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BalduursGATE Field ManualRadius fight4.10.0-hotfix (55227) · Version 1 · Sourced
FM · DOGFIGHT · DOGFIGHT-RADIUS-FIGHT · guide.dogfight-radius-fightOnline version: https://oldmensclub.de/citizen-hub/academy/dogfight-radius-fight.en.html
BalduursGATE Field Manual · Academy · Edition 1
DogfightLevel: Advanced

Radius fight

Who turns tighter? Instead of coming around faster you make your circle smaller – and meet him on the other side.

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

Prerequisites

What is it?

A radius fight is not about coming around faster but tighter. Both fly on the same circle, opposite each other. Whoever flies the tighter arc cuts distance and meets the other sooner.

When do I use it?

When you are losing the rate fight but your ship is slower and more agile than his. Also against heavy, fast ships that need a wide circle.

What do I want to achieve?

You want to shorten the path, not the time: when you are opposite each other on the same circle, the winner is not the faster one but the one whose arc covers less distance.

Starting position

After the merge, both turning the same way, but you are not coming around faster than him.

Step by step

  1. Take speed off. Throttle back, brake briefly if needed. Slower means tighter.
  2. Roll into the strongest axis. On most ships that is pitch – so roll so that the turn goes up or down.
  3. Pull tight and hold. The circle as small as possible without coming to a stop.
  4. Meet opposite. After half a lap you should meet head-on – then you got there first.
  5. Shoot or continue. Either you have the firing solution now, or you have a new merge and start again.

Keyboard and mouse

The only difference from the rate fight is the throttle: same turn, less speed. A short tap on the space brake gets you into the tight circle faster than the throttle.

Functions for the radius fightq1

Turning tight means taking off speed and putting the turn in the strongest axis. The space brake is a tool here, not an emergency button.

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
Throttle - IncreaseWnot bound by defaultsingle press
Throttle - DecreaseSnot bound by defaultsingle press
BoostLeft ShiftButton 8hold
SpacebrakeXnot bound by defaultsingle press
Speed Limiter - Enable / Disablenot bound by defaultnot bound by defaulttoggle
Speed Limiter - Step Up (tap)Left Alt + Mouse wheel upnot bound by defaultsingle press
Speed Limiter - Step Down (tap)Left Alt + Mouse wheel downnot 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 pitch, roll, throttle and the space brake. The space brake should be on a button you can reach while turning without letting go of the stick.

Speed and energy

The radius fight costs speed – that is its price. Brake too far and you are stationary and an easy target for any third party. Whoever wins the tight circle should use the firing solution: a second lap costs even more speed.

Movement diagram

One circle, the shared merge point at the bottom, blue arc on the left and red on the right, a question mark at the top.
DiagramRadius fight – the same circle UNCONFIRMEDTop view: both fly on the same circle, opposite each other; whoever flies the tighter arc cuts the corner.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 you slowing down and closing the circle. An experienced opponent recognises this and goes tight himself – then it is decided by whose ship can turn tighter.

Typical mistakes

  • Braking too far. Standing still is not a tight circle, it is a target.
  • Turning in the weak axis. Yawing instead of pitching makes the circle needlessly wide.
  • A radius fight against a more agile ship. Then you lose exactly where you meant to win.
  • Not using the firing solution. The tight circle is dearly bought; if you do not shoot you have only lost speed.

Opponent’s counter

He stays in the rate fight and outruns you until he is behind you again – your slow tight circle is useless if he does not fly it. Or he uses your low speed for an approach from outside.

Exercise

training.dogfight-radius-fight.01AdvancedPartner: requiredUNCONFIRMED
Goal
Find the smallest possible turn circle of your own ship and be able to hold it.
Preparation
Alone, open space, two reference points in sight.
Task
Fly full turns and take speed off step by step until the circle stops getting smaller. Remember that speed. Then alternate one lap at that speed and one at full speed.
Success criterion
On call you can go into your ship’s tightest circle without coming to a stop.
Partner
required
Functions needed
  • Pitch
  • Pitch up
  • Pitch down
  • Yaw
  • Yaw left
  • Yaw right

Beginner variant

Fly alone: a full turn at full speed, then a full turn at half. Look at how differently sized the circles are.

Advanced variant

Radius fight against a partner who stays in the rate fight. Who wins depends on the ships – then swap and fly the same situation the other way round.

Next step

The tight turn is a craft of its own: tight turn – high-G and boost. And when he gets too close while you do it: overshoot.

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 FLIGHT

  • Enable / Disable decoupled mode

Profile page FLIGHT MOVEMENT

  • Speed Limiter - Step Down (tap)
  • Speed Limiter - Step Up (tap)
  • Speed Limiter - Enable / Disable
  • Spacebrake

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-radius-fight