You always wanted to land many kills, strike fear in the hearts of you opponents
and be congratulated by your country men. Read no further! Go grab a La7.
If on the other hand, you always wanted to fight against the odds, be laughed at
when you show up and when you un-controllably spin into the ground, flare at the
sight of gunfire, die slowly from blood loss or be shocked when you actually get
to land - the Mosquito is the plane for you. So yes, it is not a real pure
fighter. No, you can't out run every thing like in the stories, nor out turn
most planes. You are a big target with "moss" neon sign above it, which I think
is the ancient Greek word for "Shoot me".
In return you get to fly the most extraordinary plane, a legend in its time.
Used in almost every thinkable roll in WWII. You have the range of a bomber, the
speed and climb of a fighter, the guns of satan, the looks of Adonis, exhaust
flame dampers to choke you engine and a specially modified center-of-gravity to
increase spin ability. It was built by piano makers and it shows: what do they
know of C.O.G? but they made a deadly musical instrument that flies. As an added
bonus, you get to tease the environmentalists by cutting down their forests and
turning them into a beautiful flying machine. Just be sure to check the air
intakes for squirrels.
Additional perks include surround sound speakers, even on the roof above, a
chilled beer box on the baggage platform behind the seat and an assistant to
prepare the drinks for you and act as dead weight to balance the plane. Perhaps
the installment of his seat too far back is what caused the instability problems
(I always though this was so he can reach the beer cooler easier).
You made it this far. Good. I bet you never get passed this.
F4U
These are basically all the heavily used Late-war arena planes. Take comfort in
your ability to outrun Zekes, N1K and Hurricanes. But hey! you do have that flame damper on your
exhaust tubes. When you fly at night, they can't see the sparks! How cool is
that?
It is not all that bad for one reason: E retention. The Mosquito seems to be
holding its speed very well. High mass and a very clean airframe do count for
something. If you dive to high speed, most chasing planes will bleed their speed
faster than you do. So, for a little while you can pull ahead or at least make
this a surprisingly long chase for them - enough for a wingman to clear you, or
to take your pursuer to a remote place where you can show him some of that pilot
s#!t.
Avoid cruising between 9k & 11k. Performance drops in this range.
Climb: With 50% or less fuel on board (ie, always), you break the 3000 fpm line without
WEP. That is decent for any fighter (see, I'm used to jugs so this looks like a
lot to me). The beauty here is that even if you climb at 200 mph, you still make
3000 fpm. The Mossie really excels at high speed climbs. Basically, unless you
DON'T want to get anywhere while climbing, you can always set you climb speed to
200 mph (IAS). Saves a lot of time in Jabo runs and you are always at
maneuvering speed in case you are bounced. Load the plane up with 4*500 lbs and
50%, set the climb speed to 200 and you still can climb at 2750(2500) fpm on
WEP(without), covering 3 1/3 miles per minute. Within 2.5 minutes of WEP climb,
you are at about 7000 feet and better turn off WEP since it will be ineffective
till about 12k. If the target is far away, don't bother with the WEP and climb
even shallower. Climbing 2000 fpm, mill power, you can cruise at 240 mph
indicated (250-260 true at typical alts) while doing so, and that is WITH fuel
and bombs.
Dive: Magnificent! No I'm not being cynical, truly magnificent. The dive acceleration
is good enough to notice you pull away from most pursuers. The only problem is
the low safe-speed. Stress sounds start at 440 mph, vibrations at 500 mph and at
540 mph you'll loose elevators and ailerons. Thanks to the great accelerations,
this comes surprisingly fast. Even before that, if you pull out too hard, you'll
loose plane parts. This is a slight problem in JABO since it forces you to aim
and release fast. Also, starting too high and fast will force you to release
from high altitude.
Zoom: Magnificent again! The high speed E retention, high mass and good climb combine
to make this plane one of the best zoomers from high speed. It also means that
when you dive bomb, you can zoom back up without much E loss. You can really
prepare a nasty surprise here when you zoom up into your opponent poking him
with your devil's guns.
Turn: Bad, especially the turning circle. It seems that at high speeds, the E
retention is good, so you don't dump speed fast enough and when slow, even with
flaps, the turn radius is quite large. Also, you need to watch out of the boogie
man. When you just think about pushing the plane a little into the stall, the
boogie man will come and kick your arse, switching you head for your butt,
throwing you into a nasty stall. This is one of the benefits of having your
center-of-gravity miss placed.
Roll: Mixed. Not impressive at slow speeds, pretty nice at mid-high speeds. Good
enough to work with.
Range: 543 gallons. That's right 543. That is 2+1/3 full 110s and 35% more than P-38.
The only fighter to beat you by a hair is the P47-N with absolutely ridiculous
550 gallons (for 1 very hungry engine). Why do you need that much? You don't.
You are not flying to Berlin. At MA settings you get a little over 17 minutes
per 25%. Taking 50% will give you 35 minutes at full power. Do you need more? If
you want to save, fly on "normal" settings in the E6B - that will give you 24
minutes and a range of ~125 miles (per 25% !) cruising at ~315 mph. That is
almost infinity.
Another viable option is 25%+DT fighter mode. The DT give you 24 minutes on full
power to get to anywhere on the map. You have the 17 minutes of fuel left to
fight. When the E6B indicates 3 minutes left, RTB at "normal" settings. You’ll
have 5 minutes of fuel and ability to cover a full sector at over 300 mph true.
Go lower settings to get even farther.
High speed, long range cruise is your "thing". The Mosquito was the only bomber
that had to slow down in order for the escorts to keep up. Use up your fuel to
the max and don't carry too much of it. The difference in performance is
significant.
Guns:
4 Hispanos in the nose with 175 rpg. Say no more. 175 is not as much as it sounds. Fire short bursts. One short hit is usually
enough.
4 303 pea shooters: very fun for shooting chutes. The other use is to annoy
enemies with the sound of hail storm on a tin roof (and as effective). Near
useless most of the time.
Forward visibility is excellent. If you set the "forward" head position slightly
up and close to the gun sight you can pull very good deflection shots. You can
get an almost "no cockpit" view by going full forward. You won't have the gun
sight to aim with though.
Aiming is incredibly poor. With every correction the nose swings from side to
side making sniping very difficult. I attribute this to my navigator/bartender
sitting too far back.
Chapter 2 - (Mis)handling the Mosquito: Careful, they bite!
Counter rotating props? Bahh, too complicated for carpenters. Stable platform?
You mean training wheels for beginners. Combat flaps? RAF do not need no bloody
flaps, but you'll get small ones just for the ladies.
By now you must have heard or experienced the dreaded mosquito stall and flat
spin. Two factors combine to create it: Very strong left yaw from the props and
the aft center of gravity that makes your arse want to overtake the head. In
this chapter I will attempt to give a few advice on how to die with dignity -
that is by bursting into flames or by bleeding all over the cockpit, but not to
spin and crash.
Combat Trim:
In Yiddish that means "death by your own hands" (and make you feel guilty).
Extreme care should be used with the combat trim. Against what it is supposed to
do, it does not trim you to level flight, but leaves some pitch up (or tail
heavy... surprise surprise...). If you are trimmed for high speed, but got slow
and you turn it on, hold on tight to your panties.
If you leave it on, it will keep increasing your AoA even if you do not pull the
stick and push you right over the stall edge. Once you stall, the airspeed drops
to zero and CT will trim you "full-up" making "stick forward" response
ineffective.
I recommend it is used for rough trimming - turned on for a second and right
back off. Never turn it on while you are pulling G.
Rudder and Yaw:
The plane has terrible yaw instability. Push stick forward and it yaw hard left
(ball goes to the right), pull and it yaws to the right (ball left). To get a
good gun solution you need gentle corrections and no jinks which will set the
pendulum in motion.
At slow speeds the difference between right and left becomes significant, to the
point where you can't roll or yaw to the right. Good rudder trim can help a lot
here, especially if you use a gawd awful Logitech twist stick that often
response only half way to the right $#%@#!. If you get into a slow speed fight,
especially rolling scissors, try to make it a left rolling fight.
Kicking hard left rudder at near stall speeds will send you into the mosquito
famous flat spin. The P38 can do a nice quick flip at the top. The nose drops,
swings a little and you gain control. Try it with the mosquito (to the left) and
the nose drops, then the heavy tail wants to come around too, swinging you 360
yaw rotation and leaving you in a deep stall pointing at the sky again. Try it
to the right and do it in slow motion (if at all). BE VERY CAREFUL IN
HAMMER-HEADS TO THE LEFT.
In the real thing, pilots said you'd be just fine by using differential power on
the engines. Most of us do not have dual throttles and if you try to shut down
one engine while stall fighting, prepare to enter a world of pain.
Take offs:
Pretty straight forward. Pick up some speed, raise the tail, pull gently and
feel the heavy tail wagging the dog. Remember that feel when you stall fight.
Landings:
Surprisingly tricky for a silly reason - you are too aerodynamic and can't slow
down. Don't come too steep and use a lot of skidding to get below 200 mph. Here,
your flaps pop out and the gear will help to slow you down. As you go below 160,
beware of the wagging tail and the sink rate that increase rapidly. Always land
at full RPM to help slow down. In feathered engines landings you can easily run
out of runway.
Accelerated stall:
We all know the drill - enemy just outside the gunsight, you do a quick hard
jink and pop him up. Works like a charm in silly planes like the F4U and
Typhoon. We won't have that with the mosquito; it's not dignified. To prevent
you from doing that, the heavy ass of the mosquito has been designed to slap you
every time you try it. Jink hard and call yourself butt-head, because you have
just flipped tails for heads like a coin in a football game. You also got
yourself into a deep stall, usually with a left spin (read further).
Slow speed stall:
Never stall with your nose high above the horizon. The heavy tail will get you
into what is known as "deep stall". That is when the entire aircraft is stalled
and falls belly-forward, without allowing the airflow to resume normal
conditions on any control surface. Often, the engines yaw will add a left spin
component. Since the tail is too heavy, it is very hard to get the nose down and
turn it into a forward dive. Care is advised when using flaps as they add pitch
up and allow you to get deep into the danger zone. Do not get stopped in midair
with the nose up.
Recovering from deep stall / flat spin:
Quick reaction is vital. Once you feel the plane start yawing to the left
un-controllably, react immediately:
1. Full stick forward, full rudder against the spin (usually full right).
2. Retract flaps if extended.
3. If combat-trim is on, slap yourself and turn it off, trim a lot forward.
4. Your first objective is to get the nose below the horizon and into a dive. If
after 2 seconds you get no response, throttle full back (still holding stick
forward and full rudder). You can try adding roll in the same direction as the
rudder (stick forward right).
5. Once the nose is pointed down, center all controls and open throttle. Pick up
some speed and smoothly come out of the dive.
If you respond quickly and act right, #1 should work to get you out in 1-2
seconds. In certain very extreme cases the wild stall can be used as a defensive
maneuver, so this is not all bad. Mostly bad, somewhat very bad and partly down
right awful, but it has its dweebish uses. This will be covered in the next
chapters.
Chapter 3 - Attack of the Mosquitoes: It's Da Bomb!
JABO. Some people think it is an abbreviation for "Just, Another BOmbing
Attempt". Yes, I know, they missed the "Attempt" in JABO - that's because they
don't do it correctly. You might think: "yah! the mosquito was known as a bomber
and as an attack plane. It must be good!". Perhaps, but most fighter-bombers
will carry more ordnance than you and dive bomb better than you. The Typhoon, if
it gets to some alt and speed is almost unstoppable, carries the same 2000lbs as
you, has hispanos to strafe and much better chance to get away after the deed.
The P38 will carry 2000lbs and top that with 10 rockets and is somehow faster
than you on the deck without the ord. Make sure to shoot at any P38 you come
across just for this reason (friendlies also). P-38 has no speaker in the
ceiling though. The Me110 will carry more ordnance than you and has better guns
for strafing. It too has no speaker in the ceiling, so we maintain superiority
there. If HTC give us the Tze-Tze with the 57mm gun, then we'll see some real
barrel envy.
Just a side note about the 110: With the two engines and a crew of 2, you might
think of it as a German version of the mosquito. This is entirely wrong. Little
known fact is that Willy Messerschmitt designed the 110 to be crewed by old
German married couples. They sit back to back so they don't have to talk.
In the blabber that will follow, I will attempt to give some advice as how to
make a successful dive-bombing attack run in the Mosquito VI and take the long
route to the tower by actually landing the plane. Other attacks (NOE, de-acking
etc...) will be covered in future chapters. We start on the ground:
Load out options:
Guns - always take the large ammo package. If you are worried about weight and
not worried about hit %, then shoot away the excessive load of peas through the
303 pea-shooters. Personally, I never bother, but will thank HTC if I'll be able
to leave them home. They do come in handy on rare occasions.
Bomb Bay - You can choose between the 500 lbs and 250 lbs. You will hardly feel
the difference on the climb out so you might as well get the big ones. I often
take these even if I intend to go A2A, just in case I pass by an enemy GV of
base without finding a fight.
Wings - Here you can choose between a pair of 250lbs, a pair of 500lbs (again,
no real dilemma) or 8 rockets. Some say that 5 rockets are the equivalent of 500
lbs. I really don't know and generally I feel that they are less effective than
a big bomb, so that is usually the two 500lbs for me.
Fuel - 50%. No more, no less. Sometimes, if the target is close, 25% (17 minutes
mil) will do. Remember, 50% = 34 minutes at full power. You won't live that long
anyway.
Setting up the views:
The mossie has great views for attack runs. The two most useful are:
Forward-Down, which you set to be as far forward and up as you can, so you can
look down past the nose (laying on the dashboard) and Left-Forward-Down, which
you set so you peek down through the trapezoid window between the nose and the
engine with your cheek against the glass. The Right-Forward-Down view works
also, but is not as good.
Climb-Out:
Your auto-climb default speed is 170 mph. You might as well climb at 200 mph
since you loose almost no FPM. If the target is far away, I set an even higher
speed (command is ".speed 200"). See the Climb remarks in Chapter 1.
The target altitude is at least 8k above base alt (can be displayed on the map).
The reason is you want to arrive higher then the acks and high enough so planes
climbing out of the attacked field will not just pull up and take a shot at you.
You also want to void cruising at 10-13k. See the speed chart at HTC:
http://www.flyaceshigh.com/ahhelp/models/mossie6.html
One important note: You want to get to the designated alt at some distance from
the target. Leave the last miles for picking up speed. If you arrive at 200 mph
you might as well drive a Lancaster - Mosquitoes come with a thunder! No reason
for you to reach at less than 330 mph (350 is even better). In practice, the
idea is to come so fast that you get to the drop before anyone is quick enough
to get his guns on you. Since you climb at high speed, you won't need to
accelerate for long (level out with a heavy jug and see how long it takes to get
to just 300).
Passing the time en route:
While your Navigator/barman/DJ is entertaining you, this is a good time for some
intel. What do you want to attack? You have few bombs, so you better make them
count. Right click on the target field in the map and select "AXXX Status".
There you can check if the VH/Dar/Ammo is up. Let’s assume we choose the VH on a
small field. Right click anywhere on the map and choose "clipboard maps". On the
pull-down menu, select the small field.
You will now do what you haven't done during 12 years of school - homework.
Learn how to find the VH quickly by setting up directions from large to small:
"On the opposite side of the runway from the big hangars platform, the only road
diagonal to the runway, the extreme-most structure". The maps are set so N is
up. If you come from E to W you can imagine how it would look - the VH will be
on the opposite side of the runway and to the left from the center. At the
critical moments of the attack you want to keep you SA up, assessing threats and
planning the escape, not flying around trying to find the target structure.
Also, choose your salvo now (".salvo X"). For hard targets its better to drop at
2. For soft, use 1.
If you are already familiar with the layout or finished early, this a good time
to talk some smack on channel 200.
Ingress:
I always thought the "Ingress" was a name of a Swedish lady, but I was wrong. A
Swedish friend of mine, whom I trust, says it means "in pants" as in soiling
yourself.
Remember? You come with a thunder, tearing the skies at 350 mph (or more!). If
you need a little more speed, shallow dive a couple k feet (even if it’s the
10-13k zone). Keep your head on a swivel, look for enemy planes. Are they
engaging you? Will they be able to catch you before the drop? Will they be a
threat after? Most important: What is the best direction to egress?
Locate you target from as far as possible (homework, remember?). The
Forward-Down view will come in handy. When you get near, I prefer to place the
target in the Left-Forward-Down view, you can track it there till it’s almost
below you - then it will be the time to attack.
When you feel that you will get to do the delivery, select the bombs. Now this
part is confusing to some people. The wing bombs show as "B50" in the counter,
the bay bombs, on the other hand, show as "B50" in the counter. But remember
that this is the Mosquito and it’s British, so everything is reversed: Your tail
wants to overtake the nose, the ammo counter is on the left for the MG, but on
the right for the cannons/bombs, and you select the bay bombs before the wing
bombs - opposite of how you'd like it.
Open the bay doors. Even if you think you just want to use the wing bombs, open
the bay. The only thing more frustrating than hitting the release button on a
perfect setup and seeing the "Doors are not open" message, is sitting on the
toilet after you did your business, realizing you didn't check if there's any
paper left.
The plunge of death:
Do we want to survive? Yes we do. If we didn't, we'd be flying a Typhoon and
lawn-dart into the target, even though a Typhoon has 10 times better chance to
come out alive. Therefore, and this is soooo basic, we make the attack in the
direction in which we want to egress (more or less). You will pick up great
speed, which the mosquito is very good at keeping. What is the point of running
in the wrong direction and blowing it all away in a sharp turn? In other words,
if we want to escape in the direction in which we came from, we fly PAST the
target and then dive to attack. Usually, backward is not the best direction, but
a little to the side. Also take into consideration the number of acks on the
way. If the target is on the edge of the field, attack in a direction that will
take you away from most acks and not across the entire field.
Trim a good measure forward, but not all the way - the bottom of the "L" is a
good guess. Under no circumstance use the combat-trim during the dive. Start
with a steep zoom climb (assuming you are not at immediate danger from
fighters). This is why trading some alt for speed on the ingress is not so bad.
You want 2 things: more alt is more time to aim before you drop into acks range
and slower initial speed will give you more time to aim before the plane falls
apart in the dive. If there are no threats, you can also pull throttle back, but
if there is, you want to save every Joule of energy you have. If you kept the
target in the Left-forward-down window, this will be a sort of high wing-over.
Don't stall, but complete the maneuver at ~200 mph and in the desired direction,
pointing closer than the target. You are now diving steep towards the target and
need to work fast or fall apart. This will happen much quicker than with most
other planes - what an acceleration!. If you come in too high, you will be
forced to release from high altitude. In that case you have to throttle back in
the zoom climb and the dive.
Roll your wings level. The ball will be useless, so a quick look forward-up at
the horizon will tell you your bank condition (angles, not dollars). Pull the
nose steadily past the target. When it looks good, hold for a split second and
release. You can quickly hit the switch and release the other pair of bombs too,
though the delay hurts the accuracy and your health. Immediately after release,
start to pull up. If you hear the creaking sounds, pull up gently but
immediately, before the plane breaks. It is usually not recommended to pull
straight back up, even if there are no enemy planes. Use the built up speeds to
clear the acks as fast as possible. Do rhythmic weaves, to prevent the acks from
leading you and use the opportunity to check 6 and general SA.
Just one note about avoiding acks: You are a big target and a vulnerable one.
Don't mess with acks; get the hell out of there. The quicker you release the
bombs, the higher you are and the longer the acks need to lead you. De-acking
tips will be covered in another section.
The Egress:
A successful JABO run is one in which you got to the target, released the bombs
and got out of danger. If you want to go fighting afterwards, that's your
problem (highly recommended), but the mission was accomplished when you were out
of harms way. Often at this stage, you'll have someone on your tail. You just
came out of the dive, going level, or shallow climb at full steam (already
headed in the right direction!).
Zooming up and starting a fight is one option (a fun one), though dangerous in a
crowded environment. The other is to get away from the crowd and then turn to
fight at your leisure. If you choose the second, do not climb, and maintain your
speed. Other planes will bleed theirs faster then you and for a while, you'll
pull away or keep the distance. You'd be surprised how hard they'll find it to
catch you even though their planes are much faster, on paper. Add a very shallow
dive if you need to extend the chase. If they gave up the chase or a friendly
cleared you, congratulate yourself on a job well done and go get killed in A2A
combat. If not, read the next chapter.
If its a truly slower plane (there are a few) that gives chase, start a shallow,
high speed climb. Your climb rate at high speed will be much better than theirs.
Then you can turn and attack with E advantage.
Supplements:
Some issues I left out, as well as other bombing methods will be covered in a
yet to be written chapter.
Chapter 4 - Dogfighting in the Mosquito: Balsa vs. Aluminum
Ever noticed that "F" in "Mosquito FB.VI"? That stands for "fighter" (or is it
FUBAR?). The Mosquito is a fighter. You'd think that the speed and the 4
Hispanos in the nose are a big hint, but some people still don’t get it. Better
known as the best and most advanced night fighter of WWII, the mosquito also had
a lot of use as a hunter on daytime "ranger" missions and occasionally even as
an escort fighter.
Just some legal stuff to get out of the way:
If you look closely below the canopy on the side of the fuselage you'll find the
following printed in black fonts and marked by a box frame: "Warning: The
Surgeon General Has Determined that Dogfighting the Mosquito May be Hazardous to
Your Health". A sticker on the back of the pilot seat saying: "Danger: High
Frustration Levels" and another at the wing root: "Do Not Sniff the Glue".
Better take these seriously, since a lot of Mosquito pilots ended up on the glue
as an escape from the harsh (virtual) reality. If you are 18 years of age or
older, not pregnant and don't mind an addiction to adhesive substances, please
read on.
So, how does an armed balsa fare as a fighter? Let us count the pros and cons:
Pros:
1. Best air-air gun package. No convergence issues, excellent ballistics, enough
fire power to take out anything in very short burst, adequate ammo load. Plenty
of 303 ammo for chute shooting practice.
2. Very good energy retention - For playing the E game and high speed passes.
3. Decent roll at medium-high speeds.
4. Very good frontal view for deflection shots.
5. Flame dampers to avoid detection in the dark.
Cons:
1. If you pull a little too hard in high speed turn - you enter a spin and
crash.
2. If you hit hard left rudder while slow - you enter a spin and crash.
3. If you stall with the nose above the horizon - you enter a deep stall and
crash (sometimes while spinning).
4. Very good E retention, with no good way of loosing it.
5. Yaw instability makes aim difficult.
6. Poor roll rate at slow speeds.
7. Big target.
8. Flammable target.
9. Not so fast target (being invisible at night does have a cost).
10. Pieces of meat in the cockpit seem to be favorite part of the target.
As you can see, most Pros are about offense and most Cons are about defense.
What does that tell us? Better stay on the offense, duh!
Offense: How to make holes in Aluminum
If you are the "sniper" type, you'll have no trouble adapting to the mosquito.
This plane really complements your type. Keep advantageous position by managing
your E and punish the opposition for any mistake with the accurate nose guns
(assuming you get over the yaw swings). Beware of steep dives as you will pick
up speed quickly and drop well below your target. Try to maintain this style as
much as possible, it is your strongest. Beware of high speed high G. In some
cases the instability kicks in without warning and you will enter the spin.
Energy fighting
- Vs. planes that doesn't build their energy very fast (most
American rides, typhoons, hurricanes, 190A/F, you can get and keep an upper hand
by making them waste their E... if you don't get shop up in the process. You
want to keep the fight at high speed and use your E retention (and decent climb
on WEP). They will tend to loose more energy than you on maneuvering. The basic
approach is to try and get below them on merges - they will try to prevent that
and you'll end up doing high speed, front quarter passes. Get some separation
and repeat. Soon you'll build a little E advantage so you can rope or switch to
BnZ. It does take careful E management and a good eye for estimating your
opponent's.
Ropes - Be very gentle when applying rudder for left hammerhead. Over usage of
left rudder will lead to a spin. To the right is safer, but slower or even
impossible in some conditions. Never use combat trim on the rope, it will trim
you up and make you get stuck there. Do not get stalled with the nose up. You
will enter the deep stall and possibly spin too. Be vary careful when using
flaps, or you will not be able to get the nose down. They cause pitch up - yes,
stall and spin... Partial solution is to be sure you are trimmed enough forward
before applying the flaps. Always leave some speed to complete the maneuver. You
are not a helicopter, as opposed to several other planes in the game.
Eventually, (or initially if you are a hot headed, berserker type) you will have
to (want to) knife fight. When that happens, here are some tips that might help:
Roll preferably to the left, especially when the speed gets slow. If you want to
cut inside your opponent you HAVE TO reduce throttle. If you want to cross
control for dumping speed, use right rudder, left is more dangerous. If you are
like me and graduated from the "Ray Charles school of aerial gunnery", you have
to get in close. Here, the E retention poses a dilemma. If you come in fast, it
is easy to reverse you, if you pull back to saddle up, you better not miss or
you are in big trouble. The important thing is to decide early and be familiar
with the problems of slowing down a mosquito. That is the hardest part to learn,
especially for someone so used to planes like the P-47.
Head on shots:
Avoid, it is not worth it. You have the guns for the job, but you are also a big
vulnerable target and likely to sustain damage.
Note: This is currently a work in progress. More will be added as it is written!