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Old 06-11-11, 04:49 PM   #1
Schroeder
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Originally Posted by USNSRCaseySmith View Post
I mean it has six barrels and it took me forever to take down some bettys, and I peppered them for a good 20 30 (possible exaggeration) seconds sometimes from behind and saw the flashes from hits and I only got 2 or 3 bombers in the whole mission...
Actually if it's a Hurricane MKII it should have 12 MGs (IIRC). But the calibre is just .303 rifle ammo. That doesn't have much of a punch and will even bounce off armoured plane without doing any damage. There is a reason why the Brits shifted to cannons and heavy MGs later. Actually in real life a pilot would have been glad to down 2 enemy planes per mission. In fact they often didn't down anything at all throughout their entire career.
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Old 06-11-11, 10:22 PM   #2
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Originally Posted by Schroeder View Post
Actually if it's a Hurricane MKII it should have 12 MGs (IIRC). But the calibre is just .303 rifle ammo. That doesn't have much of a punch and will even bounce off armoured plane without doing any damage. There is a reason why the Brits shifted to cannons and heavy MGs later. Actually in real life a pilot would have been glad to down 2 enemy planes per mission. In fact they often didn't down anything at all throughout their entire career.
Yeah... isn't five kills the baseline to be considered an "Ace Pilot" ?? And as far as the mg's now it makes sense!! What caliber do the spitfires use?? Im quite curious. I'd also like to know if you do a career if you start out with a hurricane and can eventually move up to a spitfire or other British (Sense Im doing a British career) planes?
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Old 06-11-11, 10:28 PM   #3
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Of course, the Luftwaffe should change their guidelines, lol
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Old 06-12-11, 03:13 AM   #4
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So I just had a pretty neat moment while flying a mission, I was getting tired of getting no kills so on an intercept mission I broke from my wingman to dive in on a A6m below me flying level and smoking, hit him with a few then pulled down on the stick (to turn upside down and then roll to level out behind him) and started to red out, fearing hitting the ground I hit auto pilot letting that take me out of the dive (I have trouble pulling out of dives without my plane vilontley losing airspeed and spinning like a freaking top... I m not a good flyer and have no clue what this is so if someone could enlighten me go ahead) it managed too but then I noticed my engine cut out, so I switched of AP and had a frantic few seconds or so of trying to start the engine back up and I thought I was a goner for sure when I saw the prop start turning and kick back to life and saved myself about 100m or so from the ground Progressing life saving skills I'd say, I ended the mission with one kill (Took a bombers wing off completely and watched it spiral into the trees) and landed fine except for i skipped and then nosed right into the dirt
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Old 06-12-11, 05:40 AM   #5
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Ok. here we go:
First off all, you don't have to stay with your flight leader. You might hear some angry (stupid) radio calls, but it doesn't have any consequences in the game, so feel free to engage the enemy.

It seems your flying a Hurricane MK I. They don't like negative G-forces as their carburettor can't supply fuel to the engine that way (that was remedied in later versions, the Spitfire was suffering from the same problem as well btw).
What you experience when you pull the stick too hard is called a stall which can subsequently lead to a spin. A stall means that your angle of attack is too great (the angle of attack is the angle in which your wing hits the surrounding air). If it becomes too great the airflow over the wing will rip off and the wing will stall and loose it's lift. If this happens only on one wing (which happens quite often in propeller driven aircraft) then one wing still produces lift while the other doesn't. That leads to the spin. You can recover from that by centring your stick and give full counter rudder. Once the aircraft responds again pull her out of the dive GENTLY.
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Old 06-12-11, 12:15 PM   #6
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Quote:
Originally Posted by Schroeder View Post
Ok. here we go:
First off all, you don't have to stay with your flight leader. You might hear some angry (stupid) radio calls, but it doesn't have any consequences in the game, so feel free to engage the enemy.

It seems your flying a Hurricane MK I. They don't like negative G-forces as their carburettor can't supply fuel to the engine that way (that was remedied in later versions, the Spitfire was suffering from the same problem as well btw).
What you experience when you pull the stick too hard is called a stall which can subsequently lead to a spin. A stall means that your angle of attack is too great (the angle of attack is the angle in which your wing hits the surrounding air). If it becomes too great the airflow over the wing will rip off and the wing will stall and loose it's lift. If this happens only on one wing (which happens quite often in propeller driven aircraft) then one wing still produces lift while the other doesn't. That leads to the spin. You can recover from that by centring your stick and give full counter rudder. Once the aircraft responds again pull her out of the dive GENTLY.
Ahhh thank you. So basically Hurricanes do not like going into sharp dives all of a sudden?? Hmm. So if I should ever feel the need for a sharp dive should I pull a roll and drop into one instead causing positive Gs?? Or would it be the other way around? Im pretty sure Positive G's throw you in your seat and Negative pull you out if I remember right from physics class.
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Old 06-12-11, 12:27 PM   #7
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Yes, roll over. Generally speaking, any time you need to bring your plane's nose around in a certain direction quickly (i.e. in combat), you do that by rolling to that direction, then pulling sharply on the stick. Every other method is slower and worse for the plane and pilot (planes like the hurri lose airflow to engine, pilots red out much more easily than they black out; other maneuvers can cost you time or speed). So every other method - be it banking turns, rudder, or pulling down, is mostly for safe and precise flying, not combat turns. That said, remember that hard turns also cost speed, so keep an eye on it.
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