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Air combat

Fighting in the Su-27 in FlightOut: beyond visual range and in the close fight, energy and turning, what being hit is like, and what counts as a kill offline and online.

On this page

Beyond visual range (BVR)

The fight usually starts tens of kilometres apart, on the radar.

  1. Climb. Height gives your missiles range and you speed. At 10 km an R-27ER reaches about 57 km head-on; at 1 km about 40 km.
  2. Radar on, BVR, a wide scan (R, 2). Point the antenna elevation at where you expect him. See Radar.
  3. Find and lock him. Your lock lights his warning receiver: he knows.
  4. Close to the zone. Fire the R-27ER inside Rmax, better inside the no-escape range.
  5. Crank. After firing, turn about 45° off him, keeping him on the radar (within 60° of your nose). You keep guiding your missile while the range closes more slowly.
  6. If he fires first, defend: notch, terrain or run (see Defending against missiles). Then turn back in and lock him again.

Heat-seekers are rarely useful head-on at long range: their seekers can't see far into the front of a jet. Keep the R-27ET for a target running away from you or in afterburner.

Within visual range (WVR)

Inside about 10 km the fight turns.

  • WVR (3): the radar goes to VS and locks the first non-friendly it finds within 10 km. Use BORE (7) to pick one straight ahead, or HUD (8) for the HUD's field. Then the R-73's seeker looks at the radar's target.
  • Watch G and α on the left of the HUD, not your speed. The R-73 can be fired at up to 8 G: ease the pull just enough to get it off.
  • Get behind him. From behind, heat-seekers see him from 12 to 20 km at normal power; head-on from only 4 to 6.
  • The gun (5) inside about 1 km: see The gun.

Energy and turning

  • The starting jet turns best around 650 to 800 km/h (350 to 430 kt): see Speeds and limits. Below that you run out of lift; above it you hit the G limit.
  • Every hard turn bleeds speed. Afterburner helps hold it. Dive to gain speed, climb to trade it for height.
  • Lighter is better. Firing missiles and burning fuel lets you pull more G. DGFT is the light load-out for close combat.
  • With the limiter overridden (K) you can point the nose further and faster, as in the Cobra, but you lose a lot of speed and can stall, depart or overstress the wings. See Flight controls.

Being hit

A missile bursting close to you: a bang, fragments striking the airframe, the structure groaning, and a jolt through the jet. Farther away, a crack and a smaller jolt.

Gun hits: the sound of shells striking metal.

The view from a Su-27's cockpit in FlightOut just after a missile hit: black smoke and fire streaming back over the canopy
Hit: smoke and fire streaming back over the canopy.
A Su-27 hit by a missile in FlightOut: fire and smoke pouring from it as it breaks up and falls
Hit by a missile: on fire, losing parts, going down.

What follows depends on what's damaged:

DamageWhat you notice
Fins, tailplanes, a wing panelParts break off. The jet rolls or yaws, the controls feel different, top speed and turn drop
EngineLess thrust; it may catch fire: FIRE L/R lamp. A fire burns the engine out in about 40 s, then the rear of the jet
Fuel tanksFuel leaks away: watch the SYS page and LOW FUEL
HydraulicsHYD 1 / HYD 2 lamps; the controls weaken and finally stop answering
CockpitThe pilot may be killed: the stick, pedals and throttle stop answering and the jet flies on until it hits the ground
A burning wreckBoth engines fail, the wings burn through. Eject: Ctrl + E three times

There are no damage messages: you read the jet like a real pilot, from the lamps, the gauges, the sounds and how it flies. See Warnings.

What counts as a kill

  • A jet only counts as destroyed when it hits the ground. Nothing explodes in the air: a hit jet burns, breaks up and falls.
  • Offline there's no score or kill message. You see the hit, the fire, the falling wreck and the explosion on the ground.
  • Online a kill feed at the top right shows " shot down ", or " crashed" with the reason (terrain, water, impact...) for a jet that went down on its own. The kill goes to whoever damaged the jet last, if it was within the last 3 minutes. Lines involving you are in orange; "You" means you. Each line stays 8 seconds.
  • Respawning (Backspace) before a damaged jet hits the ground means it never crashes, so nobody gets the kill.

After being shot down, press Backspace (or RESPAWN / RESTART AT RUNWAY in the pause menu): you're back on the runway with a repaired jet and your chosen load-out.

Friend or foe

  • Offline, with training traffic: red bandits are hostile, cyan EAGLEs friendly. See Training against bandits.
  • Online there are no teams: every other pilot is yellow (unknown), and anyone can shoot anyone.
  • Nothing stops you hitting a friendly (except the offline EAGLEs, which can't be damaged): missile fuzes, warheads, shells and heat-seekers don't know whose side anyone is on. A blind R-77 takes the first aircraft it sees.

Checked against FlightOut 0.5.2.