How to take the sharpest turns and uturns in a dogfight ?

much heavier and slower ships are turning faster than me so i must be doing something wrong lol

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any good dogfighters out there ?
 
Just a few ways I know of is to drop your throttle back to atleast 50 percent into a turn, then back up to 100 midturn. While doing this use the down vertical thrusters to keep an eye on your target while turning. Or you can try getting used to flight assist off while turning.
 
Yep, throttle to 50%, all power to engines, flight assist off. Boosting will also speed up your turn rate but it soon comes with the increase in speed that lowers it, but if your opponent boosts past you, flick flight assist off and do a boost 180, you'll flip super quick and that speed will help catch them up. Don't forget to turn FA back on when you're done turning, unless you're super pro!

edit: Should also mention, it's not just 50% throttle, but 50% *speed*. If you're going max speed and you turn FA off to turn, it'll actually be slower than waiting to slow to 50% THEN turning FA off.
 
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Just a few ways I know of is to drop your throttle back to atleast 50 percent into a turn, then back up to 100 midturn. While doing this use the down vertical thrusters to keep an eye on your target while turning. Or you can try getting used to flight assist off while turning.
i think thats what am trying to do but i n,ust be getting my timing wrong
 
It's a combination of factors.

1) Blue Zone
2) The ship you are flying (Eagles turn way faster than anything else)
3) Turning while Boosting
4) Flight Assist Off helps immensely with many ships
5) Turning *before* they have flown past you is an easy way to keep up with them and one that is missed by a lot of people. Start your turn before they are past you, not once they are out of sight and above your cockpit.
 
i think thats what am trying to do but i n,ust be getting my timing wrong

What are you flying? (and vs. what?) Some of the bigger ships can be surprisingly nippy, the clipper's 2 maneuverability is misleading IMO, and the python can flip like nobody's business, particularly with thruster upgrades. Also, I'm not sure if throttle back to 100% mid-turn helps, I've found staying at about 50% for the entire fight (besides when you need to close distance) is the best way to go about it, depending on what you're up against.

I should stress again, the power to your engines is extremely important, you need to be managing your power distribution, the difference between 0, 2 and 4 pips in engines is night and day in turn rate.
 
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It's a combination of factors.

1) Blue Zone
2) The ship you are flying (Eagles turn way faster than anything else)
3) Turning while Boosting
4) Flight Assist Off helps immensely with many ships
5) Turning *before* they have flown past you is an easy way to keep up with them and one that is missed by a lot of people. Start your turn before they are past you, not once they are out of sight and above your cockpit.
eh cheers for that.i just asked you same question on YT lol after watching your video
 
Keeping speed in the "sweet spot" + using thrusters and turning off flight assist when needed works for me.
 
Basically it is similar to how you would drive if you can undestand the physics of it - cut speed before the turn and then power out of the turn (with the help of lateral thrusters for altering the shape of the turn depending on how you want it to be shaped), or power into the turn and uses drift-like movements.

Probably an important thing to keep in mind is that momentum works is same whether in a car or in space. Thus you may not get the fastest turn if you do a deadspin turn-and-thrust as you still need to overcome momentum. The way to overcome momentum and change direction of flight quickly is to reduce the size of the turning circle itself.
 
also i fly a viper.thought it was nimble and fastest ship ?

fastest, yes, but its pitch (rotating up or down) isn't good. The cobra has a better pitch, so does the sidewinder and eagle. Not sure about the Asp.

If all you are doing is pulling back to turn around I would buy a cobra or eagle.
 
Use your vertical thrusters ... pull up, thrust down, then thrust up (alternate between the two) ... while still pulling up all the time.

Thrusting down while pulling up will tend to swing you behind the target, thrusting up while pulling up will tend to turn you tighter - a combination of the two will allow you to get the target into your sights quicker.

Up thrust will tend to make it less likely that you are behind the target when you finish the turn.
 
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fastest, yes, but its pitch (rotating up or down) isn't good. The cobra has a better pitch, so does the sidewinder and eagle. Not sure about the Asp.

If all you are doing is pulling back to turn around I would buy a cobra or eagle.

ok thanks.that explains it all
 
Hull Mass seems to be important too (I'm not sure how much). Especially, try to keep your total mass under the Optimal Mass of your thrusters (120T for a A3 Viper).
 
The game seems to incorporate an aerodynamic model for turning..not entirely sure why but ships seem to have what in aviation we would call corner speed where they turn quickest..it shouldn`t work that way in space but that seems to be the system they have decided upon oh for a return to a proper newtonian physics models...and no turning off flight assist doesn`t restore full physics before anyone tries to claim that the nanny is still sitting between you and the controls its what i call a halfway house.
 
The game seems to incorporate an aerodynamic model for turning..not entirely sure why but ships seem to have what in aviation we would call corner speed where they turn quickest..it shouldn`t work that way in space but that seems to be the system they have decided upon oh for a return to a proper newtonian physics models...and no turning off flight assist doesn`t restore full physics before anyone tries to claim that the nanny is still sitting between you and the controls its what i call a halfway house.

It's not just about being babysat, the problem is they tried newtonian only flight in Frontier, and honestly it was horrible and utterly uninteresting gameplay. In gameplay terms it felt like a step back from Elite. The aeordynamic style might not be realistic, but it is certainly dynamic. I'm also fairly certain I read that they had to dial back the Flight assist newtonian mechanics as they were too effective when realistically unrestricted.
 
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