Those are just a few, I'm pretty sure someone could explain the scissors a lot better than I did. The attacker attempts to follow and the advantage tends to go to the more powerful aircraft as they can keep up the maneuver longer than the weaker one. When being attacked you go into a climb and roll out the top. Burn the chased aircrafts energy by continuous. It's better to use at a higher speed as it can drain energy fast. Maintain or gain preferred turn speed by using high/low Yo-Yo or even Immelmann/Split-S. Rolling scissors are a bit harder to explain. Disengaging from a flat scissors is difficult but try a split-s if you need to. To do this you can climb up and drop back down on the attacker provided you have energy to work with or have superior power to weight ratio. Turn time and roll rate is important in the flat scissors, if you're the attacker and you're lacking in either your job is to avoid the scissors entirely. You and the attacker then begin a weaving motion in an attempt to get guns on. For flat scissors you pull a turn to make your attacker miss and then immediately reverse the turn in an attempt to get your guns on him should he end up in front of you. Very energy consuming, if you do use it make sure there are no enemies around.įlat scissors are typically used at lower speeds to turn your defensive situation into an offensive one which is done by making your attacker overshoot. You convert your airspeed for altitude, I use it when boom and zooming if I want to maintain my altitude after overshooting. Whereas the split-s is a good defensive maneuver, the immelmann turn is potentially suicide if used on the defensive. ![]() Just roll the plane inverted and do a half loop down.Īn Immelmann is a sort of counterpart to the split-s. Ideally you should only use this one when absolutely necessary as you sacrifice altitude and there's only so much you can work with. ![]() Once locked, arm the missile and wait for the seeker to. If you really want to use it (which i don't suggest), you should try to avoid ground clutter at all cost and lock targets above you. The benefit here is that after diving down to cut into a turn you take it back into a climb to get guns on the enemy.Ī Split-S is mostly used as a method of disengaging or dodging an enemy's fire. In warthunder the early aim-7's with early radars are a gimmick to use as the lock is never good enough and the missile will refuse to track almost always. ![]() Basically you climb up to gain altitude and drop back down on top of your enemy.Ī low yoyo is the opposite, you sacrifice altitude for speed and you dive down to cut into a turn as opposed to going up. High yoyo, useful for cutting into an enemy's turn or for re positioning yourself if you overshoot.
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