Flight input question

So if you were trying to stay on the tail of an enemy and pulling back hard on the stick (so pulling up) would either using thrusters up, or thrusters down be of any or more help to keep pursuit going?
 
Of limited help yes.

Staying on someone's tail can be somewhat difficult given you're trying to stay in a specific location. You are required to make greater movement in order to stay on the rear of a 360 by 360 movement that can be altered just by pivoting as opposed to current aeronautics.

Lateral and vertical thrusters can be of most help the closer you are to your target as it would allow for the shortest possible distance traveled.

If you're further from your target then it would produce negligible results since your ship would have to travel a greater distance to remain on a fixed point.

Lat and vert thrusters can help you remain in the fixed position you need your ship to be in while your stick is keeping you oriented in the direction you need to be facing. It's a question of angles.

In a chase you need to balance your distance against your reaction time while still giving you the shortest possible distance to traverse to remain fixed on their six.
 
Ok thanks, very helpful. Appreciate the explanation. That would explain why it seems like it works sometimes and not others when ive tried it.

But just one more thing would using vert thrusters up be better when pulling up on stick? Or would you sort of get a flipping motion if you combined down thrust with stick up? Hope that makes sense
 
Thrusting up will mimic centripetal acceleration, allowing you to maintain you speed better allowing you to stay in the blue zone more easily. However, if the opponent is very close and moves "up" from your point of view, they can easily travel outside your field of view.

Thrusting down will mimic "keep travelling in the same direction while you turn your ship" - almost like FA off. It tends to get you pointing at the target sooner, but you end up bleeding off all your speed (and going into reverse even!). Your ship will be sluggish until you get back into the blue zone.

Use a mixture of the two depending on the situation!
 
It depends entirely on what your opponent is doing.

The movement you describe would cause you to "backflip". If your opponent is trying to loop around to face you this might keep you on his six if he hits his boosters after he's completed his turn causing him to overshoot you since you're going to be moving more slowly. This would keep you on his six since while you're "flipping" he's trying to line up his nose on you pulling off a "racetrack" turn.

This is effective on lower end Combat Rating AI up to Competent since they're a bit dumb and only pull basic moves.

For anything higher however, they're going to be much more aware of you. If you try to "Backflip" they won't hit the booster and instead they'll follow your lead and "flip" themselves resulting in a nose to nose Dogfight.

For more Advanced AI at higher Combat Ranking I'd suggest a "Drift" in which while you're pulling up on the stick, you're hitting down on the Vertical Thrust. This will cause you to "drift" around your opponent and keep you on his six. Watch the distance though. "Drift" turns will kill your speed and if he suddenly opens the distance he's hitting the boost which will give him a chance to Innelman and bring you back to a Dogfight.

If he boost while you're in a "Drift" you man need to cut the FA to Off to "Flip" and hit the boost yourself.
 
Thanks to both of you Adhock and lanceor, I had a feeling it would be a depends type of answer. But some good info here to digest and think on. See if I can get it to help my flying. [up]
 
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