The High Yo-Yo

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You do realize that the last response to this thread was 10 years ago?!?!?
 

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

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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