![]() ![]() During one-circle flow, the fighter with the smaller turn radius will have the advantage. This is called "two-circle flow." One-circle flow will result in another merge, unless an angular advantage can be obtained. If the aircraft turn in opposite directions, (i.e.: one turns north but the other turns south), they will move away from each other, flying around to engage each other on separate turn circles. This type of engagement is known as "one-circle flow". If the two fighters turn in the same direction, (i.e.: both turn to the north), they will be traveling toward each other along the same turn circle. ![]() ![]() After the pass, both fighters may turn to engage. If two fighters meet head-on, they will usually make a very close, neutral pass, called a "merge". How the opponent turns in relation to the other determines the flow of the fight. This gives the defender the opportunity to reverse the turn and possibly to cause a wing line overshoot, allowing the defender to move in behind the attacker and reverse their roles.Ĭircle flow Aircraft can turn either towards or away from each other. An '"in-close overshoot" happens when the attacker overshoots the defender's flight path ahead of the control zone. After a control-zone overshoot, the defender will continue turning in the same direction to retain the acquired angular advantage, trying to prevent the attacker from getting a good aim. Flight path overshoots are divided into two categories, called "control-zone overshoots" and "in-close overshoots." A "control-zone overshoot" occurs when the attacker crosses the defender's flight path from behind the front edge of the control zone. More often, however, it greatly reduces the attacker's angular advantage over the defender. Although not necessarily dangerous, it is possible for a flight path overshoot to cause the attacker to fly out in front of the defender. When the attacker crosses the defender's flight path, the situation is called a "flight path overshoot." This happens when an attacker fails to control closure and crosses the defender's flight path from behind. A wing line overshoot is usually referred to as "flying out in front" and causes "role reversal," putting the attacker in range of the defender's weapons, and the attacker suddenly becomes the defender. Also called a "3-9 line overshoot" or a "dangerous overshoot," this occurs when an attacking aircraft approaches too fast and accidentally crosses the defender's wing line, (an imaginary line passing through the center of the aircraft at the 3 o-clock and 9 o-clock positions). Passing the defender is referred to as a "wingline overshoot". This position, from which the attacker will be able to safely maintain command of the fight, is termed the "control point." The control point lies in the heart of an imaginary, cone-shaped area, called the "control zone," and it is within this zone that the attacker will have both sufficient time and range to react to the defender's countermeasures.ĭuring a dogfight, the term "overshoot" refers to situations in which the attacker either crosses the enemy's flightpath or passes the defender, ending up in front. The most desirable position is, following the defender's flight path, a distance equal to one turn radius behind the opponent. If the attacker can maneuver onto the defender's flight path before an overshoot occurs, the attacker will be able to stop or reverse closure rate. Once inside the defender's bubble, the attacker will be in lead pursuit and may have an opportunity for a lucky "snapshot" hit. It is in this area where an attacking fighter will usually try to position itself. Because an aircraft turning at its maximum load cannot turn any tighter, any aircraft located between such a fighter and its post is momentarily safe from attack. The circumference is often referred to as the "bubble," while the central point is often called the "post." Any change in the g-force load on the aircraft causes a change in the bubble's size as well as a change in turn radius, moving the post in relation to the fighter. ![]() The defender will usually turn aggressively to spoil the attacker's solution.Īircraft turn in circular motion, following a circumference around a central point. The attacker must be able to get into the same geometric plane as the defender, get in range without overshooting, and be able to lead the target. Once an attacker gets behind a defender, there are three problems to solve in order to prosecute the kill. ![]()
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