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Terminal_G
05-18-2004, 09:45 AM
I have a couple of quick questions that I am confident you can answer.

First, is there a way to get out of a spin? Everytime I fly a P-47 (and frequently with other times), I stall and spin to my death. Is there any help you can give me here?

Also, what is convergence? I know how to set it, but I am not sure what it means or how it works.

Thanks for your help. http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif

Terminal_G
05-18-2004, 09:45 AM
I have a couple of quick questions that I am confident you can answer.

First, is there a way to get out of a spin? Everytime I fly a P-47 (and frequently with other times), I stall and spin to my death. Is there any help you can give me here?

Also, what is convergence? I know how to set it, but I am not sure what it means or how it works.

Thanks for your help. http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif

Nub_322Sqn
05-18-2004, 09:53 AM
To get out of a flat spin you let go of your stick and apply full rudder in the opposite direction your spinning.

Convergence is when your bullets "meet" each other.
When you set your guns to a certain range you get the best results when you catch your target at the convergence range because most of the bullets will land more or less in one spot.

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PikeBishop
05-18-2004, 09:58 AM
Rule.

Throttle right back.
Push stick forward as far as it will go.
Whilst keeping it full forward put maximum bank and maximum rudder on in the OPPOSITE direction to the spin.
When the spin stops, straighten the the stick but still keeping it pushed forward.
Then as the airspeed builds up GENTLY pull out of the dive and then gently apply throttle, otherwise you will start spinning again.

PikeBishop
05-18-2004, 10:00 AM
when you customise your aircraft (colour scheme / skin) there is an option to change your convergence distance. I use 150 meters.

heywooood
05-18-2004, 10:18 AM
Yep - where the bullets converge is where they meet or cross paths out in front of you.

You want that to happen right at where the enemy plane is out there in front of you.. so if you like to fire while the enemys' wing span barely fills the target reticle - set it at 300+
if you can get closer (this is better) and fill your windscreen with enemy plane, set the convergence closer 100-150. This range allows for shorter bursts with more ballistic energy, the closer the range, the more power the bullits retain. This makes you way more lethal but it is harder to get this close consistently.
Practice for awhile on unarmed enemy fighters on ace level ability... work on flying in close on their six and keeping the target centered in the reticle for as long as possible - if you want to be a T&B fighter.. or work on high speed closure and deflection shooting if you are a BnZ boy. Either way, practice will improve your ability.

As far as spin recovery?.. different planes have different characteristics, but the fundamentals are the same -
flat spin: throttle back to 1/4 drop flaps to combat/takeoff push forward on the stick and counter the spin direction with full opposite rudder. flat spins usually dont recover - so get out if you are low alt or after 3-4 revs.

regular nose down spin: reduce power - opposite rudder - combat flaps if you are low alt.. you will need the lift to avoid the ground when it straightens out... dont pull up too quickly and stall..power on and ease back..
this works usually for me anyhow.. hope it helps

Nub_322Sqn
05-18-2004, 01:34 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by PikeBishop:
Rule.

Throttle right back.
Push stick forward as far as it will go.<HR></BLOCKQUOTE>

This does not apply to all planes.

The Spitfire for instance you need to let go of the stick and apply full throttle and opposite rudder in order to get out of a flat spin.

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Chuck_Older
05-18-2004, 02:51 PM
T-O:

OK, but you are the only one commenting specifically on flat spins, it seems. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif


Pike's rule is a pretty good general rule, although I may question 'full opposite bank [aileron]'

But in any case, if Terminal_G doesn't know the classic method for spin recovery, he probably doesn't know the finer points, like the difference between flat spins and a 'normal' spin. Let's confuse him in small doses http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

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Nub_322Sqn
05-18-2004, 03:48 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Chuck_Older:
Pike's rule is a pretty good general rule, although I may question 'full opposite bank [aileron]<HR></BLOCKQUOTE>

True, aileron input will have no positive effect what so ever when your in a spin.

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Terminal_G
05-18-2004, 06:00 PM
Thanks guys!

I am sure I will have a chance to practice gettng out of the spins tonight. And the convergence thing seems pretty logical.

I got kind of hooked on the game, but man-what a learning curve! http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif

VW-IceFire
05-18-2004, 06:59 PM
General rule of thumb in spins.

Let go of the controls and go hard opposite direction on the rudder. The nose should drop and you'll be able to pull out.

In a P-47, don't pull back hard except at high speeds.

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