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BalduursGATE Field ManualCorkscrew4.10.0-hotfix (55227) · Version 1 · Sourced
FM · DOGFIGHT · DOGFIGHT-CORKSCREW · guide.dogfight-corkscrewOnline version: https://oldmensclub.de/citizen-hub/academy/dogfight-corkscrew.en.html
BalduursGATE Field Manual · Academy · Edition 1
DogfightLevel: Advanced

Corkscrew

A corkscrew around your own flight line: you still go where you want to go, but you are no longer a straight target.

Valid from patch
4.10.0
Game data version
4.10.0-hotfix (55227)
Version
1
Updated
2026-09-13
Review statusSourced

Every control function and game object used exists in the current game version. The statements come from the sources listed.

Review path and sources

Editorial in-game review

Nobody from the editorial team has flown it in game yet. The information comes from the sources listed below.

Context. the sequence is explained flight technique. What is sourced are the game functions named and their default bindings; how strongly a manoeuvre works on your ship depends on ship, fit and patch – you fly that yourself.

What you will learn

  • Recognise when corkscrew is the right manoeuvre and what it gains you.
  • Be able to fly corkscrew in game – with keyboard and mouse or with HOTAS/HOSAS.

Prerequisites

What is it?

The corkscrew is a helical path around your own flight line. Roughly speaking you keep flying straight, but your ship constantly describes a circle around that line.

When do I use it?

Defensive or when disengaging. When someone is behind you and you still have to hold a direction – towards a target, towards your people, out of the zone.

What do I want to achieve?

You want to make leading impossible without giving up your heading. Every turn costs time; the corkscrew costs almost none because on average you still go where you want to go.

Starting position

The opponent is behind you, within weapons range, but without a settled lead. Your heading is fixed.

Step by step

  1. Fix the direction. Where do you want to go? That line stays the centre of the helix.
  2. Roll and pull. Roll slightly and continuously while pulling steadily – the helix follows by itself.
  3. Keep the turns uneven. Sometimes tighter, sometimes wider. An even helix is as predictable as a straight line.
  4. Look behind. Lock the attacker and keep him in view; that way you notice whether he is still following.
  5. Plan the exit. Either you reach your goal or you break into a counter-manoeuvre.

Keyboard and mouse

On keyboard and mouse there are two ways: roll continuously and pull with the mouse, or alternate the four strafe directions rhythmically. The second keeps the nose steadier – useful if you want to shoot forward.

Functions for the corkscrewq1

The helix comes from rolling plus constant pulling – or from two strafe directions in alternation. Both are listed here.

Game actionDefault keyboard/mouseDefault joystickTrigger
Pitchnot bound by defaultAxis Yaxis
Pitch upArrow downnot bound by defaultsingle press
Pitch downArrow upnot bound by defaultsingle press
Yawnot bound by defaultAxis Xaxis
Yaw leftArrow leftnot bound by defaultsingle press
Yaw rightArrow rightnot bound by defaultsingle press
Rollnot bound by defaultAxis Rz (twist)axis
Roll leftQnot bound by defaultsingle press
Roll rightEnot bound by defaultsingle press
Strafe up (abs.)SpaceButton 9single press
Strafe down (abs.)Left CtrlButton 10single press
Strafe left (abs.)AHat 1 leftsingle press
Strafe right (abs.)DHat 1 rightsingle press
Throttle - IncreaseWnot bound by defaultsingle press
Throttle - DecreaseSnot bound by defaultsingle press
Cycle Lock - Attackers - Forward4not bound by defaultsingle press

Game default binding, game version 4.10.0-hotfix (55227). If you rebound it yourself, your binding applies.

Anything marked “not bound by default” you have to bind yourself in the game settings – we do not guess a key.

HOTAS/HOSAS: the joystick column is the default binding of ONE stick. On two sticks you assign pitch, yaw, roll and lateral strafe yourself – which axis a manoeuvre needs is listed in the HOTAS / HOSAS section.

HOTAS / HOSAS

A manoeuvre does not need particular keys, it needs particular axes and functions. If you fly HOTAS or HOSAS you assign them once and then only read which of them a manoeuvre asks for:

  • Pitch, yaw, roll – the three rotation axes. By default on one stick they sit on X, Y and the twist axis Rz.
  • Strafe X/Y/Z – sideways, up/down, forward/back. By default these are single buttons and a hat, not axes; on HOSAS you put them on the second stick’s axes.
  • Throttle – the throttle lever or the forward/back function.
  • Boost, space brake, decoupled mode – three buttons you must hit blind in a fight.
  • Targeting – at least “lock target under reticle” on a thumb button.

Which of these are bound by default is in the table above. Everything marked “not bound by default” you assign yourself.

You need roll and one rotation axis – or strafe X and Y together. On HOSAS the two-strafe-axis variant is the more comfortable one: the right stick stays free for the nose.

Speed and energy

The corkscrew costs almost no speed as long as the turns stay wide. If the helix gets tight you lose speed as in a sustained turn. Boost widens the path and makes it predictable again – use it sparingly.

Movement diagram

Wavy blue line around a dashed centre line, red opponent ship behind on the left.
DiagramCorkscrew – helical path UNCONFIRMEDSide view: the flight path winds as a helix around the straight flight line; the opponent sits behind.Own graphic · claude-entwurf, 2026-09-13

The sketch shows the manoeuvre from above: own ship blue, opponent red, start marked “S”, steps numbered.

What should the opponent see?

He sees a ship winding in front of him. His lead point keeps jumping because your lateral movement keeps changing direction.

Typical mistakes

  • An even helix. Within seconds it becomes a rhythm he can settle into.
  • Turns too tight. They cost speed, and he cuts the corner.
  • Never looking back. You do not notice that he has long since broken off – or that a second one has joined.
  • Corkscrew as a permanent answer. It keeps you alive but wins nothing. At some point you must turn or leave.

Opponent’s counter

He keeps distance, follows the centre line instead of your helix and waits for you to make one turn too wide or too tight. Or he shoots into the centre of the helix instead of following you.

Exercise

training.dogfight-corkscrew.01AdvancedPartner: requiredUNCONFIRMED
Goal
Cover a stretch of ground straight ahead without ever flying a straight line.
Preparation
A partner follows at constant distance and tries to keep his nose on you – without shooting.
Task
Fly a corkscrew for 60 seconds while the partner follows. After each run he reports how often he would have had a clean firing solution. Then swap roles.
Success criterion
The partner reports clearly fewer clean firing solutions than during straight flight.
Partner
required
Functions needed
  • Pitch
  • Pitch up
  • Pitch down
  • Yaw
  • Yaw left
  • Yaw right

Beginner variant

Fly the corkscrew without a pursuer, just to get the feel for rolling and pulling at the same time.

Advanced variant

Corkscrew with changing turn size and an exit: after 30 seconds break out of the helix straight into a reversal.

Next step

If you can hold the corkscrew but still want to shake what is behind you: J-hook and reversal.

Checklist

  • You can say in one sentence when this manoeuvre is the right one.
  • The functions from the control table are on keys or axes for you.
  • You have flown the manoeuvre with a partner at least once and evaluated the exercise.

On your Stream Deck

These functions belong to this topic. Which key that is for you is shown by the BalduursGATE plugin based on your own bindings – on purpose, no key is listed here.

Profile page TARGETING

  • Cycle Lock - Attackers - Forward

Read next

Links are stored in the hub entry – the index computes the reverse direction. No address is hard-coded here.

← Back to the Academy

Sources

  1. q1GAME DATAACTION-MASTER – Steuerungsfunktionen und Standardbelegung aus defaultProfile.xml und global.ini (SC-4.10-ACTION-MASTER.json)Build 4.10.0-hotfix (55227)Name, Gruppe, Auslöseart, Profilseite und die Standardbelegung (Tastatur/Maus/Joystick) gelesen – keine eigene Belegung.

Patch and version information

Valid from
4.10.0
Valid until
open
Game data version
4.10.0-hotfix (55227)
Version
1 · EN Version 1
Review entries
none
Identifier
guide.dogfight-corkscrew