This was a great flight to watch, most other videos posted are either heavily cut multiplayer matches to see just the highlights or campaign missions where you just see cuts of takeoff, AO time, and landing. Its nice to see the whole mission. I do have some recommendations on your gunnery, however, if you're willing. To knock planes out of the air is skill in and of itself and I have helped some buddies of mine get to that point in the first place with some difficulty. At 27:20, it is a near textbook disable and kill, leaving the plane to burn when 5-6 20mm rounds land home on the empennage and body. It was a little jittery on the flick, and a drop from combat to nominal when getting close would have given more time on target to set the sights without requiring a jerk on the stick. At 18:45, this was a good initial burst to see if you could get the plane out of the air quick. The follow up shots, however, were somewhat lacking. With underslung 20mm, the aircraft will pull heavily down when firing, making long range burst a crapshoot. The Yak had more energy due to pulling less G coming around that circle, and the slowdown of the wing 20mm. The lack of combat power from the initial turn into the pursuit meant the Yak held the energy advantage, pulling away and further fouling the shots. A couple burst of MG (does not throw the nose and ruin the shot) while ramping up power to max would be a better choice in my opinion, clawing back the spacing and saving the 20mm for a closer shot. If wanting to land those long range shots, pull more lead and let the cannons lower the nose, sending a wave of shells in front of the plane and raking back instead of letting them fully fall behind. There was not enough lead for the bursts before the 19:00 hit. After that hit, the other bursts once again did not have enough lead until the second hit at 19:30. The closure control was excellent, however. You did not overspeed the target. The most difficult time to hit a target is in either a direct head on, or direct 6 pursuit. The rest of the bursts at the end until the belly killshot were only on target for a small amount of the shots, since the stick was pulled relatively hard and seem to have been relaxed when firing. Try to not just pull angle for the shot, fly the nose into where the enemy will be, although this is understandably difficult with underslung 20mm. Due to the short time on target of the shot path, the 19:54 burst did not shred the right wing, and the plane simply flew through the split second when the cannon shells were cycling. Slow is smooth, and smooth is fast. The first dogfight took up quite a bit of ammo due to the leading and jittery shots, but everything worked out this flight. I don't mean to talk down on your flying, but I wanted to talk about what I had noticed from the recording. I record some of my own dogfights when the servers are not full so I don't lag my VR out and it is good to go back and watch your own performance when you are not the one actually flying. Keeping a plane in the air and gunning for another plane kind of takes all of your attention. It was a fun watch, and while the landing was a little hard you did not bounce- that's better than most of my landings. I end up bouncing at least once down the runway half of my landings, although I mainly play on multiplayer so I typically come home in a body bag. If I still have ammo and a spinning propeller, I don't leave.
I love it. Just discovered your channel. I hope at some point you invest in a mic like Wolfpack345, Growling Sidewinder, or Taff in Exile. I'd love to hear some commentary and thoughts about your playthroughs.
This was a great flight to watch, most other videos posted are either heavily cut multiplayer matches to see just the highlights or campaign missions where you just see cuts of takeoff, AO time, and landing. Its nice to see the whole mission.
I do have some recommendations on your gunnery, however, if you're willing. To knock planes out of the air is skill in and of itself and I have helped some buddies of mine get to that point in the first place with some difficulty.
At 27:20, it is a near textbook disable and kill, leaving the plane to burn when 5-6 20mm rounds land home on the empennage and body. It was a little jittery on the flick, and a drop from combat to nominal when getting close would have given more time on target to set the sights without requiring a jerk on the stick.
At 18:45, this was a good initial burst to see if you could get the plane out of the air quick. The follow up shots, however, were somewhat lacking. With underslung 20mm, the aircraft will pull heavily down when firing, making long range burst a crapshoot. The Yak had more energy due to pulling less G coming around that circle, and the slowdown of the wing 20mm. The lack of combat power from the initial turn into the pursuit meant the Yak held the energy advantage, pulling away and further fouling the shots. A couple burst of MG (does not throw the nose and ruin the shot) while ramping up power to max would be a better choice in my opinion, clawing back the spacing and saving the 20mm for a closer shot. If wanting to land those long range shots, pull more lead and let the cannons lower the nose, sending a wave of shells in front of the plane and raking back instead of letting them fully fall behind. There was not enough lead for the bursts before the 19:00 hit. After that hit, the other bursts once again did not have enough lead until the second hit at 19:30. The closure control was excellent, however. You did not overspeed the target. The most difficult time to hit a target is in either a direct head on, or direct 6 pursuit. The rest of the bursts at the end until the belly killshot were only on target for a small amount of the shots, since the stick was pulled relatively hard and seem to have been relaxed when firing. Try to not just pull angle for the shot, fly the nose into where the enemy will be, although this is understandably difficult with underslung 20mm. Due to the short time on target of the shot path, the 19:54 burst did not shred the right wing, and the plane simply flew through the split second when the cannon shells were cycling.
Slow is smooth, and smooth is fast. The first dogfight took up quite a bit of ammo due to the leading and jittery shots, but everything worked out this flight. I don't mean to talk down on your flying, but I wanted to talk about what I had noticed from the recording. I record some of my own dogfights when the servers are not full so I don't lag my VR out and it is good to go back and watch your own performance when you are not the one actually flying. Keeping a plane in the air and gunning for another plane kind of takes all of your attention.
It was a fun watch, and while the landing was a little hard you did not bounce- that's better than most of my landings. I end up bouncing at least once down the runway half of my landings, although I mainly play on multiplayer so I typically come home in a body bag. If I still have ammo and a spinning propeller, I don't leave.
I love it. Just discovered your channel. I hope at some point you invest in a mic like Wolfpack345, Growling Sidewinder, or Taff in Exile. I'd love to hear some commentary and thoughts about your playthroughs.