
ADVANCED COURSE

Aerobatic manoeuvres
Low altitude flight
Escort flight
Bombing run
Dogfight
Energy Management (basic)
Aircrafts knowledge (basic)
ENERGY MANAGEMENT
BASIC CONCEPTS
THE BIG E: The amount of energy you have (E
state) is the combination of your current speed and altitude. That is, a plane's
E state is the sum of its kinetic and potential energy. E state is the single
most important variable in air combat because a plane's E state defines and
limits what manoeuvres it can do at any given time, and how well it can do them.
During a fight, the use of ACM constantly converts speed into altitude as the
plane slows down going up, and altitude into speed as it speeds back up going
down. However, the important thing to realize is that the plane's E state at the
start of the fight is generally the highest it will be until the fight is over.
All ACM costs E, no matter how carefully done, so planes in fights get lower
and/or slower. Energy can only be added by climbing or by accelerating on the
level, both of which take more time spent not violently manoeuvring than is
generally available in combat. Thus, most fights basically boil down to who runs
out of E first. E Mgmt is the art of making this happen to the other guy.
SPEED IS LIFE: Because E state is the sum of speed and altitude, a slightly
lower plane can have the same or even a higher E state than the higher plane if
the lower plane is going fast enough. This opens up many interesting tactical
gambits. Furthermore, where the difference in alt is small, higher speed is
often more important than having a slight alt advantage. This is because the
best moves all use the vertical and this requires a relatively high initial
speed. Thus, the plane with the higher speed can make more immediate use of the
vertical, whereas the higher but slower plane will have to dive first to achieve
the same vertical manoeuvring potential. This gives the faster plane an edge in
reaction time which more than makes up for its small disadvantage in alt.
An important concept to understand is that of
USEFUL SPEED.
While a relatively high speed is needed for vertical moves, there is such a
thing as having too much speed.
THE IMPORTANT THING IS YOUR SPEED
RELATIVE TO THE NME, not how fast you're going by itself. While you need a
fair amount of speed to use vertical manoeuvres, you don't always need to, or
want to, go straight up forever. You are maneuvering with respect to a specific
target and must size and time your moves to achieve a killing position on him.
This means staying relatively close to him, working into his rear hemisphere,
and not giving him any elbow room to turn around to face you and take your
angles away. In most situations, therefore, you want no more than 5 KM more than
the nme. For example, most stall fighters have a corner speed of about 14 KM and
they are rarely found going much faster in a fight. Thus, if you are in a DVii
or Alb D3 and using Energy Tactics, you should be going no more than 18 – 20 KM
on your first attack pass. Any faster and your turn radius is so big that your
moves will take too much time. In addition, the wide radius of your vertical
turn will then not fit inside the nme's more horizontal circle, so you
effectively do a horizontal overshoot while going vertical. Both of these
factors combine to give the nme the room he needs, and the time he needs, to
turn to face you before you come back down from the vertical. [NOTE: This is in
a 1 on 1 situation. If you are 1 vs. many, you should usually be a bit faster
than your useful speed to protect yourself.]
Another problem with too high a speed is that if you are trying to blindside
somebody, you will not be able to track him for a shot if you are going much
above 20 KM. This is why BnZ is such a complete waste of time, for both attacker
and defender. E Mgmt is designed to walk the tightrope of useful speed without
getting too fast or too slow.
ALTITUDE EQUALS OPTIONS: Think of alt as your E bank account. If you have enough
alt, you can trade it for as much speed as you need for what you are trying to
do: get corner speed, minimum vertical maneuvering speed, or Run Like Hell
speed. And if you have sufficiently more alt than the nme, you can completely
ignore him or circle around above, dancing on his head with impunity, your
choice. Having choices means you have the initiative and can force the nme to
react. Reacting means doing some hard manoeuvre to avoid getting shot, which
costs the nme much more E than you spend making him dodge. This increases your E
advantage while turning him into a wallowing, sitting duck, which is the
ultimate goal of Energy Tactics.
If you have alt, you can turn it into speed quickly. But if you don't have a
lot of speed, it takes a long time to get alt, too long to attempt alt grabbing
in combat. This is regardless of the plane's sustained climb rate. For most
planes, the sustained climb rate happens at about 14 KM. Most planes also suffer
accelerated stalls and spins with any kind of combat maneuvering at about 10 KM,
meaning they're sitting ducks. This is why sustained climb rate is an
unimportant plane stat for combat purposes--you can't use it in a fight. This is
also why climbing towards a higher nme is a BAD IDEA. To be able to fight after
climbing, a plane must either accelerate on the level to fighting speed or it
dive to a lower alt to build up this speed. Both of these take time which you
will not have if the nme is in con range. Instead, you will turn yourself into a
wallowing target if you try to climb at your best rate. Thus, if you climb in
combat, you should only do so at a low enough rate to maintain your fighting
speed. This makes climbing to a given alt take more time, which highlights the
options you have if you have an alt advantage.
This brings us to the concept of
USEFUL ALT. This is basically
a tool for judging relative E states. Useful alt is the alt at which a plane has
enough speed to effectively manoeuvre. This means the plane has at least corner
speed, preferably a bit faster than that so the plane can do somewhat higher
vertical moves than it can at corner speed (IOW, generally about the plane's
level cruising speed). If the plane is slower than this, it's above its useful
alt and will have to dive a bit, down to its useful alt, to achieve this type of
speed; IOW, it can't really USE all the alt it currently has because it's too
slow. Thus, the true measure of the alt advantage 1 plane has over another is
the difference between their useful alts. So if you keep an eye on your useful
alt and that of your target, you will always know who is winning the battle of E
attrition. When your useful alt gets down near the nme's, it's time to
disengage.
The difference in useful alt also has an upper limit. There is no point in
having more than about a 1k alt advantage on the nme. Any more than this is just
wasted because diving down to the nme at full throttle will leave you going way
too fast, well above your useful speed, and possibly even compressed to the
point of uncontrollability. Also, going this fast greatly increase the G
produced by a small stick movement, leading to a higher chance of blacking out
when you try to pull out of the dive (AFM only). Blacking out at high speed
pointed downhill is not good. Thus, you will have to do much of the dive at idle
to stay slow enough to manoeuvre effectively, which means you will not build up
the speed to zoom back up to where you started, which means all that extra alt
you had is totally wasted. Also, going slower means the dive will take longer,
giving the nme more time to see you coming and prepare a lead turn for you.
THOU SHALT NOTS
The techniques of E Mgmt are built around two
prohibitions: Thou Shalt Not Get Slow, and Thou Shalt Not Get Low. In other
words, don't reduce your E state. Getting slow is bad because it prevents use of
the vertical for ACM. Getting slow enough even prevents use of the horizontal
because attempts at tight turns result in stalls, making the plane a sitting
duck. That is, the plane's useful alt has been shoved down far below its current
alt. Speed can be regained by diving down to the useful alt, but this can only
be done so much before the ground gets in the way. It is easy to cure being too
fast or too high, but speeding up and climbing both take time you do not have in
combat. This makes combat essentially a one-way street toward lower E states.
Some of this is unavoidable due to the Second Law of Thermodynamics, but proper
E Mgmt will delay this process as much as physically possible.
NOT GETTING SLOW: There are three main things that slow planes down: throttling
back, pointing the nose up, and pulling high G. You have complete control of the
throttle so this method can be discounted. Vertical moves and high G, however,
are integral parts of ACM, so must be done carefully to avoid large losses of
speed.
The first thing to realize about high G is that it is seldom necessary for the
largest part of a fight--gaining angles. 3-4 Gs are all you need for most
manoeuvres, which keeps speed loss at a minimum. Only use more G, to get an
immediate, KILLING shot, or to avoid receiving one. Never pull high G just to
take or dodge a snapshot which will only do minor damage. First, most snapshots
miss anyway. More importantly, however, is that merely damaging the target is an
insufficient return on your E investment. The speed loss incurred greatly
reduces your options and increases your vulnerability for the remainder of the
fight. [NOTE: Snapshots almost always
result in overshoots, which cost you angles as well.]
The other main issue of G loading is the rate at which it is applied. Yanking
the stick back to a certain G level causes a much greater speed loss than slowly
easing back the stick, even at lower levels like 3-4 Gs. This is because yanking
the stick causes a large, sudden increase in the plane's angle of attack, which
creates a braking effect due to more drag. Also, a big enough angle of attack
can cause a slight stall, which adds even more drag. And finally, yanking the
stick can lead to overshooting the desired G level, making it easier to black
out. Thus, you must remain calm in the midst of the life and death swirl of a
furball and be gentle with the stick.
How
gentle you need to be depends on many things: your current speed and alt, the
type of plane you're flying, and how desperate the situation is, for example. So
like with everything else in E-fighting, you must achieve a balance here.
Pointing the nose up is a result of pulling Gs, so the
first step in doing this right is to pull the Gs correctly as detailed above, to
maintain as high a speed as possible going into the manoeuvre. The next step is
to know when to point the nose back down. If you have a sufficient E advantage,
you can safely level off at a fairly low speed above an nme. If the fight is
more even, however, you must dive back down to regain your speed. Always do this
while you still have enough speed to go over the top--avoid stalling at all
costs, even if you have not yet gained the angles you want. Coming back down in
time will give you the speed to try another yoyo next pass, but stalling will
almost always get you killed.
NOT GETTING LOW: Two main things eat up alt: diving to regain or maintain speed,
and diving to get a shot. Regaining speed means you have already blown your
speed and must now dive down to your useful alt so you can manoeuvre. You are
drawing on your E bank account to pay the bills for an unwise spending spree.
Maintaining speed means that your are currently engaged in blowing your speed
but are diving simultaneously so that your speed stays the same as you get
lower. This typically happens by doing hard, nose-low turns. Both of these
problems can easily be avoided by not doing the things that blow speed. And
while nose-low turns are better than flat turns from an E Mgmt perspective, they
are only marginally so. While speed is more important for ACM than alt, alt is
harder to get back once lost. Thus, moves which cause constant, heavy alt
expenditure should be avoided unless you a) can maintain an E advantage on the
nme the whole time, and b) you are not worried about nme reinforcements arriving
with more E than you will have when you finish.
Diving for a shot is a very common failing. But I have told you to get an alt
advantage every chance you get--how do you use that without diving? The answer
is to not dive AT the target, but to dive to the target's alt while some
distance away, and then approach the target as close to level as possible, but
still going at your useful speed. In other words, fly down 2 sides of a right
triangle, straight down to the target's alt and then flat across to meet him,
instead of flying along the hypotenuse directly at him. This will enable you to
zoom back up after the pass, maintaining your alt advantage, instead of diving
below the target and having to pull back to being level before you can start
going back up. If you find yourself about make a diving firing pass anyway,
break it off early and zoom well before you come into guns range.

What most dweebs do, though, is dive directly at the target and try to take a
shot in this dive. This invariably results in them maintaining a steep dive
right through the target in an effort to get the sights on, which in turn means
they overshoot WAY below the target. This is because the nme either comes up to
meet them, giving them a head-on shot, or turns flat, giving them a 90^
deflection shot, neither of which usually hits, let alone kills. Thus, this is
the vertical equivalent of blowing speed by pulling high G for a snapshot. The
attacking plane's speed means it is losing alt rapidly in the dive and also
makes its turn radius very large, so even more alt is lost just trying to level
out. Thus, when the attacker tries to zoom back up, he will be lucky to get back
up to the alt of the target, so the attacker loses most or all of his E
advantage on this first pass. What's more, the target can easily get on the
attacker's 6. Thus, this is the final Thou Shalt Not. Never make a diving firing
pass unless the target is also diving.
