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bf109 in ground attack role


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il2crashesnfails
Posted

Never really tried the 109 in the ground attack role before.
I know they had the E-7/U2 variant, but does anyone know if it was used alot with success in the war?

 

 

Raptorattacker
Posted

Ha! Ha! Hey, one thing that I notice in this vid is that mostly all your manouvers end up with a right - handed turn in the exits (when you're at your lowest airspeed) and the 109's were renowned for having a torque - pull to the left. Just a thought...

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il2crashesnfails
Posted (edited)
1 hour ago, Raptorattacker said:

Ha! Ha! Hey, one thing that I notice in this vid is that mostly all your manouvers end up with a right - handed turn in the exits (when you're at your lowest airspeed) and the 109's were renowned for having a torque - pull to the left. Just a thought...

 

I was pretty much just trying to do a stall turn. Must you turn left for a stall turn? to go with the torque ?

I will try going with the torque next time see if it makes it smoother

 

Edited by il2crashesnfails
Raptorattacker
Posted

Well no, not necessarily but the more control you HAVE got then surely the less likely you are to lose control? It was just a thing I noticed is all.

69th_Mobile_BBQ
Posted (edited)

The OPPOSITE of whichever way you have to step on the rudder to center the Slip Ball indicates which way the plane's best/most stable turn tendencies are.  Russian planes that have strong right turn tendencies vs. 109's that have strong left turn tendencies LOVE it when they can force a 109 into a right-turn game and vice versa.  It helps to also know which way your prop spins to figure out which way it turns better too. 

 

Knowing an opponent plane's turn tendencies can also be very useful in forcing an overshoot during an emergency break turn.  If at all possible, break opposite of their turn tendency and try to force a fight that favors your plane's turning tendency and disfavors theirs.  If you happen to be flying a plane with an identical turn tendency, when possible, break opposite of the opponent's tendency, then once clear, (and again, if possible) turn into your plane's best turn tendency as quickly as you can.  Be sure take a moment to assess the opponent's position after the break turn before you do though.  It's not guaranteed, but you might buy extra time to gain the advantage.     

 

For ground attacking, it's probably best to set up your attacks to allow you to exit your dive in the direction of the plane's turn tendency.  It's probably even better to pull out of the dive enough so that you can run fast and 'flat' as low on the deck as you dare until you can get away from AAA machine gun range.  Don't use any bank except when you must follow the ground contour and put in evasive rudder-only turns until the AAA quits shooting at you.  After that, you can reset your attack or leave the objective area. Try to keep a low profile and only resort to more drastic climbs, dives and banks within AAA machine gun range if you have pursuers dangerously close to you as well. 

 

Also, nice work on the video.  The advice I'd give there is that those high climbing turns to drop in on the target are really destabilizing to gunnery.  Bomb drops might forgive it, but gun platform stability suffers.  Extend more, stabilize your speed and turn, use the plane's turn tendency to bring you onto the target and you should see better shots appear in your gun sight.  :salute: 

Edited by =AVG77=Mobile_BBQ
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