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06-12-11, 05:40 AM | #1 |
Navy Seal
Join Date: Apr 2008
Location: Banana Republic of Germany
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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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06-12-11, 12:15 PM | #2 | |
Stowaway
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06-12-11, 12:27 PM | #3 |
Navy Seal
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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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06-12-11, 01:38 PM | #4 | |
Stowaway
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06-12-11, 02:44 PM | #5 |
Navy Seal
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The hurricane is somewhere in the middle, and in actual usage it works more as a turning fighter - it's not an outstanding fighter against most opponents it faces, because planes like the Bf-109 or the Zero are much faster and generally lighter. However stick to your altitude and boom and zoom if you have the opportunity.
The hurricane's strength is that it's a tough-built, stable fighter that stands up to punishment and doesn't go down easily. That makes it a good bomber hunter and fighter-bomber. It's a relatively bulky, heavy plane compared to most of its fighter opponents. With fighters, it depends more on who you're facing. With German fighters, don't try to outrun or outclimb them - you will lose hopelessly. However if you can drag them into slower a turning fight, you may stand a chance. With Japanese zeroes, well, as the saying goes - "never dogfight a zero". They are both faster and more agile than you are. Your best bet is to hit them from above if you get the chance to do it, and get out. Avoid trying to chase them down, or they will make you pay dearly. Your advantage over them is toughness - the zero takes damage poorly, while the hurricane can handle punishment well. |
06-12-11, 04:17 PM | #6 | |
Navy Seal
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No, it's as CCIP said. The Hurricane is an inferior aircraft to most of it's opponents. It's only strength is being able to take as well as give (in real life advantages were also that it could be produced quickly and was easy to maintain, but none of that matters in IL2). But the Zeros and Mes are armed with cannons, so don't rely on being able to take much of that.
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