Tsubine Beast of Possibilities
Posts : 881 Join date : 2012-11-27 Age : 30
| Subject: Jerzy Sandek [Approved; 0-4- Tsurugi] Wed Feb 06, 2013 10:48 am | |
| Tsurugi Template Basics Name: Jerzy Sandek True Age: 2,700 Gender: Male Personality: The Hammer and Sickle Man with a Plan. Jerzy is someone with no morals. He is the grey area. He works for him and his goals only. Jerzy is the type of person who can see and think about the welfare of an organization as a whole. In other words, he'd do anything to succeed. He takes drastic and extreme measures, by fair means or foul, or by hook or by crook, in order to accomplish his own purpose. Everything he does is for his goals. He will go against laws, other people, and others' moral codes to get what he needs. He feels no remorse whatsoever. Rather, he lacks remorse. He lacks empathy. He lacks sympathy. He does not care for what others want, what they desire, or even what they like. It's all about Jerzy. However, this isn't meaning to say that he feels he himself is a center of attention. Jerzy would rather not be the center of attention. Jerzy is a master manipulator, a puppeteer. Jerzy has his own agenda and tries (sucessfully) to manipulate those under him into furthering his goals. Jerzy does not care about the method of which he completes his goal. As long as the end result is what he wanted (or better), it's fine for him. And even in the worst of situations, he will find some way for it to work for him. Essentially, if it doesn't work for him one way, he'll make it work for him. Jerzy does not write down anything related to his goals. He does not discuss his goals with anyone. Jerzy and only Jerzy knows what he plans. General Appearance Appearance:- Spoiler:
Animalistic Traits: None Appearance Age: Mid-40s Height: 182cm Weight: 70kg Natural Abilities Magic: Jerzy's magic skills are high above par, though that is not on any records. However, his skill does not focus on power or speed, nor accuracy. Instead, it focuses on stealth. His spells are small, but can do large amounts of damage. Techniques:
- Kulbit: The "Kulbit" (also known as "Frolov chakra", named after Evgeny Frolov, Russian test pilot) is an aerial maneuver developed by Russian pilots, in which the Mech performs an extremely tight loop, often not much wider than the length of the Mech itself. It is an example of post-stall maneuvering, a type of supermaneuverability. Like most post-stall maneuvers, it demonstrates pitch control outside of the normal flight envelope wherein pitch control is made possible by having aerodynamic flow over the Mech's elevators or stabilators. The Kulbit drastically decreases the Mech's speed and could theoretically be used to cause a pursuing Mech to overshoot its target. The maneuver is closely related to the famous "Pugachev's Cobra" maneuver, but the Kulbit completes the loop that the Cobra almost immediately cuts off.
- Pugachev Cobra: In aerobatics, Pugachev's Cobra (or Pugachev Cobra) is a dramatic and demanding manoeuvre in which a plane flying at a moderate speed suddenly raises the nose momentarily to the vertical position and slightly beyond, before dropping it back to normal flight. It uses potent engine thrust to maintain approximately constant altitude through the entire move. The manoeuvre has several combat uses, and is also an impressive trick to demonstrate Mech's pitch control authority, high angle of attack (AOA) stability and engine-versus-inlet compatibility, as well as the pilot's skill. The manoeuvre is named after the Soviet test pilot Viktor Pugachev, who first performed the manoeuvre publicly in 1989 at the Paris Le Bourget air show. Initially the Cobra was performed by Sukhoi's test pilot Igor Volk while testing the new Sukhoi Su-27 fighter. In the case of the Su-27, the pilot initially disengages the angle of attack limiter of the plane, normally set at 26°. This action also disengages the g limiter. After that the pilot pulls back on the stick hard. The Mech reaches 90–120° angle of attack with a slight gain of altitude and a significant loss of speed. When the elevator is centered, the drag at the rear of the plane causes torque, thus making the Mech pitch forward. At that time the pilot adds power to compensate for the lift loss. In a properly performed Pugachev's Cobra, the plane maintains almost straight flight throughout the maneuver; the plane does not roll or yaw in either direction. Proper entry speed is significant because, if entering at too low a speed, the pilot might not be able to accomplish the maneuver; entering at too high a speed might result in airframe damage due to the high g-force or for the pilot to lose consciousness.
While Pugachev's Cobra can be executed using only standard aerodynamic controls, it could be achieved more easily with modern thrust vectoring. In the latter case it would be an example of supermaneuverability, specifically poststall maneuvering. The Herbst maneuvering and the helicopter manoeuvre are other examples of the recent growing use of vectored thrust in 4.5 and 5th generation Mech, manned as well as unmanned
This maneuver could theoretically be useful when a combatant is being pursued closely by an opponent at a somewhat higher altitude. By executing the cobra, a pursued Mech may suddenly slow itself to the point that the pursuer may overshoot it, allowing the previously pursued Mech to complete the Cobra behind the other. This may give the now-pursuing Mech an opportunity for firing its weapons, particularly if a proper pointing aspect (facing toward the former pursuer) can be maintained. Maintenance of the proper aspect can be facilitated when the Mech employs thrust vectoring and/or canard control surfaces.
- Tailslide: The tailslide is an aerobatic maneuver that starts from level flight with a 1/4 loop up into a straight vertical climb (at full power) until the Mech loses momentum. When the Mech's speed reaches 0 and it stops climbing, the pilot maintains the Mech in a stand-still position as long as possible (this is greatly helped by thrust vectoring on newer Mech), and as it starts to fall to the ground backwards, tail first, the nose drops through the horizon to a vertical down position and the Mech enters a dive. A 1/4 loop (push or pull) recovers to level flight. The Bell is a variation of the tailslide maneuver, with the only difference being that the pilot performs a roll in the longitudinal axis during the final 1/4 loop (push or pull) while recovering to level flight, out of plane. Kvochur's Bell is a variation where the Mech propels forward almost vertically while simultaneously braking and following the movement of its tail.
- Chandelle: The chandelle is A Mech control maneuver where the pilot combines a 180° turn with a climb. The chandelle (which is the French word for candle) is a precision Mech control maneuver, and not strictly speaking an aerobatic, dogfighting, or aerial combat maneuver. It is rather a maneuver designed to show the pilot's proficiency in controlling the Mech while performing a minimum radius climbing turn at a constant rate of turn (expressed usually in degrees per second) through a 180 degree change of heading, arriving at the new reciprocal heading at an airspeed in the "slow-flight" regime, very near the aerodynamic stall. The Mech can be flown in "slow-flight" after establishing the new heading, or normal cruise flight may be resumed, depending upon the purposes of the exercise or examination.
The pilot enters a chandelle at a pre-determined airspeed in the normal cruising range for the Mech. To begin the maneuver the pilot first rolls the Mech in the desired direction with the controls (the ailerons), and quickly but smoothly establishes a medium banked turn. In most small Mech (cruising speeds of 100 - 175 KIAS) this bank will be about 30 to 40 degrees. This will begin a turn of the Mech in the direction of bank. Simultaneously full power is applied and a smooth pitch up is started with the controls (the elevators on the empennage). The angle of bank stays constant during the first 90 degrees of the change of heading, while the pitch angle increases steadily. At the 90 degree point in the change of heading, the Mech has the maximum pitch angle (which should be close to the critical angle of attack at the level stall speed of the Mech). During the second 90 degrees of the change of heading, the pitch angle is held constant, while the bank angle is smoothly decreased to reach 0 degrees of bank, the end of the turn and return to straight-and-level flight at exactly the reciprocal heading (180 degrees away from the heading at the start of the maneuver), and with the airspeed close to the stall speed. The Mech should not lose altitude during the last part of the maneuver, nor during the recovery, when engine power may be used to re-establish normal cruising speed on the new heading. The decreasing bank angle together with the decreasing airspeed during the second half of the chandelle will maintain a constant turn rate . The turn needs to be kept coordinated by applying the correct amount of rudder throughout the maneuver. From a practical point of view the chandelle may be used to turn A Mech within a minimal turn radius. As such it is a useful maneuver for pilots of small Mech who find themselves in a blind valley or canyon. It was also therefore a useful maneuver to early fighter pilots in their low powered Mech to quickly turn toward a pursuing attacker (which would tend to make a tracking guns shot more difficult because of the turn and climb involved) while climbing but not stalling the Mech, or to position themselves quickly to make an attack on a turning enemy or an enemy flying on another heading.
French aviators during World War I described it as monter en chandelle, or "to climb vertically". However, it has since come to have a rather more strict definition for pilot flight testing purposes. In early fighter combat, a pilot would aim to achieve the maximum practical speed at full throttle, then roll the Mech to the required angle of bank for the change of heading that was required in the combat situation. As the turn began, the nose is increasingly pitched up, as required for the amount or change of heading desired. As described above the turn progresses with the desired pitch angle and requisite rudder to control yaw, airspeed decreases, and then the wings are leveled so as to roll out straight and level on the new desired heading, all the while avoiding an aerodynamic stall. At this point, if the pilot has any more power, it may be added to regain airspeed, or the nose of the Mech can be allowed to drop somewhat to achieve the same effect (dropping the nose of the Mech is not permitted for the purposes of the maneuver in commercial flight testing). In aerial combat the chandelle maneuver was used both aggressively to position the Mech for attack, and defensively to evade an enemy.
- Pylon Turn: A pylon turn is a flight maneuver in which A Mech banks into a circular turn, in such a way that an imaginary line projecting straight out the side of the Mech (nominally the wing) points to a fixed point on the ground. Using this maneuver allowed pilots to continuously and efficiently fire at a stationary target for an extended period of time, without needing to make several passes. Another huge advantage of pylon turns was that the gunfire was accurate enough to be used even in close proximity to friendly troops, which had never before been possible in air power.
- Herbst maneuver: The Herbst maneuver (also known as a J-turn) is an air combat maneuver which uses post-stall technology such as thrust vectoring and advanced flight controls to achieve high angles of attack. The Herbst maneuver allows A Mech to quickly reverse direction using a combination of high angle-of-attack and rolling. Though categorized with Pugachev's Cobra, which is popular at airshows, the Herbst maneuver is considered more useful in combat.
- Immelmann Turn: In World War I aerial combat, an Immelmann turn was a maneuver used after an attack on another Mech to re-position the attacking Mech to dive back down to re-attack. After making a high speed diving attack on an enemy, the attacker would then climb back up past the enemy Mech, and just short of the stall, apply full rudder to yaw his Mech around. This put his Mech facing down at the enemy Mech, making another high speed diving pass possible. This is a difficult maneuver to perform properly, as it involves precise control of the Mech at low speed. With practice and proper use of all of the fighter's controls, the maneuver could be used to re-position the attacking Mech to dive back down in any direction desired.
- Flat Scissors: The flat scissors is the simpler of the two to explain. The flat scissors maneuver commonly results when two fighters of similar capability encounter one another at similar speeds and in the same plane of motion, and the fighter approaches the defending "Bandit" (enemy fighter), usually from the bandit's rear hemisphere, and has failed to press an initial positional and angular advantage into a kill, and has "overshot", or passed behind the bandit. (To overshoot is to fly from an AOT (angle-off-tail: the angle between the nose of the attacker and an imaginary extended line from the nose through the tail of the bandit and extending behind it into the air) of less than 90 degrees to an AOT of greater than 90 degrees.)
As such, an attacking pilot who finds himself in a flat scissors has transitioned from an offensive to a neutral engagement, and has lost his offensive advantage, as it represents a failure to press an initial attack into a kill, and the scissors can be difficult to disengage from without being exposed to the weapons of the bandit at close range. The bandit pilot is often surprised initially by what was likely an unobserved attack from the rear, and while he has survived a highly defensive situation that has become a somewhat neutral encounter after the overshoot, the bandit pilot must still react quickly. After the co-planar overshoot, if the bandit chooses to remain engaged with a nose-to-nose turn (that is, a turn toward the attacker in the general direction of the attacker's direction of flight) to either gain the advantage, or maintain the neutral situation, the flat scissors is a common result.
Once initiated by the bandit, it is also very difficult for the bandit to disengage from a flat scissors without being exposed to danger from the weapons of the other Mech. An experienced and patient bandit might be able to turn the scissors to his advantage, however. The bandit possessing superior turning capability may also initiate a flat scissors offensively, although this is certainly a dangerous gambit (as it involves allowing the attacker to approach to close range from behind), but one that may be forced upon the bandit by the attacking fighter's superior engine power or speed: after becoming aware of a more or less co-planar attack from his rear hemisphere, the bandit uses co-planar energy techniques (using power reduction, uncoordinated flight, flaps, slats or speed brakes) without moving out of the initial plane of the attack. By remaining in the same plane of the attack, the bandit might be able initially to deceive the attacker about the two Mechi' rate of closure, quickly placing the attacker into a position in which a successful attack cannot be made due to close proximity, too much angle-off-tail, or both; in the same circumstances, by not adopting hard evasive maneuvering, the bandit might also convince the attacker to reduce speed to prevent the overshoot, (the attacker has thereby given up a major advantage in the hopes of getting a quick kill, believing that the bandit has not seen him), and thereby, however, mistakenly played into the strengths of the slower but better turning bandit.
In any case, if both pilots' reaction to a co-planar overshoot with only a minor air-speed differential is a co-planar nose-to-nose turn, then a flat scissors will often result. The goal of the flat scissors is to get into a successful firing position; the attacker and bandit each pull their fighters' noses toward the other, executing consecutive reversing nose-to-nose turns, while trying carefully to use energy depletion methods, or using slightly oblique, out-of-plane turns to get behind the enemy. The resulting flight path looks like scissors in the sense that both fighters approach each other, cross over, and then separate again, over and over while the scissors continues. The maneuver results when both fighters initially bank (or "roll") about 90 degrees toward the opponent and turn (In the theory of fighter combat turning is often called "pulling", due to the pilots' efforts to tighten their turns by pulling back on the control stick - the banked attitude would cause the Mech to turn in any case in a sustained "1 G" turn, but pulling back on the stick serves to "tighten" (decrease the radius of) the turn. All level turns result in a loss of speed and energy, and the tighter the turn - the more "pull" used - the greater the resulting loss of speed and energy, and in the pilot experiencing higher "g-forces" in the turn) toward the opponent until their flight paths cross, at which point each pilot flies outward trying to assess if he has an offensive advantage or disadvantage, and then reverses his turn (to avoid flying out too far into a disadvantageous position, where a quick turn "reversal" (a 180 degree roll accompanied by the resulting turn) by the enemy would result in the enemy pulling in behind the pilot) by rolling opposite the initial turn by 180 degrees of bank, and pulling toward the opponent again.
During the repeated brief passes it is occasionally possible to get off what is called a "snap shot" (A snap shot is an opportunistic shot of brief duration, brief because of the rapid change of the LOS (line-of-sight) to the target caused by the Mech's maneuvering in different planes of motion. The preferable "tracking shot" opportunity lasts longer; as long as the attacker cA Maintain a constant LOS to the bandit, accomplished by maneuvering in the same plane of motion as the bandit. The process of getting into the same plane of motion as a bandit and setting up a tracking shot is called "getting into the saddle" or "saddling up".) at the opponent fighter, although due to the typically close range of the scissors, usually only guns may be used for this "snap shot". This process of 180 degree rolls and reversed turns can be repeated many times while each pilot seeks a positional advantage through energy management, and seeks to avoid a disadvantage.
In the flat scissors, the turns and maneuvering are accomplished approximately all on one plane, an imaginary flat surface (thus the term "flat" scissors) that is not necessarily horizontal, although the horizontal is a common case. The flat scissors continues until either one fighter (usually the fighter with better rolling or instantaneous turning characteristics) gains an advantage (usually due to an ability to reduce speed effectively while retaining sufficient roll and turn response from his Mech) and gets behind his opponent and successfully shoots him down (with either a snap shot or tracking shot), or one of the pilots maneuvers successfully to disengage from the scissors, and gets to a safe distance to make an escape, or attempt a new attack. The flat scissor if flown to its conclusion is usually a contest of who can fly more slowly while maintaining sufficient controlled maneuverability to get into position for a kill as quickly as possible.
- Rolling Scissors: The rolling scissors maneuver is somewhat different. Like the flat scissors, the rolling scissors maneuver is typically an engagement of two fighters of similar capabilities with respect to their thrust-to-weight ratios (and thus similar climbing capabilities), turning characteristics and wing loading. Whereas the flat scissors typically results from a failed attack resulting in a slow speed differential overshoot of the defender by the attacker, the rolling scissors usually results from a failed attack at higher speed, and overshoot. The rolling scissors is also often initiated by the attacker first diving from a higher altitude at the bandit and overshooting the bandit in the vertical, as well as horizontal plane.
As the attacking Mech makes its failed attack and overshoots, the bandit immediately initiates a pull-up (a "zoom" climb, trading airspeed for altitude) into the vertical to further aggravate the attacker's overshoot by slowing the bandit's speed while maintaining its total energy, and increasing the speed of separation of the two Mech. Both of these factors contribute to a larger overshoot, and an increased offensive potential for the bandit. Then the bandit rolls his Mech toward the attacker (In ACM terminology this is called "putting his lift vector" on the opponent. The lift vector is more or less a line perpendicular to the plane of A Mech's wings.) that has overshot him, and pulls his nose toward the attacker. This move is similar to a turn reversal in the horizontal plane, and both of these moves give the bandit the offensive after an overshoot. A skilled bandit at this point might be able to make a successful snap shot with guns, or possibly a short range missile shot, and no scissors results.
More typically what happens next in the rolling scissors is that the initial attacker, aware of his vulnerability caused by the overshoot, also rolls his Mech, and pulls his nose toward the bandit's Mech. Due to the two components of the initial overshoot (vertical and horizontal), if the pilots keep attempting to turn their noses toward their opponent, then energy management, elements of roll and turn (as in the flat scissors; although in the rolling scissors there are no reverses of turn), as well as climbs and descents will be required to maintain maneuvering that might, if successful, result in a position from which a shot can be made. What evolves therefore in the rolling scissors is a maneuver that is essentially two Mech barrel-rolling (An aileron roll is a roll around the longitudinal axis of the Mech (essentially the fuselage). A barrel roll is different, involving rolling and looping motions, climbing and descending and turning while the Mech rolls around its longitudinal axis. The barrel roll has a vertical component which the aileron roll lacks. Unfortunately, the two maneuvers are often confused in many contexts, or are used as if they are interchangeable terms. They are not. The "snap roll" is yet another maneuver, commonly seen in aerobatics performances, and is similar to a flat spin (thus involving an aerodynamic stall) and is not typically of any use in ACM) around each other's flight path, which might look like two interwoven cork-screws, or a double helix. The more barrel rolls that are flown in the rolling scissors, the more nearly the rolls become vertical only, as each pilot attempts to deplete enough forward speed to place his fighter behind the other.
By imagining the difference between the initial conditions of the flat and rolling scissors, one can see how that the addition of the vertical component of the initial overshoot turns the rolling scissor engagement into a three dimensional rolling encounter. Unlike the flat scissors which results in a fight to roll and turn the plane quickly, reverse turn quickly, and attempt to deplete energy in order to get behind the other Mech to set up a successful shot, the contest in the rolling scissors is still one of successfully controlling forward motion so as to maneuver behind the other Mech (get "on his six" in fighter pilot terminology). In the rolling scissors, the successful pilot is the one who best manages his energy in the climbs and descents of the barrel rolls, as they eventually come to have a larger overall effect on the reduction of forward speed than the simpler strategies used to reduce thrust, add drag or time the rolls and turns in the flat scissors. The rolling scissors decidedly favors a Mech with a power advantage over a bandit, so it is of some offensive value even to this day, although it is a difficult attacking maneuver and is very unforgiving of poor technique. To disengage from a rolling scissors, the best opportunity is when the pilot is on the downward part of one of his barrel rolls, preferably behind his opponent (but obviously not quite in a position to get a shot), and then accelerate in a power dive to try to extend away to a safe distance to escape, or initiate a new attack.
- Split S: The Split S is an air combat maneuver mostly used to disengage from combat. To execute a Split S, the pilot half-rolls his Mech inverted and executes a descending half-loop, resulting in level flight in the exact opposite direction at a lower altitude. The Split S is taught to be used in dogfighting when the pilot has the opportunity to withdraw from battle. Contrary to popular belief, this maneuver is almost never used to evade target-locked air-to-air missiles. However, it can be an effective tactic to prevent an enemy behind (between eight o'clock and four o'clock positions) from gaining a missile lock-on while one is disengaging from a fight. The Split S maneuver is contrasted with the Immelmann turn, which is an ascending half-loop that finishes with a half-roll out, resulting in level flight in the exact opposite direction at a higher altitude. The Split S is also called a reversed Immelmann turn, or can be listed with a hyphen Split-S. In basic terms, they are very similar maneuvers, both accomplishing the same goal, but the Split S exchanges altitude to gain speed, while the Immelmann turn exchanges speed to gain altitude.
The Split S, being a descending maneuver, means that the pilot must always ensure that he/she is starting high enough to complete the half-loop; the exact altitude needed depends on factors like the Mech's speed, weight and manoeuverability, likewise the terrain below the plane. Misjudgments can arise from a lack of situational awareness or from an error in reading instruments. The reason for starting the Split S maneuver from the inverted position is "If you are flying straight and level and push the nose of the plane down, you will experience your weight lessening. The harder you push the nose down, the more "weightless" you will feel; you are experiencing negative Gs. These negative Gs result in blood rushing up into the head, which is the opposite of positive Gs where blood rushes to the lower extremities. However, while the body can stand up to 9 positive Gs without severe consequences, blood vessels in the eyes would start to rupture when already applying 2 up to 3 negative Gs. This is the redout effect. A pilot who pushes too many negative Gs will be seeing the world through bloodshot eyes.
However, the Split S without a beginning half-roll was frequently used in early WWII by German pilots seeking to evade British fighters. The Merlin engine used in British fighters was carburetted, and the float valves would malfunction under negative g-force leading to reduced power or a stalled engine (The German fighters were not subject to this problem since they used fuel injection). This could be prevented by quarter-rolling the Mech before starting the dive, but doing so took up enough time to give the German pilots an excellent chance of escaping. The beginnings of a solution was provided by "Miss Shilling's orifice", a fuel-flow restriction device, and was finally solved by changing from the original S.U. carburetters to Bendix-Stromberg pressure carburettors, and later to S.U. injection carburettors.
- Stall Turn: A Stall Turn (also known as Hammerhead Turn; Fieseler named after Gerhard Fieseler) is an aerobatics maneuver. The pilot puts the Mech into a vertical climb, then quickly points the nose straight down into a dive, pulling out at the same altitude as the maneuver started, but with the nose of the Mech pointed in the opposite direction. This maneuver is sometimes errantly called a loop; it's not. A loop is ideally flown as a perfect circle ending at the same altitude and heading as it was begun.
The Fieseler has also been called a SAR (search and rescue) reversal which can be flown as a perfectly coordinated maneuver keeping the lateral acceleration ball centered. Helicopters fly this maneuver when hunting survivors or submarines which brings the Mech directly back along the same course to verify your target for rescue or prosecution. The SAR reversal doesn't necessarily need to be accomplished in VMC (visual meteorological conditions) if the pilot is proficient at maintaining Mech attitude and altitude control throughout the entire maneuver. Without visual reference, any uncoordinated lateral acceleration can and will induce spatial disorientation. "Spatial D" at low altitudes leaving insufficient time to correct speed, attitude and altitude divergences can prove to be catastrophic.
- Aileron roll: The Aileron Roll is an aerobatic maneuver in which the Mech does a full 360° revolution about its longitudinal axis. When executed properly, there is no appreciable change in altitude and the Mech exits the maneuver on the same heading as it entered. This is commonly one of the first maneuvers taught in basic aerobatics courses. This maneuver is sometimes incorrectly referred to as a barrel roll. The aileron roll is commonly executed through the application of full aileron in one direction. In some lower powered general aviation and aerobatic training Mech, prior to applying aileron input, the pilot must begin the maneuver by trading altitude for airspeed (i.e. diving). This helps achieve enough airspeed to complete the roll without losing rudder and aileron control. The minimum airspeed needed depends on the Mech's design, but is generally about 120 to 200 knots. Because full aileron is applied, structural limitations prevent many Mech from performing the maneuver at very high speeds.
Starting from level flight, the pilot pitches the Mech up about 10 to 30 degrees above the horizon, into a brief climb. The purpose of pitch-up is twofold. This causes an increase in altitude which minimizes altitude loss and airspeed gain. As the Mech begins to roll, it starts to lose lift. When the wings are vertical, the only lift generated is a small amount from the fuselage, and the Mech will begin to lose altitude. The brief climb compensates for the loss, allowing the Mech to complete the roll at the same altitude the maneuver began. When the Mech is completely inverted, the increased pitch results in greater angle of attack, enabling the inverted wing to generate lift. Swift aerobatic glider performing an aileron roll while being towed. The "nose up attitude" necessary to maintain approximately level flight at the shown phase of the maneuver is clearly visible. Note the aileron deflection on the right wing
After the initial pitch-up, the pilot places the elevators in the neutral position. Failure to do this will cause the Mech to continue pitching up during the upright part of the maneuver, and downward in the inverted part, resulting in something resembling a barrel roll. The pilot then applies full aileron, accomplished by moving the stick to either the right or left. As the Mech rolls about its longitudinal axis, the nose will begin to drop. Upon completing the roll, the nose will usually be 10 to 30 degrees below the horizon, so the pilot will need to pitch-up to return to level flight. An aileron roll is an unbalanced maneuver. As the roll begins, the Mech will have a tendency to yaw away from the angle of bank, referred to as "adverse yaw." The pilot will usually need to apply the rudder in the direction of the bank to keep the Mech balanced. A Mech performing an aileron roll will actually fly along a slightly helical path, and a very light, positive g force will be maintained.
- Barrel Roll: A barrel roll is an aerial maneuver in which A Mech makes a complete rotation on its longitudinal axis while following a helical path, approximately maintaining its original direction. It is sometimes described as "a combination of a loop and a roll". The g-force is kept positive (but not constant) on the object throughout the maneuver, commonly between 2–3 g, and no less than 0.5 g. In aviation, the maneuver includes a constant variation of Mech attitude (nose orientation) in all three axes, and at the midpoint (top) of the roll, the Mech is flying inverted, with the nose pointing at roughly a right angle to the general path of flight. The term "barrel roll" is frequently used, incorrectly, to refer to any roll by A Mech (see aileron roll). Most often, a barrel roll refers to a helical roll around the relative forward motion of the Mech, in which the nose ends up pointed along the flight path. It is performed by doing a combination of a roll and a loop. The term barrel roll, by itself, most often refers to a helical roll around a straight flight path, the purpose of which is to slow the relative forward motion (downrange travel) of the Mech. This can help a defender to force an attacker, who is usually behind the defender, to fly out in front, called overshooting. This can also help an attacker to prevent an overshoot. This often forces both planes to continue through a series of rolls known as a rolling scissors maneuver. A barrel roll is also often used to check blind spots while remaining on a steady flight path.
A high-G barrel roll is a last-ditch defensive maneuver, performed when the attacker has achieved a suitable firing solution. The maneuver is performed when the attacker is very close, and a barrel roll performed by the defender may cause an overshoot. The maneuver begins by cutting the throttle, extending the speed brakes, or turning very hard to encourage an overshoot. The maneuver is then executed by applying excessive elevator pressure and hard rudder input during the barrel roll to assist with the roll. The sudden change in the relative forward speed may cause a surprised attacker to fly out in front of the defender. Depending on the situation, a high g barrel roll can be performed "over the top," by beginning the roll like a normal barrel roll. The roll can also be performed "underneath," by doing a half aileron roll into the inverted position and beginning the barrel roll while upside-down.
Other Weapons: What type of weapons does your character carry? Mech Name: Su-37UB Terminator (Also known as the Flanker-F) Type: Kolichestvo Smith: Sufoni Armor Appearance: Height: 4.08m Weight: 1.98 metric tonnes OS Name: ALS-37F Special Equiptment:Б-87 Mount Pylons: The Mount Pylon is a secondary-arm attachment for Mechi that allows any machine equipped with it to carry an additional weapon or piece of equipment into battle. With the aid of automatic control, the Mount Pylon can become a third and/or fourth arm with which the Mechi can fight with, albeit not to the full effectiveness of the Mechi's main arms. The Mount Pylon, like the limbs of a Mechi , uses a combination of carbonic actuator and mechanical joint systems, and as such essentials like its deployment speed is dependent on the power supply and operating capabilities of the Mechi it is equipped on. In combat, they allow for a Mechi to set down firing arcs in all directions, and are important for the usage of Gun Sweeper tactics. They can also be used to by a Mechi to rearm from a Supply Container without distraction. The hardpoints for Mount Pylons can be used to carry other equipment, like drop tanks. The Б-87 is specially designed to pass any equipped weapon over the Mechi's shoulders. While most systems pass Assault Cannons under the Mechi's arms, the Б-87 uses an overhead pass similar to how other Mount Pylons pass a Melee Halberd; given the nature of the melee capabilities of Mechi, such a method is safer and less obstructive for the Mechi. The system is comparatively easier to maintain than other Mount Pylon systems. SE137-SU-500 Jump Unit: The Jump Unit is a hybrid propulsion engine that uses both fuel-burning jet engines and chemical rocket propulsion methods to produce thrust. As one of the core equipment sets of a Mech, the advantages that a Jump Unit-equipped Mechi has are near-limitless. Using rocket propulsion allows the Jump Unit to quickly produce thrust without waiting for the jet engine to "warm up"; the jet engine components of the Jump Unit allow the Tactical Surface Fighter to sustain thrust for a longer time with greater fuel efficiency. The Jump Unit, in actuality, refers to the twin booster components that are (usually) attached to the Mechi's rear; depending on model, either to the waist block or the rear upper thigh. Most Jump Units are similar in function to each other in that all contain an engine, are built with stabilizing surfaces, and can be purged in the event of an emergency, although some Jump Units have other functions that are unique to their model. Wire Cutter: A Northern design aspect originating from the MiG-21 and closely related to Blade Edge Armor, the wire cutter is a piece of material designed to prevent damage to a Mechi's main optics by either blocking contact from a hard object or cutting through softer impediments, and is usually integrated into the design of the Mechi's head unit itself. In modern times, the wire cutter has also been installed on the Su-series of Mechi; given the smooth frontal head design of Sufoni's Mechi, the wire cutter often creates the mistaken appearance of two narrowed, human-like eyes. Fixed Armaments: Blade Motor: Perhaps the most iconic weapon of the North, the blade motor is a mounted melee weapon used by the the Su-series of Mechi. Essentially chainsaw systems mounted on arm and leg mountings, usage requires the Mechi to stay with a target until it cuts through, requiring the target to either be softened up, the user to be brutal and overpowering in close-combat tactics, or relegating the blade motor for use on smaller targets that can be easily cut through. The effectiveness of the weapon is unquestioned, however, with numerous examples of Blade Motors blocking blows from another Tsurugi's sword in combat without damage. Maintenance of the weapon is simply done by replacing the entire set of linked blades on the chainsaw blades' belt. Spike Vanes: A fixed armament of Northern origin, the Spike Vanes are blades affixed to Northern Mechi, usually on their shoulder blocks. The edges of the Spike Vanes are sharpened to the point where a simple evasive maneuver will cause clean and deep cuts in Tsurugi armor, and combined with the high-maneuverability of Northern Mechi like the Su-37, are devastating in close-range combat. Its only disadvantage is its short range and role as a defensive option, relegating the spike vane to a protective role in dismembering other Tsurugi that get too close. Blade Edge Armor: Sharpened edges and/or components of Mechi armor built with special materials to withstand immense shock, blade edge armor components are directly integrated into the shape and frame of the Mechi itself. Derived from the Soviet-made spike vane, in combat they serve the same purpose of close-range defense during high-speed combat by cutting through any Tsurugi that attempt to pass a Mechi. The blade edge armor is a secondary weapons option, however, and should not be taken to have the same effectiveness of the Blade Motor in combat. Its use also results in degradation of its effectiveness, and maintenance of the blade edge armor is neither easy nor cheap. Hand-held Armaments: S-11 SD-SYSTEM: The S-11 SD-SYSTEM (SELF-DESTRUCTION-SYSTEM) is device stored in the skirt armor of all Mechi, expected to undertake high-risk missions. Generally used as suicide devices in case a pilot or their Mechi is critically damaged in battle while still surrounded by enemies, as a means to a painless death, and to destroy as many enemies as possible. Each device has an explosive yield similar to that of a tactical nuclear warhead. An S-11 also has a handle on it, in the event that it can't be used by the Mechi it is stored in, it can be taken out and used by another Mechi as a thrown explosive Hand-held Armaments: A-97 Assault Cannon: A specialized, high-calibur anti-armor cannon. The gun's weapons systems can be separated into two components; an RG-36 36mm chaingun makes up the bulk of the weapon, with a removable GG-120 120mm cannon attachment on the top front of the Assault Cannon. The weapon with all ammunition magazines loaded carries 2000 36mm chaingun rounds and 6 120mm cannon rounds, and has been proven to improve the maneuverability of Mechi by way of its design, which does not concentrate all of its weight on any single point. The A-97 uses a belt system for its ammunition, with 2000 rounds of 36mm layered together with multiple segments within a clip. To prevent jamming or empty feeding, a conveyer belt-type bullet feed is mounted on the top and bottom of the clip; power to operate this simple system is supplied by the A-97's own systems. 36mm Ammo Types:
- 36mm high-velocity armor-piercing (HVAP)
The standard 36mm round type, which is caseless and tipped with depleted uranium for greater piercing properties.
- 36mm tracer
A 36mm round that burns a pyrokinetic charge when fired, providing a light source for allied troops and as a guide for the firer to see where his/her aim is. An essential round type mixed with the standard 36mm HVAP, the 36mm tracer was used during the early years of the invasion to provide sight advantage for allied Mechi during night fighting; in modern times it is used more as a visual aid for ground troops.
120mm smoothbore cannon ammo:
- 120mm canister shot
A 120mm round that when fired spreads fragments at high velocities over a wider area, usually used to deal with clusters of opponents.
- 120mm armor-piercing sabot-discarding fin-stabilized (APSDFS)
A steel arrow/dart fitted with an external shell (sabot) that allows the dart to be fired out of a cannon barrel. Once in the air the sabot falls off to reveal a finned steel dart not unlike an arrow, with additional rocket propulsion to improve the dart's muzzle velocity. This round type is usually reserved for use against larger and more well-armored opponents.
- 120mm high-explosive squash head (HESH)
A 120mm round that does not focus on penetrating power, but instead uses the force from its explosion and impact on a surface to transmit the resulting shockwaves to whatever is on the other side, causing damage to soft and hard objects alike.
- 120mm armor-piercing capped and balistically-capped high-explosive (APCBCHE)
A 120mm round that deals damage by piercing a surface and detonating an explosive payload once within. While the round is rocket-boosted, its penetration power is does not match up to the 120mm APSDFS round, and the APCBCHE is usually reserved for less-armored large opponents.
Past & Roleplay Sample Character Background: Jerzy's childhood is an enigma more confusing than Stonehenge or the Easter Island Heads. Not really, it's just classified. Classified to the point to where Jerzy can't speak about it at all. Not that he would, but anyways. Jerzy was born on August 8, many years ago. He stopped celebrating his birthday when he was eight (that's the only part not classified). Sometime around 2,650 years ago, he enrolled in the new Grand Northern Military. It was essentially a militia, as the North did not have an official army at this point. He showed fierce patriotism to the North as a growing country, which inspired many of the former farmers around him. However, the truth is half of that was nothing but a ruse. Of course he did—and still does—greatly appreciate the North, but his own ambitions to gain power were what drove him to inspire those around him. What better way to gain political and thus military power than by gaining the people's support? Jerzy's popularity eventually caused the militia to renounce their old leader and instate Jerzy as the head of the militia—now called the Red Army. Then, an event known as the October Revolution (or Red October) happened in the North. The Red Army overthrew the largest militia—the White Army—within the North and declared itself the official armed forces of the North. This was not questioned. The government of the North soon began to be more concrete, as the corrupt White Army was now gone. The government gave the Red Army—and in effect, Jerzy—political power rivaling that of the parliament. As the government grew and became recognized as the official Northern government, Jerzy knew that the parliament would want to take away Jerzy's power to give to the people. As a comrade of the head of state, he proposed a change in government. It took five more years of planning, but the February Revolution changed the North forever. The Red Army, upon orders of the head of state V. Lenin, raided the parliament and arrested all of the parliament members. The members were never seen from again and the building was burnt to the ground. The head of state was now the only ruling party aside from the Red Army. Jerzy put spies in the East and West to see their military developments. As he learned what they could do, he ordered his scientists to do better. The first Northern Tsurugi, the MiG-1, was created after twenty years of research. It was sub-par compared to the top-of-the-line Tsurugi of the East and West, but it outdid the standard ones by a long shot. Jerzy put funding into airships, something the East and West didn't have. He put funding in larger Tsurugi, which were something the East and West didn't have. He put funding in projects that made no sense to anyone else but him... and he still kept his position. He then devised the Э Project. It had no real name aside from that. It was the "creation of the perfect wartime Tsurugi, which will abandon all concepts of the East and West." The designation for all Tsurugi created were Su. Every 100 years, a new model would be finished. The Su-7 was a failure and failed to start up after the soul was bound to it. The Su-17 was better, but it still failed to meet the expectations. The Su-27 was the first success. Jerzy did not approve of its slightly above-average performance, but he still greenlit it for mainstream production. Then, the first true success happened. The Su-37 Terminator was the best unit so far. With a newer overall design, it could definitely reign supreme in the skies and on ground. Only a handful were made, and Jerzy kept one of the ones without a soul sealed inside of it. However, it still wasn't enough. It took an extra four-hundred years, but his dream came true. The Su-47 Berkut was exactly what he needed. Standing above even Northern Tsurugi, it was a menacing beast. He had created a monster... and was proud of it. Even through the testing phases, Jerzy flew in flights with his Su-37. He was never given a nickname, but he was never shot down even in test flights. He was not graceful, but he was effective. Everything he did went towards that goal of aerial domination and eventual success of the mission.
Last edited by Tsubine on Sat Nov 09, 2013 6:21 pm; edited 1 time in total | |
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