FW Basics

FW 190


    Twist: ok. weeeeeeeeeeeeeeeeeee. <pulls mike away>
    Gmcbride: hehehe
    Twist: ahem. Awright folks, tonight we're going to look at the most potent plane in AW.
    Twist: There are better dogfighters, there are better runners, but nothing is more savagely
    Twist: lethal than the FW. It is _the_ plane to fly.
    Twist: Used properly it's my opinion the FW is unparalleled at bagging dweebs or even
    Twist: the occasional non dweeb (rare as they are). And, it's a great vulcher. heh.
    Twist: The first order of business with the FW as with any plane in AW is to know
    Twist: it's oustanding performance characteristics so that you can maximize those to
    Twist: your advantage when engaging.
    Twist: The FW's can be summarized as guns, speed, maneuverability (NOT necessarily turning)
    Twist: guns, toughness, and of course guns.
    Twist: did I mention guns?
    Twist: Ok. The weaknesses are as follows:
    Twist: bad sustained turn rate. Poor climb rate. That's about it.
    Twist: Now, the essential problem that most people run into in the FW is that they
    Twist: are completely hooked on the idea of sustained turn being the primary performance
    Twist: consideration for a fighter. In real life this was definitely not the case, but
    Twist: in AW it can be perceived that way. Too many people consider "fight" to mean
    Twist: exclusively "dogfight". Just ain't so, although that's what a lot of people do in the arena.
    Twist: The Fw has the kind kind of _maneuverability_ required to win "fights", but it
    Twist: doesn't have the ability to turn like a bumblebee forever, like the Spit or zeke.
    Twist: So if you are primarily what I call a "lift vector" pilot - that is, you only
    Twist: know how to put your lift vector on the opponent and pull, you'll have lots of problems.
    Twist: There's a few hard and fast rules that will help you keep out of trouble when
    Twist: you're learning the FW, and it's probably worth while to go over them first
    Twist: before anything else so they stick out in your mind.
    Twist: First, keep in mind the FW is not a good low-alt fighter for beginners.
    Twist: So take off a clear field with time to climb, pick a rear field if you
    Twist: really want to be safe. Because of this you should take a fair amount of fuel,
    Twist: around 40-50% (it will last you a looong time in the FW).
    Twist: Don't dither over taking less fuel to make you maneuver/climb better, because
    Twist: if you depend on that marginal an edge you're not using the plane right anyway.
    Twist: While you are learning consider your engagement area to be above 8K or so.
    Twist: This is your safety net to get away if you get in trouble - a FW with 8K has
    Twist: plenty of alt to use it's excellent evasive ability to leave a fight.
    Twist: Much lower than that and you'll get toasted by a Spit or somesuch.
    Twist: Now, ideally you will want to engage lower opponents to begin with until you
    Twist: get used to maneuvers for close in combat. So 8K is your min, and you should
    Twist: think about having a 2-3K cushion over the highest enema as well.
    Twist: There is no reason to go to nosebleed alt (unless your enemy are there already) as
    Twist: too MUCH alt will probably be more trouble than it's worth.
    Twist: Another basic engagement philosophy is to keep your speed HIGH at all times
    Twist: unless you have a clear alt advantage over your enemy. High speeds are
    Twist: 250kts+. If you are making BnZ passes (we'll get into this later) make it 300kts.
    Twist: I'll summarize because they're important when you're learning: 8K minimum,
    Twist: start with 2-3K at least on highest opponent, keep speed over 250kts all times.
    Twist: Those basic rules apply for any boom and zoom type of operation anyway, but
    Twist: they're particularly vital to the FW becuase it if you're not very familiar
    Twist: with it it will get you killed fast when you ignore them.
    Twist: Now, I mentioned before that the Fw is very maneuverable, but at the same time
    Twist: I said it doesn't have a good sustained turn rate. This often confuses people.
    Twist: The point is the FW does everything great except that one limited aspect of
    Twist: maneuverability which is the turn. It has the best roll rate in AW for instance,
    Twist: and it keeps that roll rate very well at high speeds. Further, it doesn't compress
    Twist: very much and will respond fairly predictably at any speed above 200kts to stick input.
    Twist: Both of these are good characteristics both on attack and on defense, so that's
    Twist: why you'll hear me say it has "good maneuverability".
    Twist: Also note that in turn rates I always mention sustained turn rate. The FW
    Twist: can actually get a great initial turn radius speed, a vital component of
    Twist: many attack strategies, the only problem is it can't KEEP turning worth a damn.
    Twist: This is what seperates an experienced FW pilot not - experienced ones know
    Twist: when and how to use that one shot they get at a good turn, dweebs don't :-).
    Twist: Let's look at that a little more in depth for a minute. Say you are flying
    Twist: along in a FW and a Spit is right next to you, you're both going 300kts.
    Twist: If you and the spit both roll 90 degrees and do a horizontal bank, it seems
    Twist: reasonable that the Spit would have a much lower turn radius because it has a
    Twist: much higher turn rate in degrees/sec.
    Twist: But in point of fact the FW and Spit will have very close characteristics for
    Twist: the first loop or so, because the Spit keeps it's energy so well it keeps going
    Twist: much faster than the FW.
    Twist: Since spit is going much faster, it covers more distance per sec than the FW,
    Twist: making it's turn radius wider, and it then uses it's superior turn rate to make up for
    that.
    Twist: In point of fact it's often very difficult for a Spit pilot to match a FW
    Twist: in an initial turn because the Spit will have to chop throttle hard to get
    Twist: anywhere need the speed bleed of the FW. So, if you're in the FW you can
    Twist: actually use your major disadvantage (bleeding speed) to your advantage at times.
    Twist: As a rule of thumb in the arena, if you decide to try to apply this and you
    Twist: haven't gained significant angles on the opponent by the time you're down to
    Twist: 200kts, you've probably blown it and you need to get out of dodge quickly.
    Twist: <that's where your 8K cushion comes in for instance>
    Twist: any questions on any of this so far?
    Gmcbride: neg
    Twist: Is that a snore I hear?
    Robinhood: No questions
    :hehehe
    Gmcbride: (wake up Rash!)
    Rld: go ahead twist
    Transmaniakon: (cough)::-)
    Twist: somebody give Rash another beer.
    :Rash not here. <G>
    Twist: anyway, a couple of you are probably wondering how everybody seems to
    Twist: be getting kils in low and slow FWs if I'm correct with most of the above stuff.
    Twist: Basically, most of them cheat. Not in the sense of hacking a FE or anything,
    Twist: but they take advantage of inadequacies in the AW spin model to escape some
    Twist: of the limitations of the FW as a plane. The long and short of it is that if
    Twist: you practice long enough, you can become "skilled" at deliberately causing a
    Twist: spin in a FW and recovering with fair amount of predictability.
    Twist: As in, you can recover with a guns solution on your opponent.
    Twist: Since a plane in a spin is nearly impossible to hit given our gunnery model
    Twist: (hell, planes flying straight and level are nearly impossible to hit most of
    Transmaniakon: !
    Twist: the time) this can be very effective. But it's not realistic, nor is it based
    Twist: on any solid knowledge of ACM. Ga Trans.
    Transmaniakon: just call me TK :-) Can u control a spin that well?
    Twist: Yes. In certain planes I can drop into a spin and recover exactly on the
    Twist: opponents tail. Yak is the worst, FW, 109, Spit all exhibit the characteristic.
    Transmaniakon: Is there talk of fix for spins in 1.5?
    Twist: Actually it's very likely this will be fixed in a sense with 1.18 (or whatever
    Twist: the next release becomes).
    Twist: Kesmai isn't particularly happy with unrealistic options being given to the player
    Twist: so they're likely to implement tougher spin recover in the next release.
    Transmaniakon: Good... spinning on purpose seems pretty cheesy
    Twist: That hasn't been set in stone tho, so don't try to hold them to it.
    Twist: Spinning is valid if you are playing the game instead of the simulation.
    Twist: It is absolutely unnecessary to spin the FW to get lots of kills in it.
    Twist: It's a sore subject with a lot of players, and not everybody holds my view.
    Twist: I wanted to bring it up merely to say that I'm not going to teach you how to
    Twist: do it :-O.
    Gmcbride: hehehehe
    Shadownyc: hehe
    Twist: Also note that when we do get a real force model "spinfighters" will be
    Twist: deadfighters in very short order.
    Twist: the only other thing I'll mention about spins is how to recover them
    Twist: since they are a reality in the FW as with any other plane.
    Twist: The standard solution applies: apply rudder opposite the direction of the
    Twist: spin, neutral stick at first and try a little jerks opposite the spin direction
    Twist: if you have trouble with the rudder. The latter isn't realistic at all btw
    Twist: but it works, sigh.
    Twist: The FW had unusual spin characteristics which are sort of modelled in AW:
    Twist: it tends to flip over on it's back when it spins, which can be sort of
    Twist: annoying. But it doesn't effect recovery.
    Twist: Interesting to note btw that the rudder action should be REVERSED when you
    Twist: are upside down (you should rudder TOWARDS the spin) but AW messes it up :-)
    Rld: do you need to chop throttle?
    Twist: Not particularly, although you should unflap of course.
    Twist: If you leave your flaps down and you take too long to recover, you can get
    Twist: severly hosed when you snap out, because you'll be going too fast and
    Twist: immediately fall into compression.
    Twist: Hey shebop can we take 2 min break? potential dog issue here.
    :sure thing.
    Gmcbride: hehehehehe
    Twist: cc brb
    :seventh inning stretch...
    Gmcbride: brb too
    Gmcbride just exited the teleconference.
    :should have the bud light guy doing a commercial or something...:-)
    Shadownyc: hehe
    Twist: Ok they just mad because they can't kill neighbors cat.
    :oh, why not?
    Shadownyc: the Cat's winning tis all :-)
    Twist: Don't want the blood on my driveway...ill wait until it crosses street.
    :hehehe
    :okay...where wuz we...
    Twist: Bout to get to keeling people.
    Twist: Ok, you've got the basic rules of engagement, now what do you do. Well, the
    Twist: best thing when you're learning is to find people that are already fighting
    Twist: to kill as they'll be easy targets :-). Until you're very comfortable with
    Twist: evading close-ins I don't recommend just going out and finding 1v1 situations.
    Twist: Best possible scenario is to find a bunch of stallfighters opposite
    Twist: countries all in one dweeby little cloud.
    Twist: Mmmmmmmm, yummmy.
    Gmcbride: hehehehe
    Twist: Now a lot of people when they're learning FW or energy don't pick very good
    Twist: approaches to a fight. In the situation above you'll get tempted sometimes to
    Twist: fly over the cloud, pick a target, and dive in. This is probably the most
    Twist: difficult way to get a shot, although it's the easiest to visualize.
    Twist: What you want to do instead is start a shallow dive (remember, 2-3K above your
    Twist: highest enemy to begin with until later) and level out when you are about
    Twist: 1K or so away the fight. You precede through the fight basically flying
    Hotrail just vanished!
    Twist: level and pick the target as you approach. After you pass through (300kts)
    Twist: either go into a low-G zoom, or roll slightly 10-30 degrees and zoom.
    Twist: Ga HR.
    Shadownyc: he went
    Twist: oh so he did
    Twist: ok, a basic trick I learned early on to help when you are doing this is
    Twist: to find a set of stallfighters following each other around (not hard to do).
    Twist: Now, your eventual target is the guy in the rear position, but what you do
    Twist: to help your timing is you follow the guy in the LEAD position of the
    Twist: stallfight. Since the guy in the rear is following the one you key off of,
    Twist: any manuever your key makes the rear will make as well, but you get some
    Twist: extra time to react as maneuvers occur.
    Twist: Of course if you get the opportunity and the lead guy gives you a good shot,
    Gmcbride: ah hah! 
    Twist: just take that. No reason to be picky.
    Twist: You'll find if you do this that many times it will seem that fighters just
    Twist: magically line up in front of you as you approach the furball. Great fun
    Twist: when you've got a mobile FP as far as the guns go.
    Gmcbride: hehehhe
    Twist: If you keep a shallow dive angle to begin with and don't get harsh on the
    Porn: !I would imagine you would have to watch your speed closely around the stallfight
    eh?
    Twist: stick as you approach 1K out, you should have a full "black out reserve"
    Twist: when you get to the furball. Yes Porn, you should be going 300kts or so in
    Twist: the approach I describe.
    Twist: A black out reserve means that you can pull momentarily high Gs, and you
    Twist: should wait to use this until you are right on top of the fight, as a last
    Twist: second measure to get a slightly better angle on the victim.
    Twist: If you're going 300kts and you pull to black out once, you should still have
    Twist: plenty of speed to exit the furball and re-assess as you climb out.
    Twist: Don't just sit there and ham the stick around. If you blow the pass, no big
    Twist: deal, just climb out and reset for a new one.
    Transmaniakon: !
    Twist: GA TK.
    Transmaniakon: hey twist I gotta run...
    Transmaniakon: are u gonna have another class on fw?
    Twist: there's one scheduled, I'll be here but don't know how many others will.
    Twist: it's on friday.
    Transmaniakon: ok cool I will cya then thanks... bye
    Twist: ok.
    Twist: hey how long is this supposed to go anyway ? heh.
    :we've been going till eleven, but 10:30-11 ok
    Shadownyc: Till u teach Robinhood to kill drum :-)
    Twist: ok.
    Robinhood: <G> been there done that
    Shadownyc: hehe
    Gmcbride: hehehehe, better learn to spin then :-)
    Robinhood: cc
    Twist: awright, so we've covered what your engagement parameters should be, what
    Twist: your approach is, now we'll look at what happens after pass.
    Twist: As I mentioned you should use a low-G extension as you leave the furball,
    Twist: probably no more than 4Gs, settle down to a 30-45 degree climb max.
    Twist: As you do that you should be cycling ALL views. Since you've been busy
    Twist: trying to pick targets and firing on your pass, you've been focused elsewhere
    Twist: and the situation may have changed since you started the attack.
    Twist: The absolute WORST thing you can do is to get all fixated on the guy you
    Twist: just made a pass at. he's behind you and (likely) busy, he's not a threat.
    Twist: So, look around. If you see somebody higher than you, you have to reassign
    Twist: him as the primary threat. There are two things you do with a primary threat:
    Twist: kill it or run away it. Your choice, but the point is if somebody has
    Twist: gotten higher than you the last pass is completely meaningless now. It's now
    Twist: a fight between you and the highest threat.
    Twist: If nobody is as high as you are, look for anybody that has a very high
    Twist: closure rate to you. If they do, try to figure out what their approach
    Twist: angle is. If they're catching up to you at a pursuit angle, then THEY
    Twist: are your highest threat. Any closure a rear angle is dangerous, fast
    Twist: closure is trouble.
    Twist: If neither of these conditions exist, then you're ok. Then and only then
    Twist: do you turn your attention back to the furball and your target, assuming
    Twist: he's not already dead your first pass. You can just set up again on him
    Twist: using the same method and keep working it until you get him.
    Twist: In terms of threat assessment the biggest problem new people have is dealing
    Twist: with dots that are out of con. You'll just have to get used to trying to
    Twist: estimate based on their movement relative to you. If you don't trust your
    Twist: ability to do this than follow a simple "higher is danger" rule and extend
    Twist: opposite direction any dot co-alt or higher.
    Twist: Ok, last topic will cover in the beginners section here is basic evasives.
    Twist: This is for when something goes wrong. You get jumped by a Spit you didn't
    Twist: see, you dive in directly above the furball (baaad FW pilot! bad!) and
    Twist: fall below the altitude of the fight, etc.
    Twist: Basically if you've kept your 8K cushion then you will find it very easy
    Twist: to avoid most stallfighters with practice. P51s and other FWs are your
    Twist: biggest enemy, and if you let more than one of them jump you, you're in big
    Twist: trouble (and you didn't pay attention during the threat assement part of the
    Twist: lecture).
    Gmcbride: hehehhehe
    Twist: You'll have to trust me on this one: a FW pilot who is comfortable with
    Twist: evasives (ie, he's practiced them) has very little to fear a single
    Twist: Spitfire for example. Regardless of the Spitfires altitude.
    Twist: In fact a FW can run just about anything except another FW.
    Twist: The central reason for this is your incredible turn rate. Use it. Use it
    Shadownyc: roll rate
    Twist: a lot, at high speeds, several times, and any spitfire will be left in
    Twist: the dust (sorry, roll rate is correct)
    Twist: You can try this off line - get most planes up to 300kts or so and they
    Twist: turn into absolute much. They get slow rolls, and even very small sitck
    Twist: er stick deflections cause blackouts.
    Twist: Not so with the FW. it's just getting rolling at 300 and can easily maneuver
    Twist: at speeds of up to 450kts.
    Twist: So, let's say you're jumped by a Spitfire with alt (prolly worst case scenario
    Twist: for opposing planes, in stallfighters).
    Twist: Immediately you should get your nose pointed down unless you are already
    Twist: going 300kts or so. Your target velocity is going to be around 300. Don't
    Twist: waste time diving to get above 300 because you'll use alt that you shouldn't
    Twist: have to.
    Twist: Ok, if the spit is diving well above a real basic trick is to fly
    Twist: straight and level, giving him a nice even target, and watch his approach.
    Twist: he'll likely get caught up in an "easy kill" and dive hard to catch up with
    Twist: you. Wait until he is about 2000-1600 yards, roll on your back, and pull
    Twist: opposite his approach direction to start with.
    Twist: If he's going real fast just this one maneuver will confound him, because
    Twist: he a) can't roll like you can and b) going that speed can't turn at all
    Twist: until he dumps a bunch of speed.
    Twist: If you saw him going a pretty steady speed on approach, he's probably smart
    Twist: and has chopped throttle as he comes in. This is dangerous and implies a s
    Twist: stallfighter who actually knows what he's doing.
    Twist: If you can recognize this happening, then start a dive as he approaches
    Twist: you. This will force him to speed up to catch up with you and get him up
    Twist: to the speeds at which you can easily evade him. It's sort of a paradox in
    Twist: that the easiest way to avoid a stallfighter is to get him going FAST (the
    Twist: trick is you get him going fast the wrong direction).
    Twist: Ok, let's say you've done the above and you're doing about 300 with a spit
    Twist: behind you and closing (presumably slowly).
    Twist: Again you should roll on your back to start, and start a split-S or something
    Twist: close to it in terms of angles. The key is to be nose down so you're
    Twist: accumulating speed the entire time to fight your bleed tendacies. Remember
    Twist: that the Spit will have to be all over his throttle control to match your
    Twist: bleed characteristics, giving him one more thing to worry about than you have.
    Twist: After you start a split-s (or angle dive), pull about 1/3-1/2 into it at
    Twist: a steady 4-5Gs, then do about a quarter roll in any direction and continute
    Twist: er continue to pull about 4-5gs. If you're going 300 a pursuing stallfighter
    Twist: will have a VERY hard time matching this, because they can't roll well at high
    Twist: speeds.
    Twist: you may have to repeat with a few rolls, but keep in mind what your eventual
    Twist: egress direction should be - you SHOULD know that before you start the
    Twist: evasives, in fact you should have it figured before you even engage anybody,
    Twist: just in case.
    Twist: As you go through your rolls and 4-5G pulls time them so you end up on your
    Twist: egress angle. If you pull 2-3 rolls and keep your speed =>300kts, it will
    Twist: be a very rare stallfighter than can follow you through to your egress direction.
    Twist: Once you are level at 300kts and the Spit is behind you 1600kts with no
    Twist: closure or alt, you are home free. No stallfighter can catch the 190 in
    Twist: level flight, high speed.
    Twist:
    Twist: The procedure is largely the same with other FWs or 51s, but you have to
    Twist: execute that much better because these planes are better suited to the high
    Twist: speed maneuvers you're performing. Practice offline by starting at 10K, going
    Twist: any random direction, and pick an egress direction. use the above maneuvers
    Twist: but try to pull as close to an absolute 6Gs as you go through the roll/pulls
    Twist: as you can, and see how consistently you can do this without blacking out and
    Twist: still ending up on the egress route.
    Twist: Them's the basics of how to use it, how to attack, and how to evade.
    Twist: I'll talk about fancy stuff like hammerheads and flaps on Friday. heh.
    :Okay folks, we'll wrap it here - does anyone have any questions before we do...
    :And I have an announcement to make before y'all split. <G>
    Robinhood: Nope
    Gmcbride: hehhehe wass just getting ready to ask about flaps :-)
    Robinhood: Great class Twist, thanks.
    Porn: Excellent twist
    Rld: tnx twist
    :Just to let you all know...due to Saturday's warnight...
    Shadownyc: good stuff
    :Robert Shaw has graciously allowed us to postpone his conference...
    Twist: glad folks liked it. We need more good FW fliers. A good plane forHate.
    Gmcbride: hehehe rgr
    :so the Shaw conference will be held Tuesday night at 9pm instead of this Saturday.
    Robinhood: cc Shebop
    :That way, we can all go to both. <G>
    Shadownyc: cool
    Porn: rgr that
    Twist: Shaw is always a great speaker (typer) so you should definitely make that.
    :Yes, he's done conferences for me before, and they are great
    :Thanks, Twist - excellent class.
    :Tomorrow night continues with deadduck and energy management...Friday night is the second half of his class...
    Rld: tnx Shepbop, didn't mean to make trouble
    :You didn't Nor, what makes you think you did? <G>
    :Except, you *did* call me Shepbop. :-)
    Gmcbride: geez, you all wwould have these things when I working 4-midnite
    Gmcbride: :-)
    :Aww...sorry...:(
    Rld: i whined on the bb
    Twist: Isn't that what BBs are for?
    :I don't mind whining...not much, anyway. <G>
    Twist: That and making fun of dweebs.
    :hehehehe
    :That what I am there for to listen to the whining
    Gmcbride: hehehehe no prob, took vacation for thiss :-)
    Robinhood: There are always the logs of the classes
    Gmcbride: hehehehehe
    Shadownyc: hehehe
    Gmcbride: rgr RH, more fun being here tho :-)
    :absoltely. :-)
    :absolutely even
    Robinhood: cc couldn't agree more.
    Gmcbride: hehehehe
    Porn: There's logs of these classes
    :yes, in the help and training database
    :Twist, I won;t be here Friday, merchant will moderate for you and keep the log
    Gmcbride: thxsss Twissst, gave me some good ideass :-)
    Sherlock: dloading using telnet is hard:-)
    Porn: Excellent This is the first I stumbled upon
    :-- Message sent --
    Porn: Lovinging it
    :Sherlock, can you use rlogin?
    Twist: ok I'll try not to be too hard on him.
    :hehehehe
    :he can take it
    :Porn, that's why you gotta read the BB - keep on top of these things <G>
    Sherlock: I have a site where I can use rlogin but that didn't seem to
    work either
    :rlogin should work
    :twist, isn;t there a switch he's got to use for rlogin?
    Sherlock: I get loads of characters like }-4
    Porn: Roger that
    Rld: At work i have to use telnet to get through firewall
    Robinhood: See ya'll Friday
    :cya Robin
    Twist: -8 for binary?
    :yeah that be the one
    Robinhood just exited the teleconference.
    Shadownyc: cya robin
    Gmcbride just exited the teleconference.
    END LOG


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