as a civilian FI I would be interested to know the procedure to perform this square your turn manoeuver. For example is there a airspeed or altitude limitations on entry (no need numbers), Rudder pedal forces, thrust lever applications before and after entry (no numbers), elevator pressure, heading changes, and maybe the aerodynamics behind it if you can be bothered. Is there a short stall (like snap roll?) wild
At the "Fight's on" call, the defender breaks so as to create the maximum angular/overtake problem for the attacker. If these are not controlled, if the attacker simply points at the defender (which is the standard noob move), the defender will be able to neutralize the fight by forcing a gross overshoot to a reversal.
I've got a huge 3-ring binder packed with my own notes when I was upgrading to flight lead. Referencing the 3,000' perch setup...
*Primary problem is closure and pipper control
*Two basic options if you plan to fight:
1) Go for the throat, pipper buried
Adv - quick kill, surprise
Disadv - If he doesn't blow up, you may end up neutral, because your closure will be high.
2) Lag manuever - quick, in (or slightly above plane) pull to lag. Rolls are unloaded, look to place lift vector at his extended 6, pull for 1 to 2 seconds, then roll your lift vector back in his turning plane. Pull to match bandit line of sight.
Closure controlled with throttle. You "ride" him in a slight lag position while his energy decays. At 2,000 feet, pull adequate lead (bandit sees belly) and open fire between 1,000 and 2,000'
Both jets will see 8 - 9 G for ~270 degrees. Airspeed decays. G-available then drops. Normal throttle will be full AB initially, then reduced, sometimes to idle, so as to avoid excess closure and overshoot. When closure is controlled, the bandit's energy depleted, the power is normally then fed back in as necessary to generate the lead required for a gun shot.
6,000 and 9,000 foot setups are increasingly more difficult for the attacker, and require more finesse, but in all cases, by keeping your lift vector as close to his plane of motion as possible, you deny him turning room, you protect your own extended 6, and you keep the pressure on him.
Hope this answers your ?? a bit.
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