WWII Props: The Art of Guns-Only Combat
By: Dennis Greene
Date: 1999-04-22
Before we can begin your education for gun combat and the differences
it presents compared to modern day combat, the basics need to be
covered so we have a common frame of reference. Once we have
established a firm foundation on which to build I will attempt to
expand your horizons for guns combat. This will be a series of
articles, approximately 8 chapters in length.
Although there is a wealth of information available for modern or jet
combat in today's literature, all that knowledge was established during
an era where a target was not a blip on the screen but seen with the
eye. While knowledge of weapons and gunnery was important, nothing was
more critical than the flying skills of the pilot.
Air combat is diverse and fluid. Combat can be offensive or defensive
in nature, thoroughly planned or spontaneous, victorious or
unsuccessful. Much of what occurs in the air has to do with training,
but just as often, depends upon a pilot's instincts.
To be an outstanding combat pilot, you must have a good understanding
of the basics and possess inherent talent. You need to know every trick
in the book, and then keep a few extra ones up your sleeve for moments
when unconventional tactics could very well save your life.
With slower top speeds and short-range weapons, W.W.II aircraft were
not capable of combat beyond visual range. Close-in, guns-only combat
is a unique scenario that pushes pilot skills to the limit, beyond
anything a modern day jet jock has to face.
Since radar and beyond visual range combat is not in question,
the only natural advantage is the element of surprise. Once this is
gone, combat becomes a battle of wits and endurance and machine vs.
machine. The pilot's individual skills and any inherent strengths of
his aircraft are all that stand between him and a silk letdown or even
worse.
"Combat is the ultimate flying experience,"
Brig. General (ret.) Chuck Yeager, USAF, 13 Kills
Combat Flight Simulator.
In Search of the Quick Fix
One of the most common questions I get from new pilots is, "What is the
secret to the quick kill?" or "How can I fly better (instantly)?" or
"Is there a better way of doing things other than these standard
tactics?"
There are no quick fixes in air combat, and neither is there anything
new. There is, however, lots and lots of training and practice. When
you meet some of the better pilots on the Internet they will have
invariably put in thousands of hours practicing their trade to the
point that they are highly skilled. Reading this text is a start, but
only the beginning, since there is no substitute to hands on practice.
Every pilot needs to get into the plane of his choice and fly the hell
out of it to learn it's limits as well as their own.
Those of you who think you know something about flying might
find some of these lessons overly simplified. Read them anyway. You
might learn something.
The Basics of Flight
Air combat tactics were not invented in the jet age, when the
bandit was a faraway blip on the radar scope. Rather, ACM was invented
when pilots had to know how to fly in order to win an engagement. This
first article focuses on basic flight, because engagements in prop
driven aircraft require excellence in piloting, and not only knowledge
of weapons and systems.
AERODYNAMICS
This is the boring physics lecture, don't nod off just yet, though. You really need to know this stuff.
Literally hundreds of green pilots have lost their lives (and thousands
of sim lives) because they thought they knew how their plane would
react. The only way (let me stress that - the ONLY way) to really be in
control of your plane is to understand the forces acting on it and the
way the control surfaces manipulate those forces. You don't have to
memorize Bernoulli's equation, but you'd better understand what it
means for your wings. The pilot who has the aerodynamics ingrained in
his head can overcome virtually any enemy, including the "ace-killer",
an uncontrolled spin.
Five vs. Four Forces
Many texts will tell you there are four primary forces acting on
your plane. They are wrong. There are five forces you need to contend
with. With propeller-driven planes torque is the fifth force you need
to be aware of. Here are the five forces broken down for you:
Gravity - This one is easy. You deal with it every day. Your
plane and everything in it are attracted to the surface of planet
earth. The more weight (Mass) in your plane, the greater the
attraction. If there were no other forces acting on your plane, gravity
would pull your plane to the ground and keep it there. Drag - If gravity was pulling you down, drag would limit how
fast you would fall. In simple terms, drag is the resistance the air
offers on anything trying to move through it. A moving plane with no
force propelling it would quickly slow down and stop because of the
force of drag acting on it. Thrust - This is what keeps your plane moving through all
that resistance. The spinning propeller pushes the air backwards, which
brings us to Newton's equal and opposite reaction - a forward motion of
the plane. Of course thrust combines with gravity to increase the speed
of your dives. Lift - Is what keeps you in the air. The plane's wings are
designed to take advantage of a side effect of the law of conservation
of energy. The curvature of the wing means that air must move faster
going over the top of the wing then it does passing below it. This
produces a side effect where a lower pressure exists above than below
(the pressure determined in Bernoulli's equation), and the difference
in pressure between bottom and top creates lift. When the lift on both
wings is great enough to overcome gravity, the plane is held aloft.
With lift and thrust both working to counteract the laws of nature,
your plane flies.
iMagic's Dawn of Aces.
Torque - This is the last and often forgotten force for a propeller
driven plane and is the twisting effect caused by the engine and
propeller. In the WWI aeroplanes the torque you need to worry about is
caused primarily by radial engines. These engines rotate in one
direction, and that direction coincides with the roll axis of the
plane. Some of the torque generated by the engine's rotation is
transferred to the body of the plane, which makes the plane try to
rotate in the opposite direction as the engine. If the pilot does not
compensate for this (using rudder), the torque will cause the plane to
roll. This is especially dangerous at low airspeeds and when landing.
I've mentioned Bernoulli's equation several times, in case you were wondering what that equation is, I'll give it to you:
P+1/2pu2+pgy=K
This means that for any particular volume of air, the sum of its
pressure (P), kinetic energy (1/2pu2), and potential energy (pgy) stays
constant (=K). Meaning, roughly, that the faster a volume of air moves,
the lower its pressure.
THE THREE AXES
A plane can move in any number of directions. To simplify this
concept we will discuss a reference based on three axes of motion. By
design, these axes relate to the three main types of motion you can
control in your plane.
Pitch - is the up and down movement of the plane's nose around
an axis line drawn from wingtip to wingtip. You apply pitch by pulling
back on the stick which angles the plane's elevators up, causing the
nose to rise. When you push the stick forward, you angle the elevators
down, causing the nose to drop.
Roll - is the tipping of the wings up or down causing a roll.
The plane continues to fly in its current direction, but the wings spin
around an imaginary line drawn from the nose to the tail. Roll occurs
when you push the stick left or right, causing one aileron to angle
down and the other to angle up. This is not merely air deflection but
actually modifies the characteristics of the wing, increasing lift
under one wingtip, while decreasing lift under the other. This
differential in lift causes the plane to roll.
Yaw - is the side-to-side motion of the plane's nose around a
vertical axis through the center of the plane. It changes the direction
of horizontal flight, but does not affect altitude. You use the pedals
to angle the plane's rudder left or right, which creates yaw.
BANK
Many beginning pilots confuse bank with roll but they are not the same.
You combine pitch and roll movements to make a banking turn. By
pitching the nose up and applying right stick, you cause the plane to
bank to the right. A left bank is the opposite, you pitch up and roll
left (push stick left). A banking turn is changing the angle of the
nose and the direction of flight.
A side effect of banking turns is that you will lose lift and
speed. If you want to keep your altitude and energy (speed), it's a
good idea to apply a bit of extra throttle just before a bank turn. So
banking is really another way of saying turning, not rolling.
CONTROL SURFACES
You've heard me talk about elevators, rudders, and ailerons;
these are just some of the control surfaces that allow you to control
movement of your plane. Your engine provides thrust, so it's another
means of controlling movement.
Two of the forces - lift and drag - do not act on all parts of the
plane equally. Plane designers have taken advantage of this fact to
build features to allow you control of your plane with "control
surfaces." These control surfaces are:
Propeller - this is a control surface that many seem to forget.
This allows you to manipulate thrust. By varying the throttle setting,
you cause the propeller to spin at different speeds. The faster it
spins, the more forward thrust you have available.
Elevator - these are vertically-tilting sections of the
horizontal part of the tail which effect pitch by influencing drag. You
control the elevator with the forward and backward movement of the
stick. When the elevators are down (stick forward), the imbalance in
drag on the plane makes the nose tilt down. This is called "decreasing
the angle of attack" and it causes the plane to dive. Stick back cants
the elevator up, causing the nose to tilt upward and the plane climbs.
Wings - Many don't consider these to be control surfaces, but
they are. When you change the angle of attack (AoA), by using
elevators, the airflow over the wing changes. A greater AoA creates
more lift - to a point. If this angle gets too large and the plane's
airspeed is not high enough to maintain a smooth flow, turbulence will
take away all the lift. Without lift, the plane will stall and drop
like a brick. A smaller AoA equates to less lift.
Ailerons - These are the control surfaces you will pay more
attention to than any of the others. They are like the elevators only
on the wings.
Wounded FW in WW2 Fighters.
When you move your stick to either side each aileron reacts opposite to
the other, with one aileron rising and the dropping down. Suddenly, one
wing gains some extra lift, and the other one gets stuck with more
drag. The former wing rises, while the latter drops, causing a roll.
Your aircraft turns (banks) in the direction of the roll - the
direction you moved the stick.
Flaps - These are built into the trailing edge of the wings and
may be extended or retracted when needed. Flaps are most often used
while landing but they can be used for other purposes as well.
Extending flaps, "flaps down", has several simultaneous results. First,
lift is increased so the plane rises; next, drag is also increased, so
the plane slows down. Overall (and this is the most important), the
flaps lower the speed at which the aircraft will stall. This allows you
to make a landing with a lower airspeed than you could make without
flaps and still not stall.
When you retract flaps, the plane will drop a bit because of a sudden
loss of lift. If you use flaps to take off, don't retract them too soon
after take-off or you'll find yourself landing suddenly instead of
rising! Pilots also use flaps in turns to take advantage of the extra
lift in the turn, allowing them to turn in a smaller radius. We'll
cover that in greater detail in the following chapters.
Rudder - This is the horizontally pivoting section of the
vertical part of the tail. Through drag, it affects the yaw of the
plane, pointing the nose left or right. Not using rudder enough will
cause a rough ride and a very rough landing. Using a rudder too much or
too often can quickly lead to loss of control of your plane.
INERTIA
All good pilots are aware of the effects of inertia on their
aircraft and on their bodies. Pilots who do not understand inertia
crash a lot. Inertia defined is - The tendency of any object to resist
change to its state of motion. What that means is that if your aircraft
is moving in a particular direction at a particular speed it tends to
stay at that speed and direction and resists change. Likewise, if you
or your plane are not moving, there is resistance to motion.
Inertia causes all kinds of trouble for pilots and is a main reason
that we need engines. When starting your plane, you'll need much more
throttle to accelerate than you will during flight. The engine has to
overcome the inertia of the aircraft. Likewise changing direction can
be assisted by the application of power.
While in flight, inertia makes maneuvers more difficult at high
speeds. The faster your plane is moving, the more inertia it has in a
given direction. So the engine and control surfaces have to do more
work to get the plane to change direction.
The biggest side effect of inertia is g forces, the force that
is felt when mass in motion is disturbed; in this case it is used to
denote any inertial change experienced by the plane and the pilot.
Whenever you change direction, you are subject to g's.
If you turn to the side (as in yawing or banking), you're putting a
centripetal acceleration on the plane and your body. Inertia (often
mistakenly called centrifugal force), tries to keep you moving in your
original direction, causing "transverse g's" When you turn downward,
"negative g's" make you feel lighter, as in a dropping elevator. If you
turn upwards, as when pulling out of a dive, "positive g's" push you
into your seat. Positive and negative g's have risks - greyouts,
blackouts, and redouts.
Wounded FW in WW2 Fighters.
FINAL ADVICE
You can learn more advanced maneuvers in the coming chapters and by
watching your fellow pilots. Analyzing the tactics of the enemy or the
opponent is another good way to learn.
For those of you who haven't fallen asleep we'll move on to the next
chapter, which will cover slightly more advanced flying techniques, the
importance of formation flying and how it will increase your skills as
a fighter pilot.
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