Jet AI FMs are generally pretty accurate in terms of overall performance (there are only a few deviations: They can sustain negative G that would flame out the engine, and have unrealistic control at very low speed) but the AI cheats in other ways. The part about similar 1v1, guns only ACM is probably the most relevant to your question, but the whole thing is a great read if you want to learn about air combat. In case you haven't read it, this has great info about dogfighting: Specifically to DCS, remember that the AI uses a simpler flight model so it can't do things that shouldn't be physically possible. Furry's rules are a bit comical but memorable. Its something like Star Trek's Ferengi Rules Of Acquisition, except shorter. Called "Abner Furry's Rules Of Survival". In it there is this list made by one of the story's characters. If you can find it, there is a book by Richard Herman, called "Fire Break". His work is based on F-16A and early F-16C blocks, but they hold true for ACM, regardless of aircraft. He wrote great articles, and videos describing ACM basics, air combat geometry, energy management, and so on. He was a top F-16 USAF pilot, though he was actually Air Force Reserve or Virginia Air National Guard. There is a great, but old book and old 1990's Internet posts by F-16 pilot Pete Bonani. But, and this is just my opinion, I don't think that AI opponents are affected by sunlight in DCS. The good old 'Out Of The Sun', tactics from WWI. In real world, you should conduct your initial attack (i.e. Above 500 knots, your turn advantage diminishes. F-5E has superior turn rate and turn radius then those huge things. If you are fighting against MIG-25 or MIG-31, and you survive radar missiles, get them in close, slow the fight to 350 knots, then turn to kill, take the shot, if possible, and run away at low altitude. If an opponent is on your six, and you have altitude, dive with burners on to gain speed and run away if possible. If taking a IR missile shot, break to side, and dump flares like crazy. So roll alot, to prevent opponent gun or missile solutions. Quicker then almost everything, except clean Mig-21. In DCS I find that F-5E has really fast roll rate. They would ambush Japanese, dive on them, or single pass from underneath, then run like hell. Fighting superior Am6 Zero's with less maneuverable P-40. Ambush tactics! Like the Claire Chenault's Flying Tigers in China in 1940. So best bet is one pass at enemy, fire off Sidewinders, one head on gun pass if possible, then run away. A clean Mig-21Bis climbs quite a bit faster then F-5E. Mig-29, SU-27/30/33/J-11A, Mirage2K, all can see you further out, have more and better AA weapons, faster, and climb faster. 4th gen fighters, and will probably loose. In my opinion, within context of DCS world, unless you are fighting Mig-21, Mig-15, another F-5E, L-39, Hawk, or intercepting large aircraft, you are at energy disadvantage vs. Even full internal fuel will slow you down, but F-5E will go through that fast in afterburner. So you can't 'dogfight' with fuel tanks and AG stores. Gross weight of aircraft effects how it sheds and gains energy. This is central to Western thought on ACM. Read Energy Theory of Air Combat Maneuvering by USAF Col. The harder the turn, the faster the AC looses energy. About 400-450 knots for tightest turn, and fastest turn rate. Aircraft needs speed for best performance. Visual target and threat detection with RWR is more useful.Īfter SA, managing energy (air speed and altitude) is next most difficult. In F-5E, radar is ancillary sensor at best. Have labels, so you would know where the friendlies and enemies are. External views, especially F5 nearest aircraft and nearest ground hostile view,are most usefull. Which is knowing your aircraft relationship to target or threats, or both at same time. Regardless of platform, situational awareness is most difficult, in DCS, and in real life. ACM is hard dude! F-5E is actually more of a ground attack, then air-air.
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