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Rattlesnake

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About Rattlesnake

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  1. I’m not sure it is the case that RoF is notably harder to fly. That said, it is true that many WWI pilots soloed, started on advanced types, or went into combat with a scandalously small number of hours. Whereas many virpils have enormous numbers of pixel-hours. Thus I tend to think it perfectly reasonable that a plausible simulation of almost any fighter accepted for squadron service should be fairly easy for experienced virpils to do basic maneuvers in and aim with.
  2. Heh, after recording I realized my headset mike was open and my wife and our housemate were having girl talk audibly in the background, thought it best and simplest for everyone to just replace the audio with the built in Youtube function. 😁 What's the straight skinny on temp versus max revs possible? Is it all the same if you're in the "safe" range or more nuanced than that? I have recently put mixture and rad on the hatswitch for WWI, that should help juggle the load.
  3. I haven’t had as good a luck with reversals in the WWI genre as Ive had with WWII, in the high wingloaded versus low wingloaded situation tbh. Not sure what the adjustment needs to be. A bounce by a more maneuverable bandit and attempted defense would be a good idea for another film I reckon.
  4. Got any good techniques for dragging it to the deck+reversal then?
  5. So these are the axioms I’ve been able to derive so far: 1. Begin that attack from at least 500 meters above. Presumably that’s enough alt to convert to all the speed a Spad can stand? 2. Pull up at a minimum distance of about 100 meters from the target if you want to be able to reset the fight vertically for a second pass. Sound about right?
  6. One pass, haul ass is a very useful tactic. It is also clear that it is not the ONLY thing Spad Se5 etc pilots ever did. Not all combat situations allow that luxury. Writings about dogfights from that time are often rather vague about maneuvers and do not have the sort of standardized and precise technical vocabulary of air combat that would evolve later, but it seems very likely that what we would call energy maneuvering must have played some part, as obviously in some of these cases the one plane could not have been expected to match the other in level turning contests.
  7. If I can get the chances of winning the subsequent maneuvering fight against D7fs up to around 50/50 through adapting e-fight technique to the FC paradigm I will prefer that ups and downs of that outcome to invariably diving away from every one that sees me coming in time.
  8. Going max on turbo and throttle and turning the water injection on but leaving the prop at about 2550 RPMs gives more time before engine go poof and actually results in a higher top speed. Or at least it did last time I tested, there has been a patch or two since then. Try it out offline. You don’t seem to need any cowl flap at all to stay cool enough while the water injection is going.
  9. Does this mean you need to not carry through the attack to too close a range if you want to be able to vertically reset again, and if so what would you say is the range to quit shooting and start pulling in this matchup?( I understand the answer can only my approximate) I’m not sure what’s to stop him doing the same in this situation? I try to avoid mutual headons if there is a possibility of a kill some other way, as a fight ending with mutual engines out is pointless.
  10. Well that is a bit shortsighted because it is greatly to the benefit of Camel and Fokker pilots if more DVII, Pfalz, Se5 and Spad pilots can find a way to adapt the general principles of the energy fight to the specific eccentricities of the FC modeling in a way that gives them a reasonable chance of success against the lighter wing-loaded fighters. The turnfighter pilots will thus get to enjoy more actual fights, as opposed having the higher-wingloaded fighters just plunging on targets they hope are AFK and then diving away, or only engaging at all when it is a muh hordev1 situation. I’ve told fellow players how to better shoot me down (in effect) in the past many times in games. It’s the right thing to do because that’s how the art advances, how an online games retains players and prospers. Secret techniques are for cheesy Kung-Fu flicks and fechtbucher.
  11. 1. I believe this fight began in the neighborhood of 1000 meters, and got lower. 2. The Spad has pretty close to the best low alt power-to-weight ratio out of the FC planeset (only the DVIIF risking his engine by opening the alt throttle has more down low has more IIRC) and the best dive afaik. If it can’t successfully fulfill the role of a proper bnz energy fighter it is hard to imagine what plane can do so.
  12. It is not sir. Although I am primarily interested in Entente aircraft I am not unsympathetic to the problems game design choices may present for my fellow enthusiasts flying Central. If DVII experts can learn to use the above-mentioned energy maneuvering tactics to regularly defeat good Camel pilots then that is just great as far as I’m concerned.
  13. Then use your moments of contentment to reflect upon the bad taste inherent in attempting to turn what has been till now a fairly civilized discussion into something else by acting like a third grader. You are disputing with an opinion you only hallucinate I possess. To question whether a given modeling feature is either realistic per war-time descriptions and/or ultimately good for gameplay is not the same as to say that it is “unfair” somehow. Since we all operate under the same physics “rules” the game can’t possibly be unfair. If the various bi and triplanes modeled were capable of scoring kills at 5000 meters and accelerating straight upwards the game would still be fundamentally “fair”, that’s not an issue. Thus I post a film and ask my peers how to better fly an E-fighting profile with the modeling *we have* for the foreseeable future. Interestingly some such adjustments are nearly always necessary when going from one sim to another, despite the fact that they are all the last word in accuracy according to fans. On that subject, any tips/film on how to better fly a hit and climb profile you have to offer against lighter-wingloaded bandits in FC, as opposed to juvenile silliness, would be much appreciated . It is rather important that a system of workable techniques in that vein be refined and made accessible to the player base, otherwise there is a chance that online play will be a rather stale affair of Camels and Dr1s circling each other and everything else rarely trying to actually fight at all.
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