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~Sternenlose_Nacht~ Vice Captain
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Posted: Wed Nov 15, 2006 12:29 pm
This will really be mostly for newbies to dogfighting. Space combat is very similar to air, though there are key differences which I will point out as I get to them.
1) When at all possible, fly FROM the direction of the sun. This is true for any type of combat, though it is a bit easier when flying. The purpose is to hide yourself, few species can look directly at a giant ongoing nuclear reaction and see something coming at them, or even leave with undamaged eyesight.
2) NEVER fly in a strait line. The reason should be self-explainatory. Make constant, sharp turns. Your flight path should be unpredicable, though it should still be planned out.
3) If someone is behind you, either do a u-turn or a flip to avoid being caught in your opponent's crosshairs. The flip is usually preferable as it makes it easier to get behind your follower.
*checks watch* I have a few other matters to attend to. I will continue this lecture upon my return, most likely sometime around 10PM central standard time @.@
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Posted: Wed Nov 15, 2006 2:25 pm
most important mortal sin of pilots: DO NOT focus on shooting your opponent more than maneuvering. It is easy to go into a dive towards the ground or fly directly at an object that you do not notice. The opponent swirves away at the last moment and there isnt enough of you to bury at the funeral.
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~Sternenlose_Nacht~ Vice Captain
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Posted: Wed Nov 15, 2006 8:17 pm
Haha, yes indeed. Thankyou for the reminder Gen Trigger. 3nodding
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Posted: Wed Nov 15, 2006 8:49 pm
Though it is a slightly more advanced topic, I'm going to talk a bit about dodging guided munitions. Yes, most craft are equiped with countermeasures, but these do not work 100% of the time and unless your craft automatically deploys them, you're most likely not even going to get a chance to use them.
The most important thing to remember, no matter what direction the munition comes from, is to NEVER TURN AWAY FROM THE MUNITION'S FLIGHT PATH. I hope I've put enough emphasis on this fact. Trust me, it will save your life. The reason you do not want to turn away from it's flight path is actually quite simple. By turning away from it's flight path, you are giving it more room to correct itself. Therefore, you ALWAYS want to turn toward the munition. Timing is everything. Your window of opportunity will vary depending on what direction it comes from- the closer to your 6, the wider the window. Never expect a window wider than 3 seconds. Yes, things move that fast when you're in combat.
The best way to avoid being shot at is to not allow the enemy's nose to be pointing toward you. Yes, some enemies (like flying saucers) don't have noses, but that's an even more advanced topic that I will get to later.
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~Sternenlose_Nacht~ Vice Captain
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~Sternenlose_Nacht~ Vice Captain
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Posted: Wed Nov 15, 2006 9:28 pm
No doubt you've heard of g-forces, since they apply to highspeed movement in general. The number of Gs an individual can withstand is determined by many factors including position, physical condition, and time.
In atmosperic flight, g-forces are most common when accelerating along the vertical axis, usually up. This is, of course, because the Gs produced from manuevering are added to the planet's gravity. Unless you happen to be accelerating toward the ground, in which case you will experience "negative" Gs. This is just a fancy way of saying the forces acting on your body are opposite from normal. Too many positive Gs may cause a blackout and too many negative Gs may cause a redout. In case you don't know, a redout is when blood rushes to your head. Vision turns a redish tint, and you pass out due to the brain being oversaturated. The only real difference in space flight is the absence of the planet's gravity, therefore all forces acting on the pilot are produced by acceleration. The effects of the forces are the exact same.
In space flight, all forces on the pilot are produced by acceleration of the craft. You have probably noted that I continually say "acceleration" and not simply "movement". This is because forces are produced by changes in velocity, defined as acceleration, hence the formula for force is F=m*a, where m is mass of the body in motion, and a is acceleration. Also note that the mass we are talking about is the pilot's body mass. When it comes to inertia, the pilot and craft are concidered seperate bodies in motion. The craft may slow down, but you body will tend to continue moving, until the seat restraints stop it.
I mentioned earlier the factors that go into play when determining how many Gs an individual can indure. An individual can endure more than twice as many Gs laying down than sitting strait up. Obviously, the better your physical condition, the more forces you're going to be able to withstand. Finally, time. The longer the pilot is subject to forces, the less enduring he/she becomes. This is why you want to make short maneuvers rather than long ones.
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Posted: Thu Nov 16, 2006 7:55 am
*lincvg walks into the room looks around and says*
ahhhh reminds me of my old training acadamy
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Havoc_Black_Soul_Reaper Captain
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~Sternenlose_Nacht~ Vice Captain
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Posted: Thu Nov 16, 2006 9:55 pm
Haha, good to know we do have some experienced pilots. 3nodding
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Posted: Fri Nov 17, 2006 7:53 am
Also, being head of security..
When on hand to hand combat, if it ever occurs. DO NOT stop moving at any cost. If you stop, you take it upon yourself as to being an open target. Never let your enemy have a chance at you. That is all for now. If I have more to say, then I will do so.
Captain Domzalski, out.
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Posted: Fri Nov 17, 2006 9:15 am
[raises hand]umm ,sir? you know when you were talking about g's? you forgot to mention inertial dampers...
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Posted: Fri Nov 17, 2006 10:34 am
calebthecat [raises hand]umm ,sir? you know when you were talking about g's? you forgot to mention inertial dampers... ey, inertial dampers are designed to prevent a pilot from passing out... but... if they're turned at full power, the pilot loses the sense of motion he would've had otherwise, like turns and dives... this can be a deadly mistake... the best setting for such is 80%...
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Posted: Fri Nov 17, 2006 10:52 am
Jadonima calebthecat [raises hand]umm ,sir? you know when you were talking about g's? you forgot to mention inertial dampers... ey, inertial dampers are designed to prevent a pilot from passing out... but... if they're turned at full power, the pilot loses the sense of motion he would've had otherwise, like turns and dives... this can be a deadly mistake... the best setting for such is 80%... just checking, passed the academy , 2nd in class...
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Posted: Fri Nov 17, 2006 11:04 am
calebthecat Jadonima calebthecat [raises hand]umm ,sir? you know when you were talking about g's? you forgot to mention inertial dampers... ey, inertial dampers are designed to prevent a pilot from passing out... but... if they're turned at full power, the pilot loses the sense of motion he would've had otherwise, like turns and dives... this can be a deadly mistake... the best setting for such is 80%... just checking, passed the academy , 2nd in class... ey you doubt my qualifications?
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Posted: Fri Nov 17, 2006 11:07 am
Jadonima calebthecat Jadonima calebthecat [raises hand]umm ,sir? you know when you were talking about g's? you forgot to mention inertial dampers... ey, inertial dampers are designed to prevent a pilot from passing out... but... if they're turned at full power, the pilot loses the sense of motion he would've had otherwise, like turns and dives... this can be a deadly mistake... the best setting for such is 80%... just checking, passed the academy , 2nd in class... ey you doubt my qualifications? no sir, you just failed to mention that crucial part of dogfighting, that when you lose that sense ofmotion, you can over do a movement and BAM! next you are just splatter on a asteroid...
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Posted: Fri Nov 17, 2006 11:14 am
calebthecat Jadonima calebthecat Jadonima calebthecat [raises hand]umm ,sir? you know when you were talking about g's? you forgot to mention inertial dampers... ey, inertial dampers are designed to prevent a pilot from passing out... but... if they're turned at full power, the pilot loses the sense of motion he would've had otherwise, like turns and dives... this can be a deadly mistake... the best setting for such is 80%... just checking, passed the academy , 2nd in class... ey you doubt my qualifications? no sir, you just failed to mention that crucial part of dogfighting, that when you lose that sense ofmotion, you can over do a movement and BAM! next you are just splatter on a asteroid... ey, well, first.. i'm a bit busy to be training just yet.. second, this is my advisor's lecture... third... there are many, many crucial parts...
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Posted: Fri Nov 17, 2006 12:39 pm
good point, we soo need more officers,
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