[uV}Debonairxl’s Jet Guide
I. Jet/ Bomber statistics
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F-35 F-18 MiG-29 J-10 F-15 Su-34 Su-30
Roll (sec) 3/2 s 4/3 s 4/3 s 3/3 s 4/3.5 s 5/3.5 s 4/3.5 s
Loop (sec) 7/6 s 7/6 s 7/6 s 6/5 s 9/8 s 8/7 s 7/6 s
Speed KPH 1020/1410 960/1140 910/1060 1100/1320 990/1150 890/1040 1080/1280
Afterburner 10 s 11 s 13 s 13 s 18 s 17 s 10 s
Gun Ammo 600 rnds 600 rnds 300 rnds 300 rnds 300 rnds 300 rnds 300 rnds
Gun Position Down 2 cm D2, Right 2.5 D2, Left 1 D3, L1 D1, R3 D.5, R3 D2, R2
Missile spread Close Wide Medium Medium Medium Wide Medium
Missile fire location R, L, R L, R, L R, L, R L, R, L L, R, L L, R, L R, L, R
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Key:
-Missile Spread: indicates how far the missiles fire from the center Reticle
-Missile Fire location: shows which side a missile fires from first; death resets this, reloading does not.
Notes:
-Jet speed does not affect bullets or missiles, they always fire straight from the plane, and tangent when turning.
-Jet Missiles curve upwards after a short while, accurate dumb-fire requires close to moderate range fire.
-Speed does not mean maneuverability in loops, the f-18/Mig-29 makes sharper turns in loops at a lower speed. This allows them to follow faster craft through evasive maneuvers.
II. Anti-Vehicles
A. Attacking Attack Helos:
-If they are flying parallel away from you, you can Missile lock.
-Otherwise use bombing view and gun, and switch at the last second to dumb-fire missiles.
-With no other AA/Jets in the air, slow down and use bombing view to gun
-Aim for cockpit for ~2x damage
-For Transport Helos, missile lock is viable.
B. Attacking AA / 50 Caliber Guns:
-Dive bombing is the best attack as it allows for effective bombing and the speed of diving makes it harder
for AA to track your jet.
-Do not slow down to attack any AA emplacements.
-Do not rely on Flares, they aid evasion, but do not prevent it.
-Memorize AA locations, and use the rear cam, if the missile misses you'll have a good idea where it was fired from. So come back and destroy that AA even if there isn't a targeting reticle.
C. Anti-Infantry/Anti-Jeep:
-Use guns while compensating for gun location, Missiles as Dumb fire, and Bomb Run.
D. Anti-Armor/APC
-Initially try to dive bomb to maximize damage, then gun runs with slight speed decrease to finish them
off.
-Do not fly low if they know where you are, better not to risk going back to TK haven (via spawn)
Note: Check your radar before bombing/gunning, just because the reticle shows vehicles, does not mean they are necessarily enemy vehicles, it could be allies who are nearby or allies who jumped out of a vehicle that still have heat signatures. So in otherwords, check before you bomb, otherwise you'll collect extra TKs.
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III. Jet Section
Alright, well first off gentlemen all manuevers can work in any situation if pulled off at the right time against the right enemy. The corkscrew works very well against many newer pilots, but I've found that if you just slow down, fly straight, the enemy pilot will keep doing there thing... you wait till they run out of AB and then you can smack the hell out of em. "Note- Corkscrew is the F-35's manuever of choice.
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As for the basics:
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/ \
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Loop: ->_ _- -_-/ - - - >
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This is a vertical or hoizontal manuever that basically requires using the yaw to turn the jet and then pulling up hard on pitch, or just pulling up hard on pitch. In most jets, it requires that you are less than 600 meters up in the air, otherwise you'll pull up past the 800 meter mark.
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Barrel Roll /
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This manuever is one of the simplist ways to evade gun fire, not the most efficient but it works. It requires that you maximize your yaw (start spinning), while holding your rudder to elongate/shorten your overall roll.
Figure 8. While I already showed how to do it, let me explain, it requires that you do a acsending half-loop, finishing off inverted, then turning it rightside up, then pulling off another ascending half loop. Inverting, then a descending half-looping down, finishing off right side up, then inverting again as you finish your final descending half-loop.
Note:
Figure 8 is personally my signature move, most pilots have a single signature move that they use when they can't shake a tough opponent. If you figure out there signature evasion technique you can often compensate and rittle them with gun/missile fire.
As for the numbers in the statistics list, FlyingDutchman you got the nail on the head;, 7 s/ 6s for the f-35's loop means that it takes apprxominately 7 seconds to do a complete loop at max normal speed, and 6 seconds with after-burners. This is true for both verticle and horizontal loops. 3/2 sfor a roll means that it takes 3 seconds for an f-35 to do a full roll (not barrel, that includes using the rudders to bank while turning.) And 2 seconds to do a roll with afterburners on.
Additionally, the reason it is easy to stay on a f-35's six with a mig 29/ F-18 is because they turn at a slightly harder angle while going at lower maximum speed. Slow hard turns, make it easy to follow enemy manuevers.
Gun position: means the location of the gun compared to the center firing reticle. So 2 cm down means that if you are gunning you need to aim down 2 centimeters to get accurate cannon fire. That is why hitting IGLA/Stinger sites with jets, requires a little compensation to get a clean shot.
Bombing-------------------------------
: Realize that the speed you are going indicates the spread of the bombs in a horizontal bombing run.
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-> - - - - > Slow speed.
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-> - - - - > high speed
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x o x
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O is the target, as you can see horizontal bombing runs are not the greatest for hitting precise targets, and are infact fantastic for gaining you the admiration of stray teammates. Of course slower bombing runs make you an easy target for guns/missiles. So you have to compensate right?
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-> - - -
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A descending/dive bombing run makes it so the bombs are closer together without sacrificing speed. This is the ideal form of bombing "hard targets".
Additionally, try dropping bombs while doing a ascending loop. An enemy fighter on your six may get distracted/ follow the bombs for a moment, or possibly get hit by the bombs as they decend back towards the earth. :-)
If you have any further questions about jet piloting let me know, and I'll look into them/post what I know.
As for why did I make this guide, aside from doing it in part to train my clanmates in the aviation combat; I did it because I believe that by teaching others everything I know that it will in the end aid my piloting even more. Beyond that, thank you for reading my first formal guide!
A. Advanced Manuevers
1. Double loop ->_ _ _ 0_0_->
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2. Figure Eight ->_ _ _ _) ( _ _ _->
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(Horizontal turn- ( _ _ ) _ _ ->
3. High Circle ->_ _ _ _ /
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Inversions pref / \
4. Wave ->_ _ _ _ _/ \_ _ _ _/
5.Descending Flip -> _ _ _ _
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6. Ascending Flip
-Maneuver 5 Reversed
7. Close the Gap <-_ _
(Horizontal manuever \
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Note: Use this to help opponent get close
8. Stall Pass
Decelerate! _ _ _>
->__ _ _/
Note: Only use this on an opponent that is right on your tail; otherwise the only tail you’ll see is an IMP’s in the hot place.
9. Escape -> _ _ _ _
\ <-After Burner!)
\_ _ _ _->
10. CORKSCREW
-Think of making an exaggerated corkscrew to shake a tough opponent.
-Cork Screws are great for forcing an enemy to get close, and possible pass by you. A following craft can still
shoot you with missiles, especially if they are at a distance.
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B. Rules of Evasion
1. Rule of Four- when tailed use three of the same maneuver then one hard break using a different Maneuver with your afterburner.
2. Combine maneuvers if you are in a sharper turning jet
3. Don’t try to evade missiles by rolls (too
inconsistent).
4. Gain speed: to better evade missiles against an opponent
who is following you close.
5. Use Rolls: to set up turns and inversions, Do not use
them for their own sake.
6. Save your afterburners: only use them to chase and
evade missiles, additionally use them in pulses.
7. Know your plane to beat your opponents, if you are
faster, escape and re-engage, if you turn harder keep forcing
a turn, if you roll faster, roll to set up a break away turn.
8. Get GREEDY! If you can have two enemies on your six,
FANTASTIC! Collect enemies chasing you In public servers,
they will probably crash into each other before taking you
out.
9. Use friendly AA guns/enemy AA missiles: Enemy AA
missiles are great for killing guys on your six, however
friendly missiles will likely kill you if you aren’t constantly
turning, and even then sometimes. Fly close to essex guns, to
give them a shot, and if you have no friendly AA, use the
enemy’s.
10. Use flares wisely: flares drop, meaning that if you drop
altitude they will cover you longer. However, many missiles
will go through flares and will re-acquire lock on you, so be
careful. Drop, fly low, and turn is a safer bet.
C. Jet Attacking
1. Rules of Engagement-*Consider these before engaging*
I. Know thy Enemy: Jet capabilities & Pilot Tendencies
II. Surprise: Staying out of visual/chase cam
III. Ideal Range: close for guns/ far for missiles
IV. Distraction: Enemy has a objective that is more
important than getting rid of a missile lock
V. More afterburner/Ammo: Ammo to finish the
conflict
VI. Enemy of my Enemy: (friendly Missiles)- use enemy
missiles/to hit your opponent (they have a faster turn
radius)
VII. EXample: If against a J-10 with full health and
ammo, you have surprise from below, the j-10 is
attacking helos, and are in a F-15. Therefore, you have
probably one attack run from behind. Get in close range
for guns, lock on and fire dumb-fire missiles. Do not
give prolonged chase, otherwise the j-10 will likely own you.
2. Angle/Range of attack
I. Face to face attacks: are generally fairly useless unless your opponent is traveling very slowly. Missiles will most likely miss, and latency may cause a crash.
II. Behind close range: In this situation guns and dumb-fire missiles may aide you, especially if you have surprise or are against a less maneuverable craft. Against a more maneuverable craft, you need to hit them hard at the correct angle. If they tend to turn left after being engaged. Prepare for that and fire your guns far in front of them. In a turning war at long range, its almost impossible to make it so the guns hit. That is why you want to aim so far ahead with guns and keep the stream flying. Against a bomber or slow turning craft its easy to make the stream hit, but if the enemy begins turning even slightly, you need to aim far ahead to compensate, at least a plane length or two. So if the enemy is veering left, be farther to the right to compensate for missiles, if looping upward, be below them, etc.
III. Enemy does loops in a better craft: in this case your only chance is to slow down your speed, and hit the afterburner to increase your turning angle to get a shot. This will help you keep them in visual range, but realize this is a losing fight, so escape to re-engage when the tides look to switch.
IV. Enemy does barrel rolls: this is the time to use missiles, while they may not hit, an enemy in a barrel role, there is a good chance that one will. And one missile is usually enough to make an enemy pilot wary.
V. Enemy goes for the roof: follow them but slow down... Most of the time, the decrease in speed will make them missile fodder, just be careful to turn off prior to 750 meters, otherwise once you hit 800 you’ll go into a flat spin.
VI. Enemy goes out of bounds: unless you are a medic this is very dangerous territory, an enemy can easily switch roles if you aren’t a medic. In this case, your best bet is to pursue intelligently and escape to go for another surprise attack. This is a really cheap avoidance tactic, but it works wonders against non-medics.
VII. Use altitude and speed: if your enemy isn’t using
afterburners and is doing a loop or gaining altitude this
is a prime time to fire a missile, a slower opponent is
more likely to get hit.
IIX. Use altitude, sides, and below: Most advanced pilots will use their chase cam to check their six on straight-aways. This means giving quiet pursuit may not be enough. In such cases, use altitude to hide your self, possibly the sun, or fly low or parallel while gaining on them. Attacking from an angle, also reduces the amount of leading for guns, and such is often better than following their jet-trail.
IX. Tailing one and another on your six: this is actually
surprisingly advantageous if you save you flares, an
enemy who kills your enemy saves you the trouble, and it
causes ensuing mistrust. Additionally, do not go for
missile lock, it will cost the enemy pilot a few seconds
to realize that a missile has acquired him and that may be
enough for a hit. If this does happen though, I suggest
going by friendly AA, if you play your cards right, you
have a 1/3 chance of being hit.
X. Tailing Two: This is a great time to go for missile locks, while you may miss, there is a higher chance a missile will hit one of the two jets. Be careful when flying by friendly helos in this case, missiles that miss their intended target turn harder and love to earn you a few extra Tks/TDs for your whoops.
**New section***
Dodging missiles in the F35 pretty much comes down to the vectors of your movement versus the missiles trajectory path. For example a missile fired from a 8 to 11:30 clock vector (or 2:30 to 4) is far less likely to hit if you are turning hard into the opposite vector the missile was fired (note of course this depends on the range the missile was fired).
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9-Jet-3
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From a missile heading 4-8 clock vector your life line is your flares, pretty much regardless of how hard you are turning.
So lets suppose the missile was fired from a 6 low AA position, you pretty much have to flare to evade it in the f35. In your turn you would be wisest to be banking hard left or right until the missile is nearly just a 6 (not high or low) then very quickly banking low left or right. The rule of thumb is to sacrifice altitude for speed to increase the time on the missile.
If the missile is from a 6 high position again your best bet is a hard low left/right bank
In air combat in general once you feel you have a good lock on your opponent, its usually wisest to fire the missile when you are in a 11-1 chase vector. At closer ranges if you want the missile to land on a jet or more often a helo, you should make sure that you are firing the missile from the wing that is closer to 12 o'clock. That means paying attention to which wing the missile will fire from. Its quite logical, but usually its left then right, and the missiles come from the same place on the wing. That my friends is how you make dumb-fire missiles hit their target
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3. Teamwork in Jets:
I. Offence: If you are working through VOIP, switch attacking roles, and fly behind and with your teammate. If he loses visual range, you may be able to keep it. You can fire guns, but do not fire missiles as the wing-man.
II. Defense:: Its better to scare off enemies through getting a lock and holding it then firing. Only fire if they dropped their flares. Additionally, if both of you are engaged, try to create a flying “train”.
Othernotes: Joysticks are better than mouse/keyboard or just a keyboard. Think of it this way, you have more control in a joystick than in a mouse because movements are consistent and do not require retracking the mouse at the edge. Keyboards, do not allow for minimizing movements, you can't decrease your speed to half and hold it. Nor can you make finer adjustments. Thus while you may be good with either of these two combos, becoming good with a joystick will make you better, even if it takes awhile.
Look into AA guides, "Up the tail pipe" to learn what not to do when facing good AA.
As for jet-whoring ettiquite, if someone else has been waiting let them have it, tk only in self-defense, never punish unless intentional, and give them a half minute to apologize for stupidity. Lastly, don't be arrogant, someone is always better, and no one never crashes/dies in jets. Even the paid pros. Leave taunting out of the game, and please do not spawn rape unless it is to "BRIEFLY" show by example how uncool it is.
Additionally, visit
www.uvclan.com and post on our forums if you have any further questions, I'll aid as best as I can.:-)
-Special thanks to those who helped test, inform, and revise this for me-