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The 'Hook Rush & Bounce' (AMBUSH)
Primarily devised to deal with 'no-cockpit' & better still exteranl view
servers, but also works as a general tactic - It works well with only two
fighters, one luring the other Boom & Zooming, but is best for a number
of fighters. It must really be done with TeamSpeak or similar as it would
be almost impossible to orchastrate without.
There will be two types of aircraft for this plan. one type will lure the
enemy (Hookers :)) the others will ambush (Bouncers) one sector is to
pre determined as the ambush point. The Bouncers should fly nearby
to this point so that enemy external views only see one aircraft each.
but near enough that they can get to the pre designated sector in under
a minute. The Hooker/s should be in a extremely fast plane. The best
would be a Tempest at lower altitude or a DO335 at higher altitude,
either are very fast. The Hooker/s are to fly into an area with many
enemies & to entice them to follow it/them to the pre designated sector.
The hooker should always keep the enemy enough behind that they will
continue to follow & not break off. When the Hookers are near to the
pre designated sector the Bouncers should swarm in & overwhelm the
enemy.
i'll do some pics later if anybody wants em
:TESTING BEGINS!
we tried this tactic with 5 of us the other night..
A10, myself , miker , wolf & happy
i was the hooker (lol) & acted as bait the rest were the bouncers.
i felt it went well. we should work at it a little more - happy suggested we use a bomber to draw them in - i aggree as it worked well. i do think that we need to stay hidden a little better & perhaps next time we try to fall in behind them aswell as diving in front - this should trap them & stop them being able to run home which is what they did in the test.
TACTICS, ?
im not sure exactly how we do this , but if we are going to have many tactics here over the time, i suggest if a tactic has been tested & is known to work - we put say [T&T] or [YTBT] in front of the title. so people know the state of each tactic.
[T&T] = tried & tested, tested fully in the field & known to work, this people can use with confidence.
[YTBT] = yet to be tested, written in theory but needs testing in the field, this people can mess with possibly adapt & change ect.
so what do you think
[color=orange][size=150]The 'Hole-&-Corner' (Boom & Zoom tactic)
[tried & tested - works very well][/size]
Definition : Secret; underhand.
Primarily devised to deal with 'no-cockpit' servers but also works as a general tactic - It works well with only two fighters Boom & Zooming (as explained) but can easily be adapted for any number of fighters & can also easily be adapted for the attacking friendly aircraft to engage in Dogfighting instead of Boom & Zooming.
Explained First (here) is the the 'Hole-&-Corner' using Boom & Zoom. (Example here Friendly attacker flies at 10,000ft while covering Fighter flies at 15,000ft.)
The plan with this tactic is for one Fighter to cover another Fighter by staying behind by 1.0m (100m) & 5000ft higher. So one fighter patrols at 10,000ft (this one will be the attacker) & the other fighter (this one will cover the other) is at 15,000ft 100m behind - it is extremely important that the covering fighter remains at all times behind the attacking freindly/s This keeps the covering fighter as stealth like as possible until needed (see pics)
in a server where no-cockpits is enabled (such as Big-Top) an enemy Fighter can detect you without seeing you, but the covering fighter should hopefully go unoticed, so firstly this tactic helps with this by making the enemy/s detect the attacking fighter first, this in theory will persuade the enemy attacker/s to attack the freindly attacker (freindly fighter at 10,000 ft) & not even notice the covering friendly fighter at 15,000ft also flying behind by 100m, when the enemy attacker notices the covering fighter (if at all) it is too late for the enemy as it should be appx the same height or at least lost more height to engage the friendly attacker, allowing the friendly covering fighter (at 15,000ft) to zoom & boom (dive, attack & climb) with relative ease.
This achieves a few things
1. The friendly attacker/s is at good height
2. The friendly attacker/s looks to be alone & so acts as bait to an
enemy slightly higher or similar altitude
3. The covering fighter/s is at perfect height to cover with surprise
the freindly attacker/s & to gain height again quickly (Boom & Zoom)
while the friendly attacker/s engages also
Explained in detail ... (if under freindly attacker is attacked) When the friendly attacker is attacked / or engaged by enemy at 10,000 the covering fighter (at 15,000ft) chooses the best moment to dive, attack & climb, i would say this is best done once the attacking enemy plane has turned & is flying fairly straight, as this makes it much easier to attack at great speed & hopefully this will also create enough confusion for the enemy to possibly make the enemy dive for cover making the enemy loosing more of there valuble height.
Explained... in detail (Friendly attacker is much higher than enemy)
fairly straight forwar Boom & Zoom prosedure. The freindly attackershould patrol at 10,000ft & look for targets higher than 5,000ft. If they are lower the friendly attacker should not engage as this jeperdises the whole tactic & the covering fighter. When the attacking friendly spots target at 5000ft +, the friendly attacker/s dive, attack & then climb in one pass (Boom & Zoom) weather they hit the target or not the friendly attacker must climb again to 10,000 after one pass (if they dont they risk the tactic & advantage by loosing height & energy). While the friendly attcker/s make there pass on the target the covering fighter should remain at 15,000ft in case help is needed.) The friendly attacker should call for help if attacked suddenly by an enemy Boom & Zoomer - remember in theory if there is an enemy Boom & Zoomer nearby it should see & attack the friendly attacker first not the covering fighter at 15,000.
The Climb;
They should both take off together, Fighter 2 should take off in front & climb at approx 25% climb angle at 90 to 100 throttle no-boost while Fighter 2 climbs at 15% climb angle at MAX throttle Boost-ON. in theory they should be at correct positions by the time they reach required height.
KEY POINTS; (Fighter 1 = Attacking Friendly Fighter)
(Fighter 2 = Covering Fighter)
Fighter 2 is to get 5000ft higher than Fighter 1 & stay roughly 1.0m(100m)behind Fighter 1.
The freindly attacker/s should never go lower than 5000ft unless already 50m away from target, in this case the freindly attacker should fire asap & then climb.
The covering fighter should not go below (B&Z) 8.000ft to cover as it risks the ability to climb back to 15,000 covering attacking friendly fighter. [/color]
[color=green]KEY HEIGHTS in example
*15,000ft = Covering height
*10,000ft = Attacking height
*5,000ft = lowest height for attacking fighter
*8,000ft = lowest height for covering fighter[/color]
[img]http://img47.imageshack.us/img47/8130/3cuq3.jpg[/img]
[color=orange][size=150]Aircraft which may work well for this tactic...[/size]
The attacking fighter i would say is best being the stronger one - possibly a P47 - it has fairly good weapons, excelent strength & very good speed even at altitude - it would need strength for taking some hits while baiting until the cover B&Z's the enemy - speed again for baiting the attacking enemy to follow until help arrives. When attacking it also has excelent dive speed but its not so essential for it t take down the enemy with the first pass.
The covering aircraft i would suggest something with excelent speed & dive speed combined & most of all heavy firepower such as the BF109 with 108 cannons - it also has excelent climb rate - heavy firepower so that one pass is enough - i find manouverabilty is less important when B&Z & the strength of the aircraft although a BF109 is very good its not so important , also the wing strengh is not essential as you are only diving for about 5000ft 8000ft max.
they both have a lot of ammo so can take out many targets before going home
so..
Attacker at 10,000ft = P47 with extra Ammo & 50% fuel
Covering Fighter at 15,000 = BF109 G14 or K4 with 2xmk108 Gun pods & 50% fuel
[/color]
[img]http://img247.imageshack.us/img247/2262/f4u1d02fm5rx5.jpg[/img]
[img]http://img102.imageshack.us/img102/8870/cockpit1yt8it4.jpg[/img]
[img]http://img181.imageshack.us/img181/4513/stats4xi4.jpg[/img]
[size=150][color=orange]F4U Overview ..
the F4u was originally planned as a carrier bourne fighter but later on became an excelent ground-attack close support fighter. The performance of this fighter was outstanding whilst the large wing gave excelent manoeuvrability. Incredibly in the begining the USN criticized it & banned it from Carrier operations until the US Marines soon proved the aircraft to be the best in the pacific. Corsairs first saw action with UK's Fleet Air Arm in 1943 onwards, being involved in the first attacks on the Tirpitz. Designed with an inverted-gull wing to keep span & landing gear lenghts as short as possible, Royal navy ships were smaller than its US counterparts & so a reduction in wing span was needed for the Corsair to fit into the hangers. The US eventually cleared the Corsair for operations in 1944. Mainly seeing service in the Pacific theatre against the Japanese, where it very well in the battle of attrition against the Japanese. US , UK & New Zealand were the major operators of this aircraft. The Corasir saw combat also in Korea & with the French in Indo-China. A total of 12,571 Corsairs were built.
F4U - 1D .. ([url=http://en.wikipedia.org/wiki/F4U_Corsair]wikipedia[/url])
Built in parallel with the F4U-1C, but was introduced in 1944. It had the new water-injected engine known as the R-2800-8W. This change gave the aircraft up to 250 hp (187 kW) more power, which, in turn, increased performance. Speed, for example, was boosted from 417 mph (671 km/h) to 425 mph (684 km/h). Because of the US Navy's need for fighter-bombers, it had a double payload of rockets when compared to the F4U-1A as well as twin-rack plumbing for an additional drop tank to be carried under the fuselage. Such modifications necessitated the need for rocket tabs and bomb pylons to be bolted on the fighter, however, causing extra drag. Additionally, the new job of fighter-bombing was a new task for the Corsair and the wing fuel cells proved too vulnerable and were removed. The extra fuel carried by the two drop tanks would still allow the aircraft to fly relatively long missions despite the heavy, unaerodynamic load. The regular armament of 6x .50 calibre machine guns were implemented as well. The canopies of most F4U-1Ds had their struts removed along with their metal caps, which were used - at one point - as a measure to prevent the canopies' glass from cracking as they moved along the fuselage spines of the fighters. Additional production was carried out by Goodyear (FG-1D) and Brewster (F3A-1D).
IL-2 in game..
An impressive high performance fighter & an extremely effective ground attack fighter. As a fighter it has good armament & although maneuverability is very good the handling is fairly difficult & requires time to get used. Incredibly adaptable with a huge range of ordance, it can carry a heavier bombload than some bombers. Another very important feature is its strength, being able to take much punishment & still carry on fighting. Possibly not one for the begginer, but definatly a fighter to learn & get acquainted with.
This aircraft is an effective fighter & an extremely effective ground attack fighter. [/color][/size]
Within this section myself (Lt.Wolf) or any of the forum members will try to help in answering questions on IL2 Aircraft (Not A PC Help Desk). You may wish to know what the cockpit instruments mean or what Complex Engine Management is.
[img]http://img517.imageshack.us/img517/8369/do3352yk1.jpg[/img]
[img]http://img258.imageshack.us/img258/7808/cover8b1mzrl3.jpg[/img]
[img]http://img174.imageshack.us/img174/6567/p47d2703tq8.jpg[/img]
[img]http://img403.imageshack.us/img403/2522/screenshot06ke2.jpg[/img]
[img]http://img413.imageshack.us/img413/6826/p47d27ccockpitbsr7.jpg[/img]
[img]http://img361.imageshack.us/img361/2807/enginejx7.jpg[/img]
[img]http://img444.imageshack.us/img444/5/gunsfj2.jpg[/img]
[img]http://img506.imageshack.us/img506/8569/p47d9ez7.jpg[/img]
[img]http://img406.imageshack.us/img406/5705/p47cover3yg8.jpg[/img]
[img]http://img296.imageshack.us/img296/7642/p47d27cockpitah3.jpg[/img]
[img]http://img240.imageshack.us/img240/8931/p47dstats3qy5cb6.jpg[/img]
[img]http://img361.imageshack.us/img361/2807/enginejx7.jpg[/img]
[img]http://img444.imageshack.us/img444/5/gunsfj2.jpg[/img]
From now on myself [color=red]MrJolly[/color] , [color=red]Lt.Wolf[/color],[color=red]Reaper[/color] & [color=red]Riddle[/color] will be working on bringing you all some nice high res profiles & gathering realistic in game data on each aircraft within IL-2 - this will be done over a long period of time & is specifically for version 4.04 (for now)
I'll be posting the methods we gathered the in-game data here in this thread at a later date.
[size=150][color=red]individuel aircraft profiles posts are locked!
This thread is Open to discussion[/color][/size]
Hope you enjoy it :)
[size=150]The arrangement is
1. Profile (3-view touched up screen shots)
Skin by to be confirmed, 3-view touch ups by MrJolly, Caption by Riddle_Of_Steel
2. Action Shot (screen shot best depicting aircraft)
By Grim_Reaper & MrJolly / touch up & effects by MrJolly
3. Cockpit (screen shot of cockpit with data)
By MrJolly (taken directly from il2 manual)
4. Aircraft Stats & in game Stats
By Lt.Wolf[/size]
[img]http://img64.imageshack.us/img64/623/touchedupbz5.jpg[/img]
[img]http://img299.imageshack.us/img299/2637/ki841cnew06lx8.jpg[/img]
[img]http://img254.imageshack.us/img254/8798/cover88do.jpg[/img]
[img]http://img406.imageshack.us/img406/4975/ki841ccockpitoq6.jpg[/img]
[img]http://img512.imageshack.us/img512/1251/ki841cstats2so3.jpg[/img]