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Page 31

MarkShot's STK/EAW Guide
by Mark "MarkShot" Kratzer



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Making the Best Merge
The next question which people usually ask is "How can I make these good energy management turns in actual practice?". Let's go back to the previous example. Once again we will apply the following simplifying assumptions: fly straight into the merge full throttle; no maneuvering, no collisions, and no guns. (The elimination of such assumptions would makes things somewhat more complicated, but the underlying principles would still be the same.)


  • Head into the merge with the forward no cockpit view. (This will vary if we drop our assumptions.) This allows you to keep an eye on your opponent and also keep track of your flight attitude quite well.
  • At 500' separation go to padlock. This allows you to follow what your opponent's maneuver is going to be right after the merge.
  • Upon passing, go to the snap forward view. This will allow you to be sure of your attitude (pitch and roll).
  • Using the snap forward view, roll your plane in accordance with your current speed and corner speed. This sets up your turn in the vertical. Determine your roll (assuming a Spit9) based on the following recommendations. These are simply suggestions and they have not been tested to be empirically best. The point is that you will climb steeper in your turn the faster you are going; and the slower you are going the flatter (more level) your turn will be.

    • 150mph - roll 180 degrees (Split-S)
    • 200mph - roll 75 degrees
    • 230mph - roll 50 degrees
    • 260mph - roll 25 degrees
    • 300mph - roll 0 degrees (Immelman)

  • Pull back on the stick. This executes your turn in the vertical.
  • Release the snap forward view and return to padlock. This allows you to see what your opponent is doing and plan your next action.

This principle and technique of best the vertical maneuvers in a fight can be applied repeatedly many times during a fight.

Conclusion
Learning Energy Fighting is one of the core concepts necessary to being a successful dogfighter. Remember Energy Fighters win a fight one turn at a time.

Topic: Mounting a High Altitude Attack on 08/30/00
Introduction
In my flying experience, I get to see numerous high altitude attacks. This section addresses some of the principles that I have derived from my experience. I watch many people fail to get kills when they mount high altitude attacks. Theoretically, the player who is making the high altitude attack cannot lose. In this section, I hope to help you achieve success with your high altitude attacks.

High Altitude Attacks
For the most part, high altitude attacks are the result of the loser respawning in a new plane over the winner. Typically, the attacker may have anywhere from a 4,000 - 8,000' altitude advantage. From a relative energy perspective, the attacker often begins the encounter with an energy advantage well in excess of 200mph.

The Turning Circle Concept
Before I get into the main discussion, I would like to introduce a concept. I have been calling it "my turning circle". I do not know if there is a proper term for what I mean.

Imagine that I am flying along level in my Spit9 cruising at 200mph and somewhere out there and above me is someone in another Spit9 intent on killing me. Let's draw a sphere around my plane with a 3,000' radius. Now, let's only consider the rear hemisphere of the sphere. In fact, we can probably further narrow half sphere into something of a squat cone shape. Note, that I have presented this in 3D, but I often discuss it as if it were 2D (and perhaps it is a little easier to see like that).

This is the area which I refer to as my turning circle (Yes, I know; it's not really a circle and it's not really flat). One of the following is true of an attacker who is outside of my turning circle:

  • He is too far away to pose any threat in terms of taking a shot or maneuvering with me.
  • If he is making a guns run at me, then I have sufficient room to reverse my flight path and meet him nose to nose. Meeting anyone nose to nose is a risking proposition at best. So, from the attacker's point of view, he has gained nothing from his starting altitude advantage. Also, if he is moving quite fast and above corner, then I may have the better shot, since I am likely to be more maneuverable than he is.

If on the other hand, if the attacker is inside my turning circle, then the attacker is a significant threat, even though he may still be too far away to have a gun shot. Why?

  • I can no longer force a neutral nose to nose pass, since I have inadequate room to turn around.
  • He has put himself in a position relative to my plane such that it is extremely difficult for me to dislodge him. Especially, if he has an energy advantage.
  • If he has positive closure (which he should given that he started with a large energy advantage), then he is almost at the end game of being able to close and have a tracking shot.

So, the turning circle concept defines my area of vulnerability. You will observe that it is significantly more spacious than just the effective range of guns. The exact shape and size of the turning circle varies based on speeds, altitudes, planes, etc… However, the concept is valid regardless of the parameters. Now for a few related points about the turning circle:

  • If I am the low altitude defender, then a plane which is outside of my turning circle or unable to maintain a position within my turning circle poses no real threat to me. This is why classic Boom and Zoom attacks can easily be dealt with one after another. In 1v1 fights, it should be almost impossible to achieve a B&Z kill against a defender who knows what he is doing. This is true, since the defender knows you are there and can easily dodge you.
  • If you are the low altitude defender, then you must defend your turning circle. This is not a mistyping, I repeat: You must defend your turning circle. Merely, thinking that you want to stay out of guns range or spoil your opponent's tracking solution for gun shots is a mistake. If you can protect your turning circle, then tracking solutions are impossible and shots are impossible. Furthermore, if your turning circle is secure, then the attacker may hold a potential advantage, but he is unable to realize any actual advantage over you.

Although this more relates to Energy Fighting, I will mention this here. This is why energy management is so important. If you have equal or greater energy over your opponent, then defending your turning circle in a fight is fairly straight forward. There is no need for evasive airshows. If you are at an energy disadvantage, then you will need to very actively defend your turning circle. Poor energy management and failure to defend their turning circle is what leads many players into having to put on evasive airshows. If you know how to manage energy and defend your turning circle, then evasive airshows should be unnecessary.

Keep in mind, the loss of a fight begins not when your opponent is 500' from your six and getting ready to shoot. The loss of a fight begins when your opponent has acquired a position in your turning circle and can maintain that position.

  • If you are the high altitude attacker, then one of your goals must be to encroach upon the defenders turning circle. As the attack progresses, you must progressively eat into his precious turning circle. When you have eaten enough of it, you will find a highly vulnerable target at its center.

 



© This STK/EAW Guide is Copyright 2000 Mark Kratzer. All Rights Reserved.

 

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