

Pulling G's causes your plane to lose energy (E) or specifically to slow down. Pulling back on the stick causes you to pull "G's", which means more force than the normal 1 atmosphere of gravity. When you start your turn, it is likely that you are faster than your sustained turning speed. Ya, I know you already know this, but the reason I put this in here is you need to understand what happens when you sustain that turn. Not an effective combat maneuver by itself, but it is the basis for at least some part of all the others with the exception of the straight loop.įlat Turn (or Break Turn) - Doing a 1/4 aileron roll and pulling back on the stick will cause you to turn. A flat turn is nothing more than a 1/4 aileron roll and then a horizontal loop! The list goes on and on.Īileron Roll - Apply left or right stick and make vertical adjustments as necessary to cause the aircraft to roll around it axis while maintaining the same direction of travel. A partial aileron roll is the first part of any turn. A double immelman can be a very effective merge. Once you are able to perform the basic maneuvers separately, try combining them. By combining these basic maneuvers, you (hopefully) put yourself in a position to shoot at an enemy or prevent an enemy from shooting at you. Air combat maneuvering is really a combination of a few basic flight maneuvers.
