The High Yo-Yo

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"Yo Yo's" are closure control maneuvers taught in Basic Fighter Maneuvers. The High Yo-Yo is used when you have excess closure, and you roll into lag and go up (controlling closure by transferring kinetic energy into Potential energy), then over-rotate and place lift vector in lead and pull inside the bandit using the additional vertical altitude as turning room to turn "inside" the bandit.

A Low Yo-Yo is used to generate closure...when trapped in lag, you over-rotate and place the lift vector in lead, predicting WHERE the bandit is going and using Gods-G, aka gravity, to help increase your turn radius, maintain your speed, and help you use the vertical turning room to turn "inside" the bandit.

Realize both of these can be countered by an aware bandit who can re-orient his lift vector and deny you the opportunity to take advantage of the vertical.

Obviously roll-rate plays a part in this, but more importantly is the early recognition of the problem and applying the correct maneuver to the situation.

Cheers!
Dobs

You do realize that the last response to this thread was 10 years ago?!?!?
 
If you notice, when in the vertical inthe yo-yo the top is an oval. you could do the same thing on the bottom (low yo-yo), letting the opponent stay above you, but managing your energy so you could still get a firing solution. The whole thing is centered around the shape of an "egg."

True - But -The number one rule however is get altitude if possible to trade altitude potential energy to kinetic energy.
 
Well besides real life evidence it works in every single air-combat game that has ever been, even the goofy ones like the "Battlefield" series :p

its simple geometry and "energy" states, so long as its performed correctly it works
 
I'm sure it was, it just didn't have a specific name - just a manoeuvre that experienced pilots executed when the situation called for it.
 
Greyman,

Was it used by all sides or just by the USAAF? It seemed the RAF was quite surprised by it in the description
 
All sides ... it's one of those moves that isn't particularly mysterious or counter-intuitive, and I'm sure was used by plenty of pilots everywhere with enough experience to 'get it'.
 
It's a good maneuver but easily countered, both low and high with training and or knowledge of what is occurring.

From the defenders point of view, looking back he sees his adversary over-rotate (over bank), and start descending faster while still maneuvering against or in relation to the defender. Or he will continue to turn with you but using Gods G tighten his turn circle as compared to yours. Once he bottoms out (gets to the floor or determines he has enough of an advantage) he will start coming back up to get you.

All you have to do is over rotate your aircraft to keep him near the horizon (while continuing to pull) from your perspective and he will never get there.

Same with a high. If a guy is stuck in lag, and he either goes high or low, and his plane is close to yours in performance, just match him and he will usually end up stymied!

That is basically a summary of "mirror BFM".

Cheers,
Biff
 
Didn't this type of turn originated with Doolittle during the Schneider Cup races in the 1920s?
 

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