How to Compare Planes
by Hammer
Most on-line sims model many different planes. While there is sometimes
debate about the historical accuracy of the flight models, the important
thing for you is understanding how the planes you are going to meet in the
arena compare to each other in performance. The purpose of this write-up
is to give you an idea of what performance characteristics you should look
for when reading descriptions of the planes you will be flying and facing
and to give you some idea on how you can test the performance envelope on a
plane so you may accurately compare capabilities.
The main performance characteristics that you will initially be interested
in when comparing fighters are:
-
Speed - Level speed. This varies with altitude. The fastest plane
on the deck is not always the fastest plane at 20k. You can find information
about speed from the in-game charts, the HiTech Creations' website, or
from these printable speed charts.
-
Rate of Climb - The sustained rate which a plane can gain altitude.
Again, planes can lose or gain based on altitude. You can find
information about speed from the in-game charts, the HiTech Creations'
website, or from these printable climb charts.
-
Acceleration - The rate at which a plane gains speed. Usually a concern
at the lower end of the speed range.
You can find information on acceleration at DokGonzo's site.
-
Lethality - The strength of the guns. Basically, the ability of the
plane to destroy other planes.
You can find information on a plane's guns from the Weapons Page on this
site or from DokGonzo's site.
-
Sustained Turn Rate - The best rate of turn the plane is able to maintain.
You can find information on a plane's turn rate from DokGonzo's site.
-
Sustained Turn Speed - Different planes turn best at different speeds.
Some turn best at higher speeds while others turn best at very
low speeds
There are, of course, other performance characteristics which can be compared.
Consideration of these characteristics are generally more advanced. Some
of these are:
-
Instantaneous Turn Rate - This refers to a plane's initial turn rate,
usually from high speed. Many planes have the ability to out-turn a plane
with a better sustained turn rate during the initial turn from high speed.
This advantage usually only lasts for a circle or two.
-
High Speed Maneuverability - Many of the planes with the best sustained
turn rate lose the advantage when speed increases. Roll rates of most (but
not all!) planes decrease with speed, also.
-
Compressability - Kind of a sub-category of high speed maneuverability.
Many planes' controls actually freeze above certain speeds while others are
less affected. Often, trim can be used to offset this problem.
-
Structural Strength - Some planes wings will rip at high speeds or
while pulling high gravity loads (G's).
-
High Altitude Performance - Many planes which perform well at low
altitude perform poorly at higher altitudes. The P-47's performance is actually
better at high altitude!
-
Ammo Load - Some of the more lethal planes in the arena have small
ammo loads. A good thing to consider.
-
E-Retention - How well a plane holds on to energy while pulling G's.
Remember, a plane's capability is the sum of its parts. The best turner in
the game (the Zero) lacks just about all of the other characteristics needed
to survive and consequently is not flown much in the arena. It normally takes
more than one "strength" for a plane to be viable. Consider them carefully.
As I noted in an earlier write-up, the Spitfire Mk VIII is an excellent plane
to learn in, but you still have to understand your opponent in order to use
the Spitfire's strengths against his weaknesses and to prevent your opponent
from using his strengths against your weaknesses. "What weaknesses?" you
say. The Spit8 is the super-plane! Well, consider the following:
The spit8 has very good E-retention. "An advantage!" says you. Yes and no.
Look at the following diagrams:

Let's say the diagram on the left represents a Spit8 entering a turn at 400 kts and the one on the right represents a Fw 190A-8 entering a turn at 400
kts. Everyone knows a Spitfire will out-turn a Fw but, with its excellent
E retention, the spitfire slows very slowly and so only gradually slows
down to a good sustained turn rate. The Fw bleeds E quickly and therefore
slows quickly. The result of this is that the Fw's turn radius becomes smaller
much more quickly than the Spit's. The Fw actually out-turns the Spit until
the Spit gets slowed down. The Spit's final turning radius is smaller than
the Fw, but a good Fw pilot will have used the 20mm cannons to send you
back to base by then! Keep in mind that the illustrations are just an example and
in no way represent the actual number of turns required by either plane but
it illustrates the thinking that has to go into comparing your planes!
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