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SPADaholics Anonymous


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#1 Surfimp

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Posted 27 June 2014 - 22:19

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This thread is for all the closet and not-so-closet SPAD lovers out there! Share your (possibly fanatical) passion for these magnificent aircraft, exchange tips and advice on how to fly a SPAD successfully in RoF, and generally indulge in your SPADdiction.

—————————————————————————-

What is it about the SPAD that drives otherwise seemingly sane people to the brink of madness… and beyond?

I know many RoF pilots adore the SPAD, but sometimes it almost seems like they're afraid - or maybe ashamed? - to admit it…

For me, the SPADs are absolutely the coolest and most exciting planes in the game. They give a feeling of freedom and exhilaration and SPEED unlike anything else in RoF. In the right hands, and with the right tactics, they can be extremely deadly and seem to be considered some of the better (and for some/many, the best) planes in the game.

On the flip side, the SPAD demands a very particular style of flying and a mastery of engine management to achieve success. If you fail to adhere to these absolute, iron-clad demands, a swift death is guaranteed to be your fate, especially in multiplayer.

The goal of this thread is to help SPAD enthusiasts get the most of their planes, especially against what are probably their most challenging opponents: the Dr.1, the D.VIIF, and the Pfalz D.IIIa.

—————————————————————————-

Requiem's Energy Fighting SPAD XIII:


Lag Displacement Rolls:


A SPAD Ambush


High Altitude Bounce (6000m to 4000m) with SPAD XIII


SPAD XIII vs Fokker D.VII, Gotha G.V and Fokker Dr.1
(The result of dedicated practice following the advice in this thread)


How to Fly a SPAD to Win
With input from Josh_Echo, Requiem and more:
Show me video of how to fly a SPAD to win

These tips from Josh_Echo in that thread have proven true in my own experience and are worth quoting here for emphasis:

Good enemies for the SPAD include Albatrosses and Fokker D.VII. You can indefinitely maintain and increase an altitude advantage over them, and usually deny them a prop-hang shot. Debatable targets include the Fokker D.VIII and Pfalz D.IIIa; you might be able to maintain an altitude advantage over these indefinitely, without exposing yourself to a shot, but don't count on it. Avoid the Fokker Dr.I and Fokker D.VIIF. You cannot maintain an altitude advantage over them; they'll catch up in a few turns, and they're both excellent prop-hangers.

The best climb speed for the SPAD XIII is approximately 120 K.P.H. Best sustained turn speed is approximately 150 K.P.H., according to MIG77's test. However, attempting to turn at best sustained turn speed in combat will generally get you killed, as it gives you the fastest turn but it is a very wide turn. You'll want a compromise between fastest turn and tightest turn; fastest turn is too wide, tightest turn is too slow. I generally find that turning at best climb speed is about the best compromise for sustained climbing turns.


—————————————————————————-

Spin Recovery Techniques
See Taipan's Rof Quick Reference.

Other more general tips:

  • You must use manual engine management of radiator and mixture to get the best performance from the plane.
  • In multiplayer, if you see "RM" in the top right corner when you get in the plane, then the server is set to have automixture and autoradiator toggle on by default. This is a SPAD death sentence!! Hit ESC, go into options and bind keys (if they aren't already bound) to toggle automixture and autoradiator. Many people use Shift+M for mixture and Shift+R for radiator (these may be the defaults, can't remember).
  • Note: The 150hp SPAD VII doesn't have radiator control.
  • When diving on a target, throttle back slightly to keep RPMs below redline (2100 RPM in XIII) to prevent overrev damage, and close the radiator as much as needed to prevent overcooling damage to the engine.
  • When climbing for an extended period, remember to adjust mixture. Climb RPMs in the XIII should be approximately 1900 at 120kph depending on altitude. Lean till the RPMs drop slightly, then increase rich just enough to get back to peak RPMs.
  • Consider trying an "S-Curve" on the rudder response curve to tame the incredibly powerful SPAD rudder. This one works nice with CH Pro Pedals:
  • Image
  • When possible, use aileron & elevator to make fine aim adjustments rather than rudder, which can often throw you off radically. A small amount of S-Curve around center can help smooth both these axes out.
  • SPAD visibility is legendarily bad, so make sure to frequently adjust heading so you can get good views in front, to the sides, and behind.
  • If using TrackIR, make sure to enable side-to-side movement so you can lean out the side of the cockpit and look ahead as well as check low six - makes a HUGE difference. Put some deadspace in the center of the side-to-side response curve so you don't accidentally throw off your view of the gunsite.
  • Altitude + Speed = Energy. Keep a speed and altitude advantage over your opponents whenever possible. If you lose all your speed, make sure you have enough altitude to dive away from the fight. If you are low and slow - you're doomed.
  • When you have to dive to save your life, don't dive vertically down and then pull out horizontally - a wise opponent will make a shallower dive and be able to intercept you, even with the SPAD's greater level flight speed. Instead try not to dive vertically, or if you do, just far enough to get out of gun range, and then flatten into a shallower dive (or stop diving altogether, depending on the situation).
  • You're not running away, you're attacking in a different direction! If anyone complains in chat, remember that they're asking you to play to their advantages instead being forced to play to your own.
  • Turnfighting is for Camels and Clownwagons. Don't do it… ever. You. Will. Die. Every. Time.
  • They don't get to shoot at you unless you let them. This can take a while to fully appreciate, but, with the SPAD's huge speed advantage versus most opponents, it's quite true. Attack only when you have the advantage, and if you don't have the advantage, fly away from the fight until you can come back with it. You control whether they can shoot at you or not.

OK! So that's a start. Please feel free to add to the above or correct any inaccuracies. Let's make this thread TOTALLY SPADICAL!!

:x
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#2 ciki

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Posted 27 June 2014 - 22:25

yes !!!!!!!

www.youtube.com/watch?v=s1OLySsPvf0
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#3 ciki

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Posted 27 June 2014 - 22:31

Tell me about the SPAD VII 180. I think it was more coomon than the XIII…
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#4 Surfimp

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Posted 27 June 2014 - 23:01

Tell me about the SPAD VII 180. I think it was more coomon than the XIII…

I Am Not An Expert… But I'm Working On it!! :D

I've been flying the XIII and the VII 180hp a lot for the past month. They are my primary rides, with the VII 180hp rapidly becoming my favorite.

Quantitative Comparisons (from RoF Store):

SPAD VII 180hp

Empty Weight: 500kg
Takeoff Weight: 704kg

Maximum Airspeed
sea level - 219 km/h
1000 m - 206
2000 m - 191
3000 m - 177
4000 m - 162
5000 m - 187

Climb speed
1000 m - 2 min. 16 sec.
2000 m - 4 min. 48 sec.
3000 m - 8 min. 1 sec.
4000 m - 12 min. 28 sec.


SPAD XIII

Empty Weight: 565kg
Takeoff Weight: 802kg

Maximum Airspeed
sea level — 220 km/h
1000 m — 208
2000 m — 195
3000 m — 181
4000 m — 167
5000 m — 153

Climb rate
1000 m — 2 min. 38 sec.
2000 m — 5 min. 28 sec.
3000 m — 8 min. 57 sec.
4000 m — 13 min. 24 sec.
5000 m — 19 min. 30 sec.


Qualitative Comparisons (IMHO):

SPAD VII 180 vs SPAD XIII
  • For all intents and purposes identically fast at typical airquake altitudes of 0 - 2000m.
  • Faster roll rate, lighter / quicker response to control inputs but still just about as stable as the XIII at speed.
  • Turns tighter than a XIII but you'll still bleed energy off really fast just like the XIII - not a good idea unless to finish off a heavily damaged / wounded opponent and there are no other EA around.
  • Slightly more twitchy when doing fine aiming, best to use aileron/elevator inputs only to adjust aim, as rudder can really throw things off.
  • More challenging low speed handling than the XIII - has a vicious snaproll/spin combination that will bite you, especially at low altitude. Spin recovery is much more difficult than the nearly automatic recovery of the XIII.
  • Doesn't handle a sustained vertical dive quite as well or as long as the XIII… it's a little more fragile and it seems you can cause structural damage if you dive vertically for a long time, whereas that's almost (but not quite) impossible in the XIII.
  • When flown with < 50% fuel, the acceleration is pretty amazing… this plane is essentially as fast as the XIII but weighs much less. It's like a rocketship!
  • Visibility is even worse than XIII due to the VII's windshield frame.
  • Compass is on the floor to the right of the seat and can't be seen unless you lean to the side. TrackIR makes this no big deal.
  • Only one gun means your gunnery skills become even more important.
  • Option of Lewis overwing gun is interesting but adds weight/drag, decreasing this plane's best attributes (speed and climbing). I don't use it.
  • SPAD XIII balloon guns are pretty fun and devastating for trollolololololing the airquake servers when there's a big furball going on. Unlike the Lewis on the VII, the extra weight of the balloon guns doesn't make that much of a difference to the XIII for doing strafing runs through the furball, especially if the fuel is kept low per airquake norms.

Not sure if that's an exhaustive list but I think it covers the main points.
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#5 Surfimp

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Posted 27 June 2014 - 23:12

On a lighter note… getting SPADical back in the day :)


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#6 Dr.Zebra

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Posted 27 June 2014 - 23:49

you have to dragg it out with steam:

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#7 ciki

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Posted 28 June 2014 - 00:01

Thanks. surfimp. The Spad VII 180hp seems like my plane !!!!!!!!! I'm going to buy her now.
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#8 Surfimp

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Posted 28 June 2014 - 00:25

Thanks. surfimp. The Spad VII 180hp seems like my plane !!!!!!!!! I'm going to by her now.

Hope you enjoy! Remember you get both the 150hp and the 180hp versions when you buy the VII.

I don't recall sources offhand, but from memory there were definitely a number of WWI aces, including Francesco Baracca of Italy, who preferred the VII versus the XIII due to its more agile handling.

The VII engine was direct drive versus gear reduction, which apparently made it somewhat more reliable than the XIII's engine. This resulted in pilots reverting back to the VII when their XIIIs were in for repair.

Within the context of RoF, the VII is great fun. Definitely has a different edge to it than the XIII, if you like the XIII you should also enjoy the VII.

Have fun! :S!:
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#9 ciki

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Posted 28 June 2014 - 00:33

Just bought and flew the VII 180 and the 150. They are great! More agile and wild than the XIII. Great planes!
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#10 Dart

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Posted 28 June 2014 - 14:18

I (heart) my SPAD XIII for a lot of reasons, but mostly because folks underestimate it.

A lot of folks think that she's an "energy fighter" but that's falling into the myth that there are two types of aircraft. ALL aircraft are "energy fighters;" they just have different bands of energy where they work best at. The every popular DR1 works within a lower energy (airspeed) band than the SPAD, but let them hit the bottom of it and they just wallow around….what they have going for them is energy responsiveness: they can regain lost energy faster than most other fighters owing to a high power-to-weight ratio and the low, narrow band of energy they need to maneuver.

The SPAD can do amazing things when its energy is high (lots of reserve above stall), and is robust enough to withstand maneuvers that will cause other aircraft to disintegrate into kindling. The other day I managed a tail skid against a DVII that surprised both of us, as well as barrel rolls and split S maneuvers.

The difference in that energy band is what causes folks to disparage SPAD pilots - they want us to come down to their optimal speeds and energy! Oddly enough, it's somehow acceptable for slower aircraft to accuse faster ones of cowardice when what they really want is for us to handicap ourselves and give them all the advantage.

Then again, I'm a weirdo and also love the Nieuport 11.
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#11 Surfimp

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Posted 28 June 2014 - 17:01

Oddly enough, it's somehow acceptable for slower aircraft to accuse faster ones of cowardice when what they really want is for us to handicap ourselves and give them all the advantage.

YUP!! :S!:

If, as a SPAD pilot, you allow yourself to be sucked in to a turn fight, all you're going to do is wind up padding the stats for the turnfighters.

Nothing better than the feeling of successfully boom-and-zooming a Dr.1 with your SPAD… turnabout is most definitely fair play!! :x
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#12 gavagai

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Posted 28 June 2014 - 17:03

I've said before that I'll slow down if the other guy agrees not to turn so much. For some reason they never agree.
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#13 Surfimp

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Posted 28 June 2014 - 17:51

Anti-SPAD prejudice is an interesting thing. I've given it some thought for a while now and think it comes down to some mix of the following:

  • It sucks at turnfighting and will get dominated by nearly everything if you attempt to fly it that way
  • Using it well requires patience, including the willingness to disengage - "run away" - whenever the advantage is lost
  • Flying the SPAD with patience often means flying away from the furball to climb to altitude / maneuver to an advantageous position. This results in less time "in the fight" and more time "setting up for the fight"
  • If you lose your advantage or blow your attack, you have to do the above all over again
  • Gunnery becomes an even more hypercritical skill as many/most shots are snapshots
  • Visibility is amongst the worst of the scouts represented in the game
  • Getting regular kills takes a lot of time and practice and "thinking outside the furball"
  • It's rarely flown properly, meaning in MP it's seen as an easy target
  • It's one of the freebie planes, meaning it's associated with newbies - again, easy targets

The wash is that the SPAD is indeed a very powerful plane, but flying it well requires a lot of effort and dedication… even once you've "gotten your feet wet" with RoF and are reasonably proficient at the basics.

In some ways I think getting "good" at flying a SPAD is even more difficult than a Camel. The Camel is definitely harder to control / keep from spinning out, but getting kills requires relatively little discipline… more or less just point it at the furball and on a typical MP airquake server you'll certainly get your kills once you've got the spinning under control.

By comparison, the SPAD is a different path. You will die a lot in the process of learning the tactics that don't work for it. Then you have to get OK with the idea of stalking instead of charging. Then you'll be frustrated by your crappy gunnery skills.

But on those days when everything comes together, and you bounce someone unawares and one-hit them with a headshot?

Then it's all completely worthwhile :x
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#14 =HillBilly=

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Posted 28 June 2014 - 20:23

Salute Surfimp, I love going up against the Spads in my DVa,and both can be very powerful weapons if used correctly.
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#15 ciki

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Posted 29 June 2014 - 00:24

You'll have another SPAD VII to kill, Hillbilly. In a week or two :D Building up hours on a 150HP VII
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#16 =HillBilly=

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Posted 29 June 2014 - 00:31

LOL bring it on :D :S!:
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#17 FourSpeed

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Posted 29 June 2014 - 03:39

You'll have another SPAD VII to kill, Hillbilly. In a week or two :D Building up hours on a 150HP VII
Fly that Spad *properly* and you might just have another Albie to kill…. :x


Regards,
4 :S!:
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#18 Blade_meister

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Posted 29 June 2014 - 04:44

so whats fun to do on the net besides playing rof :lol: :S!:
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#19 Surfimp

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Posted 29 June 2014 - 05:29

Salute Surfimp, I love going up against the Spads in my DVa,and both can be very powerful weapons if used correctly.

That was a lot of fun today, HillBilly! I really enjoyed it. A big thanks to you and the rest of the NFF crew for that fun server and positive vibe.

so whats fun to do on the net besides playing rof :lol: :S!:

Such a classic. I would love to know what it is that makes people become SPADdicts. It truly is some kind of mania, I think.
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#20 Surfimp

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Posted 29 June 2014 - 05:32

You'll have another SPAD VII to kill, Hillbilly. In a week or two :D Building up hours on a 150HP VII

I would like to let the record show that I was not killed by HillBilly's D.Va. My SPAD did get a little dinged up though and I had to trade it in for a new one. On the second encounter, when he started running low on fuel, I escorted him back to base before firing a flare in salute and peeling away.

Looking forward to the next time :S!:
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#21 J2_Trupobaw

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Posted 29 June 2014 - 09:16

Anti-SPAD prejudice is an interesting thing. I've given it some thought for a while now and think it comes down to some mix of the following:

  • It sucks at turnfighting and will get dominated by nearly everything if you attempt to fly it that way

  • Using it well requires patience, including the willingness to disengage - "run away" - whenever the advantage is lost

  • Flying the SPAD with patience often means flying away from the furball to climb to altitude / maneuver to an advantageous position. This results in less time "in the fight" and more time "setting up for the fight"

  • If you lose your advantage or blow your attack, you have to do the above all over again

  • Gunnery becomes an even more hypercritical skill as many/most shots are snapshots

  • Visibility is amongst the worst of the scouts represented in the game

  • Getting regular kills takes a lot of time and practice and "thinking outside the furball"

  • It's rarely flown properly, meaning in MP it's seen as an easy target

  • It's one of the freebie planes, meaning it's associated with newbies - again, easy targets

A few more from my personal list

  • The cockpit is plain ugly and randomly organised on top of bad visibility, tachometer under right armpit being worst offender. It champions the "crate" term for a plane as much as F.E.2 champions the "bus".
  • Spawns 100 pages long spam threads
  • Overhype and all-or-nothing approach od SPADatics makes plane itself look bad ;) .

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#22 =HillBilly=

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Posted 29 June 2014 - 12:57

Ok guys it is getting close to feeding time, you all know how cranky the Albie can get when not fed on time. She might start biting Camels, and they don't taste so good. :D

Attached Files


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#23 Surfimp

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Posted 29 June 2014 - 14:00

A few more from my personal list

  • The cockpit is plain ugly and randomly organised on top of bad visibility, tachometer under right armpit being worst offender. It champions the "crate" term for a plane as much as F.E.2 champions the "bus".

  • Spawns 100 pages long spam threads

  • Overhype and all-or-nothing approach of SPADdicts makes plane itself look bad ;) .

The SPAD cockpits are truly pretty epic examples of poor ergonomics. It's hard to top the VII's placement of the compass on the floor underneath the seat, but the tach being about 40% obscured by the cockpit coaming and fuel gauge obscured by the stick are pretty sweet touches, too. That said with TrackIR this is all quite manageable.

Is the SPAD overhyped? Relative to the amount of success I can achieve with it, maybe… 8-)

But I can't stop my love for the plane, so then what? And I still see very few other SPADs in MP, whereas there are loads of Camels, Dr.1s and Pfalz.

Maybe SPAD junkies like to talk about the SPAD because we get killed so incredibly much in the learning process that we're trying to find support from other sufferers of SPADdiction…? :lol:
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#24 Surfimp

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Posted 29 June 2014 - 14:02

Ok guys it is getting close to feeding time, you all know how cranky the Albie can get when not fed on time. She might start biting Camels, and they don't taste so good. :D

Where can I download this skin? I think your Albie had a normal skin when we flew yesterday, but I've only installed the basic skinpack. Would love to see those teeth coming after me!! Hahah a little extra motivation :S!:
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#25 =HillBilly=

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Posted 29 June 2014 - 14:09

surfimp unfortunately it hasn't been released yet, hopefully in skin pack#16.
http://riseofflight.com/Forum/viewtopic.php?f=211&t=41091
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#26 ciki

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Posted 29 June 2014 - 23:52

This turns out to be a SPAD/Albatros thread. Just curious, why do you fly the SPAD or the Albatros? Neither is really great at anything or fancy? I thought I was sick, though it seems I'm not alone :) And I really miss those extra 70HP flying the VII 150…badly
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#27 NewGuy_

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Posted 30 June 2014 - 00:01

I would like they join. I really like the three SPADs in ROF. I have been using the 150hp a lot, lately. I will definitely sim-fly the Spad in Ilya Muromets. :S!: MJ
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Something something SPAD. Something something then dive away. 


#28 ciki

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Posted 30 June 2014 - 00:07

It's a great plane. I'm flying the 150hp for two days now. What do you think of her, Mikha?
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#29 LukeFF

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Posted 30 June 2014 - 05:53

I like fitting the Lewis MG to the 180 hp Spad 7, as it doesn't degrade performance all that much.
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#30 Gump

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Posted 30 June 2014 - 18:18


  • It sucks at turnfighting and will get dominated by nearly everything if you attempt to fly it that way

  • Using it well requires patience, including the willingness to disengage - "run away" - whenever the advantage is lost

  • Flying the SPAD with patience often means flying away from the furball to climb to altitude / maneuver to an advantageous position. This results in less time "in the fight" and more time "setting up for the fight"

  • If you lose your advantage or blow your attack, you have to do the above all over again

  • Gunnery becomes an even more hypercritical skill as many/most shots are snapshots

  • Visibility is amongst the worst of the scouts represented in the game

  • Getting regular kills takes a lot of time and practice and "thinking outside the furball"

  • It's rarely flown properly, meaning in MP it's seen as an easy target

  • It's one of the freebie planes, meaning it's associated with newbies - again, easy targets



since i had the demo version for a while, i flew the spad13 quite a bit. so here are some more items from my own personal POV to add to the list…
  • boom and zoom is a surprise tactic - icons remove the surprise.
  • the AF/FF servers require other distractions for success - the enemy has to be focusing on someone else. fewer players means less success for the spad.
  • BnZ into furballs, or dogfights is risky business because of hitting other planes and/or getting shot by, or causing, friendly fire. these dogfights are not coordinated or practiced for team tactics. some people think of a BnZ (from any plane) as "shoulder shooting" and get offended by it (i disagree with this perception).
  • .
    .
    …. i loved flying the spad, even in these servers, because i really enjoyed the challenge of seeing how long i could live. however, even though i knew full well how to fight a spad with hit and run (bnz), i chose the challenge of staying close. many folks thought i was just an ignorant noob that they could pad their stats with, but i was purposely trying to engage in turnish-type fights (not disengaging) to hunt for clever moves, tactics and capabilities. you betya i died a lot. but i found that to be more enjoyable than the time it took to hit, run, setup, dive, [repeat]. when you miss the hit - and it happens, you just swallow all that adrenaline and plan on a while before another chance….
    while that might save your life, it translates to a lot more just flying and less 'think-fast' time. it DOES teach you that patience is a virtue, which also translates to turnfighter tactics.
    ….
    i found that i could outmaneuver an albatros many times with the spad13, but that alby is a bullet sponge and required a lot of shot opportunities, which gave the alby pilot more time/ooportunity to get me. i could never get anywhere close to staying in with a d7 or d7f - hit and run is the ONLY option on those, but they can be destroyed with much less bullets/hits, so a hit+run has a better success rate on these planes. BUT – they may catch you running at high altitiude! even the DR1 might catch you up high…. the spad is faster on the deck than these planes - so pursuit favors the spad(13) running on the deck.
    …also, since the spad seems to hold together better in a fast dive, the fokkers and albies tend to fall apart trying to catch them diving… so hit and dive seems to work if the enemy pusues, but this takes even more time to outrun someone and then get back to boom alitutde, hopefully in a position to enable surprise zoom - or the enemy just spoils the whole shebang by turning out of the way of your dive attack.
    .
    in the end, i usually want to have more continuous action than flying the spad allows, so i opt for the turn fighters.
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    #31 Surfimp

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    Posted 30 June 2014 - 19:17

    :S!: Gump!

    I totally agree on all your points. The VII is a little more capable in the turnfighting department than the XIII but it still has a real hard time and gets caught out quickly.

    Having flown the icons-on servers a lot, I definitely get the best results when there are more players online than less. I try to dive down on a plane that's shooting up a teammate and am pretty often able to hit it hard enough to draw vapor if not smoke on the first pass. But until I can improve my gunnery to the point of seriously wounding the pilot and/or flaming the engine consistently, that's not good enough…

    To me, the natural environment for the SPADs is a full real icons off server where good stalking and knowledge of the maps can pay dividends. I'm not there yet but I will keep working on it!
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    #32 Fokker_you

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    Posted 30 June 2014 - 22:07

    I bought the SPAD VII a year ago………. yes a year ago………. and i am JUST NOW starting to fly it :lol:

    I love it. I've set the dead zones and S curves and it does not move without my say so! i got my first kills

    in it yesterday on AF server. 1 albie D2 and a Halbie CL II. And now after Finally learning BnZooming i got my first "real kills" in the SEVa!

    Ive been gravitating farther and farther away from the camel and turning to the pup and N11/17 on LATE WAR MAPS!!!!!

    but then i pulled out the SPAD XIII ( with balloon guns ) and blew a dr1 away……… and my SPADiction was born :lol:
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    #33 Surfimp

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    Posted 01 July 2014 - 09:40

    Image

    :S!:
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    #34 Surfimp

    Surfimp
    • Posts: 1035
    • LocationSanta Barbara, CA, USA

    Posted 01 July 2014 - 09:51

    If it helps anyone, I figured out spin recovery for the SPAD VII 180hp:

    Right Spin:
    This is the easy one. Remove backpressure and it should recover on its own after 1 or 1.5 rotations.

    Left Spin:
    This is the nasty one. Throttle to idle, full right rudder, full forward stick and full left aileron. Takes 4-5 rotations and as much as 300-500m altitude to recover from a fully developed spin, but it *WILL* recover with this technique, every time.

    Quick application of forward stick and left aileron can help prevent the left spin from developing following a stall. Has to be quick, though.

    Snaprolls are easier to the left than the right (engine torque / p-factor) but you have to be really quick about them to keep from initiating a spin.

    Plane will also do a sweeeeet prop-hang to tailslide, but it's extremely easy for it to fall into a left spin. Best to recover before too much of a tailslide happens ;)

    EDIT: I see that spin recovery for all planes is listed in this handy quick reference guide. I see that the SPAD VII technique listed is the same as what I found worked. I felt that right hand spins were automatic recovery, but at higher fuel loads maybe not.
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    #35 vian

    vian
    • Posts: 180

    Posted 01 July 2014 - 11:05

    Thanks all!

    Spad is a very nice plane when we know how to use it and when we know his performance.
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    #36 Surfimp

    Surfimp
    • Posts: 1035
    • LocationSanta Barbara, CA, USA

    Posted 01 July 2014 - 19:40

    I like fitting the Lewis MG to the 180 hp Spad 7, as it doesn't degrade performance all that much.

    For giggles, I flew the VII-180 with the Lewis again last night. I had remembered it degrading performance a fair amount, but now that I've got more time in the plane, I guess it's not that bad. The extra punch is certainly welcome, too.

    One thing I'm really finding is that the more I fly the VII-180, the less I enjoy flying the XIII. The VII-180 is just so much more agile-feeling and just as fast. I'm also finding the diving really quite good. It's a hotrod!!
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    #37 ciki

    ciki
    • Posts: 407

    Posted 01 July 2014 - 21:02

    I found that spins in a SPAD VII 150HP are quite easy to recover and upcoming stall are easy detectable… right spin take a bit longer to recover than left. Haven't tried to spin the VII 180 HP. Surfimp is right about the VII vs XIII. Much more agile-feeling - still don't know if it's just a feeling. Another thing: The 180HP "feels" a lot heavier than the 150HP. Haven't checked weight yet. But it really feels different - heavier…
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    #38 ciki

    ciki
    • Posts: 407

    Posted 01 July 2014 - 21:15

    vian

    Thanks all!

    Spad is a very nice plane when we know how to use it and when we know his performance.

    Are there any performance sheets? Anything on the SPAD ? I haven't found anything on VII nor XIII, yet.
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    #39 Demon_

    Demon_
    • Posts: 2080

    Posted 01 July 2014 - 22:49

    Quiz! How to recognize a Spadoholic?
    Image
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    #40 Surfimp

    Surfimp
    • Posts: 1035
    • LocationSanta Barbara, CA, USA

    Posted 01 July 2014 - 23:22

    Are there any performance sheets? Anything on the SPAD ? I haven't found anything on VII nor XIII, yet.

    Have you seen the RoF Quick Reference Sheet by Taipan?

    There's also the climb, top speed & similar info in the RoF Store.
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