| Appendix 3 - The Twist Files |
The following material is taken verbatim from Twist's Web page.
Some of Twist's aircraft descriptions appear in Chapter 4. Since
he has done more, I include the others here since they are also
excellent and since it is helpful to read more than one opinion
on the capabilities of an aircraft.
THE GRUMMAN F6F-3 HELLCAT
The F6F was created as a direct response to the Japanese Zero in
an amazingly short period of time; designed in the spring of
1942, it was tested later that year and by years end was being
mass produced. Despite the short design cycle the plane was an
astounding success in almost all respects, and it was the
performance of this stubby looking plane, coupled with it's
overwhelming production numbers (11,000 were delivered in a two
year time span) that spelled doom for the Japanese hope of air
superiority in the Pacific.
Although the Hellcat might have had a different history in the
mixed bag of designs used in Europe, in the Pacific it excelled
at everything required for victory. It was faster than the Zero,
out climbed it, could climb higher, was heavily armored, carried
a huge ammo supply, worked well off carriers, and turned well.
In this light it's not surprising that this fighter, flown in
ever increasing numbers against a steadily drained Japanese navy
and army, produced the highest kill ratio of the war.
The Hellcat in Air Warrior
Strengths:
Climb -- Only the F4U out climbs the Hellcat. Tough -- Like many
American planes, the F6F can take considerable punishment.
Guns -- The six .50s are fairly lethal, but the 2400 round
capacity makes up for any lack by allowing plenty of spraying.
Turns -- The Hellcat can turn or out turn everything but the
Zeke; however, the Ki is an extremely close match and boils down
to a question of fuel loads/pilot.
Weaknesses:
Slow -- Recall that the Hellcat was designed to fight the Zero,
one of the slowest fighters in the war. It has plenty of speed
to deal with Zekes; but in the mixed environment of games often
has to deal with other American planes that are much faster, like
the F4U or P51 -- or the Japanese Ki. The F6F is the second
slowest plane in the Pacific plane set.
Compression -- The F6F compresses fairly badly, but luckily has
the best airbrakes available, so recovery is possible in short
order. Flying outside compression keeps you at low speeds
however.
Model weirdness -- The F6F has a bad engine condition that can
arise any time the engine is oil starved -- in a spin or inverted
for instance. It takes only a second or two in the AW over
modeled version before the R2800 is porked and starts delivering
considerably less power, which can't be fixed short of replaning.
Take off checklist:
Where: The F6F is a Pacific only plane that operates either from
carriers or regular ground fields.
Field: Hellcats can climb well and are passable at low level
stallfights, but it's important in taking off to do a quick scan
for Zeros, which if they can catch you will easily out turn you.
It takes a minimum of 4K or so to have good dive area to escape a
Zero, so fields should be picked that will give you a full minute
of climbing. F6Fs are also excellent at long range missions,
with the best fuel endurance available.
Fuel: The F6F has huge tanks, but extra fuel significantly
impacts its turning ability. A 20% fuel load can get you 3-4
sectors and back without much trouble, so use 15-20% for
immediate action and no more than 35% for general cruising,
unless you have a particularly long mission in mind.
Bombs: Hellcats can carry two bombs, but compression hurts them
somewhat as a dive bomber.
The Hellcat is an oddity in that it has no clear strengths over
other planes in the Pacific, and yet has the right combination of
abilities to fight any opponent well. It can use turns, climbs
and speed alternatively against various planes to give it a clear
advantage. Only when it faces combinations of opponents that
invalidate one or more of its advantages does the F6F suffer
badly.
Like it's real world counterpart the F6F is a smooth handling
plane and responds well, making it a good ride to learn in. If
handled lightly it can stay in controlled flight at very low
speeds (70IAS) and thus doesn't spin very much, but when it spit
it doesn't recover particularly well and the engine must be shut
down almost instantly to avoid oil starvation.
Flaps are an all or nothing proposition and shouldn't be used
save for tops of loops and the like; hitting flaps in turns
definitely hurts in almost all circumstances, as the plane slows
down drastically when they are deployed and compresses at very
low speeds if they are left on.
One unique advantage of the F6F is it's heavy air brake
capability (air brakes are deployed with the space bar or middle
button on a TM stick). You'd think from the way it slows down
there was a deployable parachute that drops out every time you
slam the brakes, and the combination of laying on the brakes and
chopping throttle allows the Hellcat to blow speed faster than
any plane in the game. This is particularly useful during
initial engagements where you can use it to "dump and deliver" --
come in fast at a very off-angle approach, and when you get close
drop throttle to zero, slam the brakes and pull hard around.
Opponents will have a difficult time visualizing the very small
turn radius the F6F can produce in this circumstance and will
instead react to what they think is a fast plane (=large turn
radius).
Since the Hellcat has such a wide range of rolls it can be used
in it's important to remember which of it's strengths you want to
use against particular types of planes. Against P47, P51s use
climb to get above them and of course vastly superior turn
ability to out turn them. F4Us can't be out climbed but can be
out turned; careful for the experienced F4 pilots who will use
multi-position flaps against you by going nose down on their
brakes with two clicks of flaps -- in these types of turns you
need to ride your air brakes and possibly chop throttle a bit to
match radius. Ki's are difficult in flat turn matches so the
emphasis should be placed on plenty of vertical turns to maximize
use of the Hellcats climb ability. P38s can be both out turned
and out climbed, but watch similar situations to the
aforementioned F4 with flaps and be careful to keep loops as
small as possible in verticals as the 38 can pull some tricks
there. Zekes should simply out climbed and hit from above with
speed -- don't even bother turning as this plane has a
ridiculously overmodeled turn capability.
The Hellcat isn't a stellar boom and zoom fighter because of it's
speed and compression issues; on the way in you compress and on
the way out you don't have enough speed to zoom properly.
However it does very well at energy fighting tactics like the
rope-a-dope because of it's high climb and low speed turning.
THE NAKAJIMA KI-84 HAYATE
The Hayate, or "Frank" as labeled by the Allies, is often
regarded as the best Japanese fighter of WWII (the N1K2 "George"
had better performance but saw very limited production). Brought
into service in 1944, the Hayate demonstrated that the Japanese
aircraft builders had learned the bitter lesson of American
designs: that a speedy aircraft can easily best a more
maneuverable one, using proper tactics. The advanced Ha 45
direct injection 18 cylinder radial engine gave the Frank plenty
of speed, but unfortunately was also the source of constant
problems. The Ha45 required constant and skilled maintenance,
and as the war further hampered Japanese industrial power the
Ki-84 suffered other problems, such as chronically failing
landing gear (they were very long, requiring precise metal
treatment to last).
Had it reached better production than it's 3800 or so made, or
been introduced earlier, the Hayate would have certainly left
even more of a mark in the Pacific. As it was American pilots
were rightfully cautious of this fast, maneuverable plane -- post
war testing showed the Ki84 to be faster at 20K than either the
P51 or the P47.
The Ki-84 in Air Warrior
Strengths:
Turns -- The Ki is an adept turning plane, especially with it's
multi stage flaps and low stall speeds.
Speed -- Able to keep pace with even the P51 until about 20K
Weaknesses:
Climb -- Although fast the Ki is not a particularly good climber
Strength -- Not the toughest plane available, and further is
prone to loosing wings when high speed maneuvers are attempted
Acceleration -- Given a little diving distance a Frank will go
plenty fast, but it's level acceleration is not good.
High alt performance -- The Ki is very much out of its element at
higher altitudes. Above 20K it looses speed on many planes, has
terrible climb rates, and negates any turn advantage against the
F6F.
Take off checklist:
Where: The Ki-84 is a Pacific only plane, available from ground
fields.
Field: The Hayate is a good fighter to scramble in, although the
Zeke is a better instant action fighter if a field is capped.
Fuel: Ki's have medium sized tanks, and suffer less performance
loss than most when carrying large fuel loads. Even with 40%
fuel it's fairly easy to maintain 100IAS turns, so taking loads
of 30-50% is not unusual.
Bombs: 1 bomb
The Frank lives up to it's billing as a superior fighter in AW.
Nothing but the Zeke or decent Hellcat pilots will want to tangle
with it at co-alt, so expect F4Us and P51s to use climb or BnZ
attacks against it. With a few K of alt on any opponent the Ki
pilot can expect to be able to run them down and force them to
turn, where it can expect to win against anything but a Zeke --
and it can always run away from those if something goes wrong (or
Hellcats for that matter).
Not only does it turn well naturally, the Ki has four stage flaps
that help it considerably against closely matched opponents.
It's reasonably easy to use flaps and turn at rates even below
100IAS with good results. And although the AW manual paints it
as a difficult spinning plane, in fact it has one of the easiest
to control spins available in the game. It will spin a
fair amount, but it's trivially easy to recover and often,
unfortunately, gives the Ki pilot a hidden advantage by gaining
angles in the spin (unfortunate because it destroys the realism
of the simulation).
If all engagements were below 20K, the Ki would be a superplane.
Luckily they aren't, so it's merely formidable, with a couple of
drawbacks. While the plane itself is a high speed aircraft, at
the upper end of the speed range it becomes dangerous to fly --
above 400IAS or so pulling significant Gs will pop the wings
right off, which makes it difficult at times to keep up with
gyrating P51s or F4Us that can full-G at 500IAS. Also at higher
speeds it looses some of it's already average roll rate, and of
course to get to those higher speeds you are basically required
to dive, since it doesn't accelerate well at all.
Because of it's unusual mix of talents Ki's can be used in many
different ways, but they generally fail as a straight BnZ plane
due to limited climb and zoom potential. Many Ki pilots love to
use them to hunt down BnZ'ers with its great speed, diving in on
a fight slightly lower and catching a P51 or F4U extending out.
Others simply use it as a straightforward stallfighter, and a Ki
vs. Hellcat matchup is probably the most interesting in the
game, as the planes are very closely matched but with different
strengths.
THE REPUBLIC P-47D THUNDERBOLT
The "Jug" (short for Juggernaut) was built in the later part of
the war as a multi-purpose fighter. Numerous production
difficulties arose in creating this mammoth aircraft, and when it
did appear it took some time before tactics evolved to meet its
capabilities.
Weighing almost half as much as some of the bombers it escorted,
the P47 was built around the famous Pratt & Whitney R-2800 18
cylinder engine that served in so many U.S. planes. While it
was fast, carried ample armament, and was incredibly tough, the
Jug was initially met with little enthusiasm. It would be fair
to say the RAF hated it -- it was dramatically different from
most of their designs and didn't fit most engagement tactics of
the time.
Eventually the Jug found a home as the premier ground-attack
fighter of the war. It could carry a wide array of weapons and
was the terror of retreating armor columns, trains, and the like.
With the addition of an external fuel tank P47s could easily
range to target and back with their bombers, and several
squadrons (notably the famed 56th) rang up impressive air to air
success with the plane some thought would never fight against the
sleek designs it often countered.
The Thunderbolt in Air Warrior
Strengths:
Speed -- it doesn't accelerate or dive well, but a Jug with head
of steam above 20K or so is difficult or impossible to catch.
Above 29K it can out pace even the P51.
Tough -- The sturdiest fighter in AW, it takes a lot of ammo to
down a P47D
Lethality -- With 8 .50s the Jug can deliver a hard punch.
Weaknesses:
Turning -- Basically, the Jug can't. Several bombers can out
turn a Jug easily.
Climb -- Even an R2800 can't make 20,000lbs soar into the clear
blue sky
E-Bleed -- If you do attempt to turn a P47, it will
loose speed like you just dropped anchor.
Compression -- At a little over 300IAS the Jug turns into a very
large, fast brick.
Take off checklist:
Where: The Jug can lift off any European field, and any
ground-based Pacific field. For a fun time try various fuel
configurations taking off carriers off-line.
Field: Rear fields, with plenty of clear space to climb, unless
you have an unusual sense of humor.
Fuel: The Thunderbolt has excellent fuel endurance. Regardless,
there is no substantial advantage from running with low fuel
loads as in some turn fighters, so 50% is fine for most missions.
Bombs: P47s can carry two bombs in AW (in real life the P47 had a
payload capacity well above most fighters save the P38).
However, it's a fairly lousy dive bomber, as it often will
compress and lawn dart the adventurous bomber, and has no air
brakes to help when the stick stops responding.
Simply put, the Jug is a terrible fighter in AW. This often
annoys players used to its rather high reputation in real life;
and there's considerable debate as to why the AW environment
hurts this machine in particular. Many anecdotal accounts don't
agree with the AW experience; but it's possible these are
reflections of limits in the AW flight model (Shaw postulated for
instance that the Jug's much talked about roll ability might be
under G-load; in AW fighters can roll the same regardless of
current load).
As a final insult, the P47 in Air Warrior is given a reduced ammo
load from its historical capacity, although this will likely be
changed in future version. This means that not only is it extra
difficult to get in firing position with a Jug, but when you do
you'd better make sure your shots count, because you get only a
few.
The only way to fight with the P47 effectively is to use a
conservative, boom and zoom type approach. Turning for any
period of time is sure death, so speed is required to carry you
away from the target before any lumbering maneuvers are
attempted. This is not to say that the Jug can't get kills; just
that it has a fairly limited number of tactics and those
available have to be executed particularly well to succeed.
It's often useful to use Jugs in pairs or more; the extra numbers
provide the advantage required to press the attack consistently
against the better fighters of the arena. Thunderbolts draw out
fairly predictable reactions from other players -- once they see
a Jug, groups of enemy will flock to it in search of the easy
kill and will often remain unusually fixated when in pursuit.
Lone enemies with other things to think about will often
completely ignore Jugs, especially co-alt or lower ones, since
they don't qualify as a threat. Being aggressive in these
situations or exploiting them can result in interesting and
hate-filled exchanges, always a worth while pursuit in the AW
arena.
There are almost no "tricks" to flying the Jug. It doesn't spin
very easily, but recovery can be an adventure. Multi position
flaps are available but can't be deployed until barely above
stall speed; they are useful only for going over the top of
loops. Leaving flaps down any amount is asking for nasty
compression. An amusing tidbit is that dropping gear produces
almost unnoticeable difference in performance (except at high
speeds of course), rather like dangling a kite out the back of an
18 wheeler. The Jug also happens to be the most difficult to
land plane in AW, as getting it down below the required 150IAS
leaves the plane hanging on the edge of a stall, and last second
attempts at corrections are ignored as it barrels into the
runway.
Whereas historically in AW the Jug was the chosen ride of only a
few unusual loners, currently several players use it quite often
and with good effect, as they understand and work around its
limitations using boom and zoom, wingman, and the element of
surprise (a Jug attacked me?) approaches. Jug kills are the
result of luck or solid tactics; since few people are blessed
with consistent luck, if you can score repeated kills in a Jug
you're doing something right.
THE NORTH AMERICAN P-51D MUSTANG
The P51 is the most famous of the American "big three" from WWII:
those being the P47, P38, and P51. It seems ironic that this
fighter is so closely associated with American air power in the
second world war; as it's design specifications and requirements
were driven entirely by the RAF in the form of an order from the
British Purchasing Commission. If it hadn't been for the
outstanding performance of this fighter it might have existed
simply as an American export to England; but after test figures
came through the US was compelled to start using the P51 along
side the P38 and P47 designs they had already committed to.
The P51 owes its rightful place as one of the best fighters in
WWII to some innovative design and a small piece of luck. The
design was in the low drag airframe and laminar flow wings, which
allowed for some truly staggering at the time top end speed, and
the luck was a British decision early on it's history to attempt
to mount a Rolls-Royce Merlin engine in place of the original
Allison supplied in Mustang Is. The resultant Mustang I/Merlin
combination provided such astounding performance it basically
replaced any plans to use Allison variants; instead the U.S.
began supplying Packard-built Merlins in P51 frames.
A saying came about in WWII that describes the Mustang well: "The
Mustang won't do what a Spitfire does, but it does it over
Berlin". P51s had a staggering amount of fuel capacity hidden in
their sleek lines, and with the addition of disposable external
fuel tanks could range upwards of 2,000 miles -- full operational
distance for most bombers. They weren't the best turning planes
in the air, but by the time they were widely in use pilots
understood that turning was a very limited performance
characteristic in combat -- what was required of newer fighters
was speed. And the P51 had it in droves; it was faster than
almost everything in the air, climbed reasonably well, and
suffered much less high speed maneuverability loss than most of
its opponents, due to the wing design. When it came to high
speed fights the P51 was very much in its element -- it had flaps
specifically designed to deploy at almost any speed, an airframe
with tolerances that reached into high G range, good dive
acceleration, and steady horsepower even at very high altitude.
The P51D in Air Warrior
Strengths:
Speed -- Highest top end speed, decent acceleration, better
maneuverability at high speed. Able to sustain high speeds
longer than any other plane.
Roll rate -- Good roll rate, especially above 300kts
Flaps -- able to deploy one notch of flaps to good effect at
medium speeds (250 kts or so).
Weaknesses:
Average sustained turn ability -- Better than a FW, but
stallfighters chew it up.
Poor Climb rate -- With the 109, Spitfire, F4 and F6F clearly
superior
Take off checklist:
Where: The P51 is available from any land field in Europe or the
Pacific.
Field: Due to it's mediocre climb and average turning ability,
the 51 is not well suited to low alt engagements, especially when
outnumbered. However it requires only a few K of alt to be able
to out run anything in the arena -- so experienced 51 drivers
only avoid fields that are immediately capped.
Fuel: The 51 has good fuel endurance, and it does feel the
effects of large fuel loads fairly drastically. Normal load outs
are to about 50%, with more used for escort missions.
Bombs: Two bombs, and the P51 is the best dive bomber in the
game.
Mustangs have a bad reputation in Air Warrior, one which their
nickname illustrates well -- "Runstang". A P51 in almost all
circumstances has one option his enemy does not -- he can leave,
because the P51 is in Air Warrior as it was in real life, the
fastest plane around. It needs a little time to work up to that
speed (it can't accelerate like a Spit for instance) but once it
gets above 325kts or so its in home turf. A panicked P51 pilot
with alt can simply point the plane in a steep dive and reach
speeds no other plane can touch (easily into the 500kts range).
The other thing that can be aggravating about pursuing a Mustang
is that they HOLD that speed incredibly well. P51s can do level
extensions at well past 300kts and maintain it; most planes can't
go above 300kts without a dive or WEP. In gentle zooms the 51 is
incredible; it's possible to dive from 10K, make a pass at speeds
that no one can match, and then climb out slowly to almost
original alt and cruising speeds.
It's too bad that so many P51 pilots are excessive runners, as
the plane is perfectly capable of fighting in many circumstances
that the average P51 pilot will avoid. It has a good roll rate
and at medium speeds (225-250) is very dangerous with its high
speed flaps (the 51 can drop one notch even in this speed range
and not compress). More experienced P51 pilots can be seen
"dogfighting" it quite well, but it's a deceptive kind of
engagement, as they deliberately keep the speeds higher than most
turn fights and use their high speed turning speed as a surprise
factor. Even the best P51 fliers are in serious trouble if they
regularly drop below 175kts in a turn fight, as around 150kts it
is a very poor turner and will get eaten alive by true
stallfighters. Mustangs can, however, out turn FWs providing the
FW pilot doesn't constantly spin when compromised. The P51
itself has an unforgiving spin, probably one of the more
difficult in the game.
Like the FW, a P51 is a dangerous (read: does not have to run)
plane as long as it is provided a cushion of alt to work with.
It's a simple fact that a 51 with 8K or so of alt can reach
speeds no other plane can save other 51s. As long as that option
is kept open it's unnecessary to run at the sight of a
higher/better plane. In fact, many 51 pilots make the mistake of
running TOO EARLY and depending on their speed too much. When a
P51 extends away, especially if it dives somewhat, it is
expressing its one advantage fairly early on. If the
stallfighter/higher plane has enough alt that it can dive and
match pace with the superior speed of the Mustang, than when the
stallfighter catches up the P51 pilot has blown his one
advantage. Given a choice in these circumstance I usually wait
right below the diving opponent, making him blow his energy
advantage to get to me, then I pull a basic evasive and
use the P51s speed to get away.
An interest AW tidbit is that P51 is basically a reference plane
for all others; it has by definition standard lethality and
toughness, since other planes are judged relative to it.
THE SPITFIRE MARK IX E
The Spitfire is possibly the most famous combat aircraft of all
time, and certainly one of the most recognizable. Combined with
the Hawker Hurricane it was part of the pivotal effort by the
British to repel the formidable German Luftwaffe in the "Battle
of Britain", the legendary fight between the British and German
air forces, where the Spitfire gained its initial reputation as a
solid dogfighter.
Due to its unusual at the time planform elliptical wings, the
Spitfire when coupled with a powerful engine source exhibits both
excellent handling and speed, characteristics vital to air
combat. In its various incarnations (it was produced throughout
the war for the British) the Spitfire was steadily refined into
perhaps the best all-around fighter of the war.
The Spitfire in Air Warrior
Strengths:
Turning ability -- can out turn or turn with every other fighter
Speed -- Top end speed is average, but accelerates quickly and
dives well
Lethality -- short on ammo, but initial punch is very powerful
Climb -- second best climb rate in European plane set
Retains energy -- Spits hold their energy very well
Weaknesses:
Low ammo load -- often the Spit will run dry after only one or
two kills
Control -- The strengths of the Spit can be used against a
careless pilot, as described below
High speed maneuverability -- At speeds >300 IAS the Spit gets
mushy and rolls slowly
Toughness -- The Spit doesn't take many hits to destroy
Take off checklist:
Where: The Spit is only available in Europe, but can launch from
any plane field. If the strategic feature in Air Warrior bombing
is EVER fixed again Spits are very likely candidates to be
"denied" by closing aircraft factories and the like.
Field: The Spit can go from just about any field, due to its
great climb ability. It is the best all around plane to take
when hostiles are in the immediate vicinity, as it can get up
quickly, climb to alt, and isn't substantially compromised at low
alt fighting.
Fuel: 15-30% when combat is close, up to 50% for general
missions.
Bombs: Spit can only carry one, but it's a fine dive bomber
Spitfires are often referred to by old timers as "one kill
wonders". In three words this fairly summarizes the strengths
and weaknesses of the machine: it has just about every strength
in the book, making it a wonder, but carries an anemic ammo load,
making it a "short kill" plane.
Despite its reputation the Spit can be a difficult beast to
master, and beginning Air Warriors often wonder how they can die
so often in a plane that is so good. The answer of course is
that more experienced pilots exploit the bad points of the Spit
to kill them.
If there's one key feature to flying the Spit well, it's the
THROTTLE. In a flat turn situation, Spit pilots who leave the
throttle walled at 100% are asking for trouble. The Spit holds
energy so well and bleeds speed so slowly in prolonged turns that
it will continue to move much faster in those turns than other
planes -- resulting in a wide turn radius for the Spit and a
potentially much smaller turn radius for the slow plane (I'm
going to explain this concept in another page that I haven't done
yet, so you'll just have to think about it for now).
The response to this weakness is to use the throttle to control
your speed in turns against others. If you in a Spit are
tracking an opposing plane through a primarily flat, horizontal
turn and you've already gone 180 degrees, and it looks like he is
going to keep turning -- you should immediately think about
reducing your speed to a target of 150 IAS or so (slightly slower
as you get more used to the Spit). At 150 IAS and 4-5 Gs a
Spitfire will out turn everything in Europe short of another
Spit. Practicing this off line will help; take up Spitfires
(against drones or not, doesn't really matter) and see how well
you can hold the edge of turns at 150kts. You should pull enough
Gs to make the stall light flicker but not allow the stall horn
to go off.
Flaps will help a Spit over the top of loops but generally are
not useful for straight turns. Rather than flaps you should be
adjusting throttle to maintain turns -- when going too slow,
increase to WEP, when going too fast drop it back. You'll find
the Spit responds very poorly to flaps at >150 IAS and becomes
unmanageable at speeds >225 IAS. A Spit can easily loop at
speeds well below 150IAS using flaps, and will stay in controlled
flight at speeds as low as 60kts even when being slightly pulled.
There is no specific maneuver that the Spit excels in -- it's so
good that literally the entire book of tactics are available
should you choose to use them. Despite this most Spit fights,
particularly against other Spits, eventually work their way to a
simple test of flat turns. So you'd better be proficient at flat
turns. A more interesting albeit complex way of fighting in the
Spit is to use it as a close proximity energy fighter; tactics
that apply here are rope-a-dope and the like.
The other major problem many Spit fliers encounter is black outs.
Since it pulls so well at almost any speed it is easy to exceed
the artificial 6G limit imposed by the Air Warrior blackout
system. The only way around this is practice. Again offline
will do fine; the typical drill is to take a Spit up to 10K feet,
record a small piece of film, then put the plane into slow nose
down turns of about 10-20 degrees below the horizon. Keep
pulling until the G meter reads right at 6G; then try to keep the
G-meter constant by increasing your dive angle to keep the speed
high. After you've depleted your 10K alt, replay the film you
took at the beginning, and then take over the control while
playing the film (saving you the trouble of climbing), and
practice again. You should be able to pull right at 6Gs almost
by feel if you do this enough times. The next step after that is
to school yourself not to pull too harshly at merge with the Spit
when engaged -- remember, instead of just yanking the stick full,
CHOP THROTTLE and THEN yank the stick -- but only to 6Gs.
THE YAKOLEV YAK 9D
The Yak-9 was introduced in 1942 and late that year supplanted
the Yak-1 and Yak-7 as the primary fighter for Russia; it was
produced in large numbers for the entire war. The 9D variant was
a "long range" fighter capable of distances of up to 840 miles
(for comparison, North American P51s could range up to 2000 miles
with drop tanks) and saw service from 1943 onward.
As with many Soviet fighters the Yak-9 is often vastly underrated
in Western literature -- in point of fact it was a very capable
counter for the German BF109G it most often fought and by many
accounts was able to out fight the German plane on a level
playing field. More importantly it was much better engineered
for the frigid, harsh conditions of the Soviet front, as with
many Russian war products it featured a simplicity that allowed
easy maintenance and operation compared to the much more complex
German designs. A descendant of the Yakolev line, the Yak-3, was
probably the best fighter made during the war -- offered a choice
of any Allied plane to fly, the Normandie-Niemen group selected
the Yak3 and scored the last 99 of their 273 victories in the
war.
The one major disadvantage of the Yak-9 line was speed; it was
slower in level flight than most aircraft it encountered.
Initially this was a serious drawback against a seasoned
Luftwaffe capable of fully exploiting the weakness, but later in
the war increasing numbers on the Soviet side and better
experience among their fliers dealt with the problem.
The Yak-9 in Air Warrior
Strengths:
Turns -- The Yak is capable of maintaining a very small turn
radius. Properly flown only a Spit can compete with it in this
regard.
Weaknesses:
Slow -- The Yak is terribly slow, only slightly faster than a
Zeke. It doesn't accelerate well and it doesn't dive to high
speeds -- plus it will rip wings off at high speeds when under
high G-load.
Ammo -- It might as well be shooting green peas. Three kill
missions in a Yak are the mark of careful ammo conservation.
Climb -- A poor climber
Fuel -- Basically equivalent to the 109 in this regard. The Yak
has a small gas tank compared to some of it's opponents and has
very limited range.
Compression -- Yaks get very sluggish at higher speeds.
Take off checklist:
Where: The Yak is an ETO only plane.
Field: Yaks don't climb well, nor do they particularly benefit
from altitude. In fact a Yak is completely out of it's element
above 20K so there isn't much point in taking it there. Might as
well take it up from a field close to the action and only climb
slightly -- running away in a Yak is basically impossible, so
you'd better be ready to fight.
Fuel: Yaks have tiny fuel tanks and seem to require 5% to get to
the end of the runway. Fuel loads of below 20% are pointless;
flying even 2-3 sectors with combat requires 50% or more.
Bombs: 1 bomb available.
On paper it would seem the Yak is the junk heap of Air Warrior.
In practice though an experienced Yak pilot will get more kills
and more easily than a Jug pilot for instance; however, the Yak
pilot may not make it home to talk about it. As it is in real
life this plane is much maligned in AW and has grown a reputation
of being flyable only by a select few -- the truth being that
only a select few have bothered to find out you can get quick
kills in it.
Essentially all "Yak attacks" revolve around it's turn ability
coupled with a huge e-bleed characteristic. Slamming a Yak into
a 6G turn at 250kts is like hitting airborne salt water taffy --
the plane instantly sheds speed at an alarming rate as it comes
around. It so happens that this is almost the opposite
characteristic of the better stallfighters of the European arena,
the Spit and 109. In turns they will tend to keep their speed
fairly well, and as a result make much wider radius turns.
Flying a Yak in turn fights is like flying an F6F with the air
brakes on 100% of the time. The trick to it is to visualize a
time to commit to that one heavy turn that will bring you into
firing position. Unfortunately a mistake at this point will
leave you relatively helpless against a plane that without doubt
is faster, can climb better, is tougher, and has better lethality
than you do.
Luckily the Yak has several weapons at low speed to help it out
of tough spots. First, it has two-stage flaps and responds well
to both settings -- 50% flaps and 75-100IAS in a carefully
managed turn will yield a very small radius. 100% flaps can be
used at the top of loops or even going under with Split-S
maneuvers. Also, the Yak rolls fairly well at low speeds.
Finally, it's a very forgiving plane about stalls -- they can be
recovered easily and quickly when they occur. It's important to
note however that even at these edges of execution an aware and
capable Spit flier for instance (with a reasonable fuel load) can
out perform the Yak in all respects. 109s have a hard time in
flat turns but can easily switch into climbing turns where the
Yak is absolutely terrible. Most other planes will (at least
should) simply run away.
Ideally you should try to set up Yak engagements so you have just
enough alt to supply you speed to jump a faster opponent and get
him to commit to a turn. At that point the Yaks bleed
characteristics should put you in firing position; if this
doesn't happen quickly (within a turn or two) you've probably
lost the window of opportunity and should think about regaining
speed again, unless you're completely committed to the turn fight
in which case you should try to get it going slow where the Yak
is better matched.
THE MITSUBISHI A6M5A ZERO-SEN
The Zero was the emerging standard fighter for the Japanese at
the beginning of their Pacific campaign; it was fairly new
(having first flown in 1939) but not so new the U.S. didn't know
about it -- it had seen action in China and elsewhere long before
it was used against the Americans. Even so American armed forces
severely underestimated the A6M and that mistake caused
considerable problems -- it's primary opponents in the early war,
the F4F Wildcat, the P40, and the lamentable P39, were heavily
outclassed by the Zero.
The wide disparity in plane ability forced a quick adoption of
new air to air tactics by the American pilots; the famous "Thatch
weave" for instance, which was effective but required two to one
engagement odds, close wingman contact, and was fairly risky even
so. More commonly Americans took to a simple philosophy echoed
by pilot biographies throughout the era; engage with alt, engage
with numbers, and when compromised immediately dive to safety (a
singular weakness of the Zero was high speed diving).
This confused the Japanese, who by and large considered air
combat almost an art form which matched the wits and ability of
one pilot against another. This was mirrored in the very design
of the Zero; it was at the time the ultimate "dogfight" style
plane, exhibiting superb turning capability, good range, and
excellent power -- at the price of durability, low offensive
armament, and very limited payload or bombing options. If
American pilots had attempted to engage the Japanese on a level
playing field, so to speak, they would have been slaughtered,
both by the superior design and better training at the onset of
the war the Japanese enjoyed.
Unfortunately for the Japanese the features they designed their
premier fighter for were quickly obsolete in the air war. Having
demonstrated the validity of their new tactics in combat, the
U.S. armed forces began making planes to better utilize them,
and training their pilots extremely well in how to do it.
Against a supreme turning plane the U.S. answered with several
planes that had common core design features: they were fast, they
were heavily armed, they were heavily armored, and they performed
well at high altitudes. Against the likes of well flown P38, F6F
or F4U, the Zero was hopelessly outclassed, but by the time that
was evident to all concerned it was too late to displace it as
the number one fighter for Japan. When asked after the war which
plane he fly in WW2 combat if he had a choice of any, Sabaro
Sakai, one of the leading Japanese aces of WW2, said he would
pick a P51. The pilots of the Zero understood what they needed
was a faster, tougher plane, but the design that produced such
outstanding early war results was no longer able to give them
that four years later.
The Zero in Air Warrior
Strengths:
Turning -- The essential capability of the Zero. It can out turn
every other plane.
Weaknesses:
Speed -- A huge flaw, the Zero is by far the slowest fighter in
the Pac. Any decent pilot with a few K of alt can avoid a Zeke
with speed.
Climb -- Almost as significant as speed, the climb ability of the
Zero is awful. This means the F4 or F6 for instance can separate
in two ways -- vertically by climbing, or horizontally by walling
the throttle.
Weak -- The Zero had a wooden frame and as little metal as
possible to decrease its weight. Armament was added later but it
was never enough. The weakest fighter in the Pacific, it can rip
wings easily at speeds >300kts.
Take off checklist:
Where: Any Pacific aircraft field
Field: The Zeke isn't a good choice for rear fields because it
takes too long to get to the action and large amounts of alt
advantage are mostly wasted. It is however a great plane for
field defense or fields close to the action in general.
Fuel: With such a light weight and large fuel capacity, the Zero
can go quite a way on it's tank. Fuel endurance is excellent and
you can generally get by with 30% for most missions (or even
less).
Bombs: One bomb, but the Zeke is a terrible dive bomber.
The Zero has definite appeal as a turn fighter because of it's
phenomenal turn rate, but it quickly runs out of tricks after
that. The basic problem with Zekes is that by themselves,
they're more or less worthless against aware opponents. Any
other fighter can pick a way to simply run away from a Zeke if
one shows up alone. This is why I often refer to Zero's as
"assist killers" -- they can get a kill, but usually the reason
they do is the opponent was forced into close quarters with the
Zero by another plane. Once that point is reached, it's simply
the application of an overwhelming turn advantage to kill the
opponent.
There's no inherent problem with this, it just means that when
flying a Zeke you will be best utilized with another fighter of
different type, preferably a fast climber like the F4. If you
plan to go solo, plan to be frustrated. Any other plane that
perceives you at an E advantage and within range to do something
about it can and will simply leave, and you should expect nothing
less. One way to combat this is to keep your speed as high as
possible in general flight; holding at a steady 250kts or so when
approaching for instance, instead of climbing which will put you
at <150kts (do your climbing before engaging). Some players
won't be expecting a Zeke to go that fast and won't deal with it
properly, possibly allowing you to close into range that forces
them to evade -- at which point you can throw your speed away in
turns, since the Zero will win that fight sooner or later.
Keep in mind while trying these type of tactics that the Zeke is
a very poor high speed plane; it rolls slowly and of course can
rip wings above 300-325 or so. You will have to be careful to
use gentle, easy turns to keep your speed up because in any heavy
turn the Zeke bleeds speed terribly.
It's more important than normal in a Zero to be aware of your
loop ability and not get going so slow you can't Immel or at
least get nose up. The reason for this is obvious; other planes
are going to use their superior climb rate on you whenever
possible and thus you'll often have to deal with planes "on top"
that absolutely want to stay there. Your best hope against them
is to hoard your speed and try to catch them close enough above
that you can zoom up and hit them, or possibly lead turn them as
they come in (which is very dangerous, so practice it a lot if
that's what you want to do).
Probably the most fun in a Zeke is fighting another Zeke. It's
here that the plane is in its element and you can experiment with
things like partial flaps (which work very well at low speeds)
and the amazingly slow speeds that Zeros can perform some
maneuvers.
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