354thFG_Rails Posted March 31, 2020 Posted March 31, 2020 (edited) P-38 Do’s and Don’t’s After flying this for the most part of a month. I feel this plane is way more capable than the 47. Aside from the damage model (which hopefully will be fixed) I think this is a great plane to try and master. For the do’s. I found the 38 to be relatively happy in a fight anywhere from 200-300 mph. This huge window gives you a lot of options to attack from. It seemed most happy at about 250-275. Roll rate was excellent. Turn was excellent and the extra energy meant you had a phenomenal climb rate. I would try to keep the plane at this fighting speed if you can. Diving and slashing attacks are mostly what I did. Keep the speed up and use that excellent acceleration and climb performance to get back up to altitude. Unlike the 47. The 38 is great down in the weeds. I would say you could pick any altitude you wanted to fight at in it and do well. I think it truly shines at medium to low altitudes. It’s turn performance is far better down low than up high. It becomes very one dimensional up high. Since most of my engagements were medium to low altitude I used a lot of diving and slashing attacks. But the 38 has a really good turn rate that surprise most axis pilots so don’t be afraid to latch on when it’s appropriate. It’s climb performance along with its turn makes for an excellent aircraft to engage in scissor fights. It does suffer a bit when rolling and reversing turns so you need to try and anticipate your opponent. Deploy maneuvering flaps below 250. Your flaps will jam if you engage these to early and makes life difficult in a fight. The 38 has probably the best flap system in the game. The almighty Fowler flap. Little drag is induced with this flap and the benefit is tremendous lift of the airfoil by basically extending the chord of the wing. But be on the ball to bring these flaps up once leveled back out and need to give chase or run. The 38 will struggle to accelerate. And will not get past 250mph. Use dive flaps whenever in a dive. They generate a little extra lift when you’re at high speeds but what they really do is save you from certain demise. Also employed correctly in a fight they come in handy for making pesky axis pilots overshoot you. Again don’t forget they are down as well once leveled out for obvious reasons. For the don’t’s Do not overspeed in a dive. It’s probably my biggest critique of it is lack of a high dive speed. It limits you quite a bit in pursuing opponents or even attempting some dives because you have to manage your dive speed a lot. It’s excellent acceleration means it’ll reach its top dive speed quick and it has the weight to push past its drag and go beyond 450mph. Don’t get to slow. I would say try not to fight below 180 mph. It’s roll rate is god awful at slow speeds and it starts to mush about the sky. Unless it’s an emergency, don’t get to slow. If you do just try and turn as hard as you can. Don’t fight with jammed flaps. I made this mistake once. I accidentally hit my maneuvering flaps in a dive and they were jammed at 11%. Later I tried engaging a 109 and my performance really suffered. I could not turn as tight as I needed and my climb and speed performance suffered. Do not try and chase opponents. Your best bet is to let them go and use your excellent climb performance to get back to altitude. This all stems back from poor dive speed. You just don’t build up the speed to run them down and as a consequence you’re one of the slower aircraft in the game. So in summary I really think all around this is an excellent plane to either ground pound, dogfight or provide cap. You name it, it can do it. My personal opinion is fight this thing at medium to low altitudes. I think the airfoil is best suited for those altitudes, as you go higher your turn performance suffers big and your climb is a little worse but the turbo-supercharger helps a lot. I would employ any fighting tactic you want. Turn, climb, dive there really isn’t anything you can’t do. Up high I would only really use climbing and diving attacks. Biggest thing is to manage speed in those engagements. This plane is not like the jug. It’s more forgiving of mistakes. The biggest tip I can give is to really practice gunnery in it. The sight picture I feel is a lot different and also the counter rotating props don’t help if you have any sort of deflection. You will have to correct with rudder to compensate for the enemy aircraft prop torque. It’s hard to explain and easier with visuals. Edited April 10, 2020 by QB.Rails 7 9
Barnacles Posted March 31, 2020 Posted March 31, 2020 15 minutes ago, QB.Rails said: P-38 Do’s and Don’t’s After flying this for the most part of a month. I feel this plane is way more capable than the 47. Aside from the damage model (which hopefully will be fixed) I think this is a great plane to try and master. For the do’s. I found the 38 to be relatively happy in a fight anywhere from 200-300 mph. This huge window gives you a lot of options to attack from. It seemed most happy at about 250-275. Roll rate was excellent. Turn was excellent and the extra energy meant you had a phenomenal climb rate. I would try to keep the plane at this fighting speed if you can. Diving and slashing attacks are mostly what I did. Keep the speed up and use that excellent acceleration and climb performance to get back up to altitude. Unlike the 47. The 38 is great down in the weeds. I would say you could pick any altitude you wanted to fight at in it and do well. I think it truly shines at medium to low altitudes. It’s turn performance is far better down low than up high. It becomes very one dimensional up high. Since most of my engagements were medium to low altitude I used a lot of diving and slashing attacks. But the 38 has a really good turn rate that surprise most axis pilots so don’t be afraid to latch on when it’s appropriate. It’s climb performance along with its turn makes for an excellent aircraft to engage in scissor fights. It does suffer a bit when rolling and reversing turns so you need to try and anticipate your opponent. Deploy maneuvering flaps below 250. Your flaps will jam if you engage these to early and makes life difficult in a fight. The 38 has probably the best flap system in the game. The almighty Fowler flap. Little drag is induced with this flap and the benefit is tremendous lift of the airfoil by basically extending the chord of the wing. But be on the ball to bring these flaps up once leveled back out and need to give chase or run. The 38 will struggle to accelerate. And will not get past 250mph. Use dive flaps whenever in a dive. The generate a little extra lift when you’re at high speeds but what they really do is save you from certain demise. Also employed correctly in a fight they come in handy for making pesky axis pilots overshoot you. Again don’t forget they are down as well once leveled out for obvious reasons. For the don’t’s Do not overspeed in a dive. It’s probably my biggest critique of it is lack of a high dive speed. It limits you quite a bit in pursuing opponents or even attempting some dives because you have to manage your dive speed a lot. It’s excellent acceleration means it’ll reach its top dive speed quick and it has the weight to push past its drag and go beyond 450mph. Don’t get to slow. I would say try not to fight below 180 mph. It’s roll rate is god awful at slow speeds and it starts to mush about the sky. Unless it’s an emergency, don’t get to slow. If you do just try and turn as hard as you can. Don’t fight with jammed flaps. I made this mistake once. I accidentally hit my maneuvering flaps in a dive and they were jammed at 11%. Later I tried engaging a 109 and my performance really suffered. I could not turn as tight as I needed and my climb and speed performance suffered. Do not try and chase opponents. Your best bet is to let them go and use your excellent climb performance to get back to altitude. This all stems back from poor dive speed. You just don’t build up the speed to run them down and as a consequence you’re one of the slower aircraft in the game. So in summary I really think all around this is an excellent plane to either ground pound, dogfight or provide cap. You name it, it can do it. My personal opinion is fight this thing at medium to low altitudes. I think the airfoil is best suited for those altitudes, as you go higher your turn performance suffers big and your climb is a little worse but the turbo-supercharger helps a lot. I would employ any fighting tactic you want. Turn, climb, dive there really is anything you can’t do. Up high I would only really use climbing and diving attacks. Biggest thing is to manage speed in those engagements. This plane is not like the jug. It’s more forgiving of mistakes. The biggest tip I can give is to really practice gunnery in it. The sight picture I feel is a lot different and also the counter rotating props don’t help if you have any sort of deflection. You will have to correct with rudder to compensate for the enemy aircraft prop torque. It’s hard to explain and easier with visuals. Really insightful, thanks. 1
jokerBR Posted April 1, 2020 Posted April 1, 2020 100% agree. Fell in love right from the start. Bombing, attacking, dogfighting, you name it. Good temper. Two engines (unless you loose a wing, she will always bring you home). Beautiful. Great sounds. Heavy punch. Easy flying. Really, a Cadillac. 1 1
183_IAP_Baranov Posted April 1, 2020 Posted April 1, 2020 I really enjoyed reading this on the P-38 thanks ! 1
blue_max Posted April 11, 2020 Posted April 11, 2020 Thanks! P38 is also my favourite plane. I fly mostly in VR, and it just really shines, but this should help me be a bit more deliberate with my flying as well 1
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