stick in order to just maintain the sustained turn speed.
If your speed starts to drop, you
must ease the stick forward or you will stall. As your speed
increases, you can ease it back once again. Most importantly,
you must unload slightly before applying later stick movements;
if you want to roll, ease the stick forward slightly first!
The snag is that this requires a fair degree of skill. If,
in your effort to avoid departures, you use too much forward
stick, your turn will open up and your opponent will turn
inside you. If you use too much aft stick, you will hit the
stall and possibly spin. The balance is delicate and it takes
much practice to perfect. The real difficulty for pilots during
a tough engagement, is forcing themselves to reduce the back
pressure on the stick when all of their senses are crying
out for them to pull harder! Having said that, there are some
valuable techniques that can be used to ensure that you always
employ intelligent stick control. The subject is considered
in more depth in another article "Combat Control Techniques:
Or how to be a good stick" and the lessons are relevant
in all flight simulations.
Having considered the turning performance
of these aircraft in some depth, it only remains to add a
word of caution. The close-in dogfight can be a lot of fun....when
multiple bandits are involved in what is known as a furball,
it is so much fun that it can become addictive! The better
you get at it, the more fun it becomes! However, the simple
fact is that during your online flying where survival should
have more importance than it does while off-line, flying slow
enough to dogfight can be extremely hazardous! Remember the
fighter pilots maxim, "Speed is Life!" and try to
avoid taking unnecessary risks. It is not wise to get slow
at the first opportunity, but it is good to know that if you
have to get slow, you know how to handle yourself on the edge
of the envelope!
Have fun trying these techniques;
remember Im always willing to answer questions!
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