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

Rate fight

Who turns faster? Two ships circle against each other, and only one thing counts: who gets the nose back on the other first.

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

Prerequisites

What is it?

In a rate fight both fly their own circle in the same direction after the pass. The winner is whoever closes his circle faster and thus gets the nose back on the other first.

When do I use it?

After every merge where both turn the same way. It is the standard answer when your ship comes around faster than his.

What do I want to achieve?

You want to gain angle without stopping: a little further behind him every lap until your nose is on him and his is not yet on you.

Starting position

Directly after the merge. Both turn the same way, both still have speed.

Step by step

  1. Set your turn speed. Not full throttle, but the speed at which your ship comes around fastest (see exercise).
  2. Into the turn. Immediately after the pass, in the same direction as him.
  3. Pull cleanly. Evenly, without jerking – every correction costs angle.
  4. Compare. After half a lap, is he further ahead or further behind than before? That decides whether you stay in it.
  5. Stay or switch. Gaining angle: keep going. Losing angle: switch to the radius fight or break out.

Keyboard and mouse

With a mouse you fly the sustained turn by holding the mouse in one direction and using the roll keys to put the ship so that the turn lies in its strongest axis – on most ships that is pitch.

Functions for the rate fightq1

Here the turn itself counts and how you feed it: rotation axes, throttle, boost – and the acceleration limiter, which decides how hard your ship enters the turn.

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
Acceleration Limiter - Step Up (tap)Right Alt + Mouse wheel upnot bound by defaultsingle press
Acceleration Limiter - Step Down (tap)Right 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 and a finely metered throttle. The rate fight is where a real throttle lever makes the biggest difference: you can hold the turn speed instead of hunting for it in steps.

Speed and energy

The rate fight is a war of attrition. Boost shortens a single turn but widens the circle – over several laps you usually lose angle with it. The acceleration limiter decides how hard your ship enters the turn; running it wide open usually costs more speed in the turn.

How strongly limiter and boost affect your ship is in no file we have. The exercise above measures it for your ship.

Movement diagram

Two touching circles, blue on the left, red dashed on the right, the touching point marked as the merge.
DiagramRate fight – two circles UNCONFIRMEDTop view: after the pass each ship flies its own circle; whoever closes the circle faster gets the nose on first.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 turning the same way and counts along. When he notices he is losing the rate fight he will switch to a radius fight or break out vertically – be ready for that.

Typical mistakes

  • Full throttle. The most common cause of a lost rate fight.
  • Correcting constantly. Every jerk of the nose costs angle.
  • Turning in the wrong axis. Most ships pitch better than they yaw.
  • Staying too long. If you have gained no angle after two laps you will not gain any in the fifth.

Opponent’s counter

He switches to a radius fight and forces you to come to him. Or he pulls out vertically so your circle runs into nothing.

Exercise

training.dogfight-rate-fight.01AdvancedPartner: requiredUNCONFIRMED
Goal
Find your own best sustained turn – the speed at which your ship comes around fastest.
Preparation
Alone, open space, one fixed reference point (station, moon, wreck).
Task
Fly full 360-degree turns at three different speeds: capped, medium, full. Roughly time each lap. Note which speed comes around fastest – that is your turn speed for this ship.
Success criterion
You know the speed at which the full turn takes the least time on your ship, and you can set it in a fight.
Partner
required
Functions needed
  • Pitch
  • Pitch up
  • Pitch down
  • Yaw
  • Yaw left
  • Yaw right

Beginner variant

Fly full turns alone at different speeds and get to know your ship before flying this against someone.

Advanced variant

Rate fight over at least five laps against a partner in a different ship. Report after each lap who gained angle – then swap ships.

Next step

If the rate fight goes nowhere the radius fight is the answer. Why the two belong together is in energy and power management.

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 MOVEMENT

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

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-rate-fight