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BalduursGATE Field ManualPursuit curves4.10.0-hotfix (55227) · Version 1 · Sourced
FM · DOGFIGHT · DOGFIGHT-VERFOLGUNGSKURVEN · guide.dogfight-verfolgungskurvenOnline version: https://oldmensclub.de/citizen-hub/academy/dogfight-verfolgungskurven.en.html
BalduursGATE Field Manual · Academy · Edition 1
DogfightLevel: Advanced

Pursuit curves

Lead, pure, lag: three ways to fly behind an opponent. Your choice decides whether you shoot, close in or overshoot.

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

Prerequisites

What is it?

When you fly behind a turning opponent you have three options for where your nose points: ahead of him (lead), straight at him (pure) or behind him (lag). The path that results is the pursuit curve.

When do I use it?

Offensive, as soon as you are behind him. Lead to shoot, pure to close, lag to keep distance and avoid overshooting.

What do I want to achieve?

You want to pick the curve that matches your problem. Always flying lead means overshooting; always flying lag means never getting a shot.

Starting position

You are behind him, he is turning, you have him locked and within weapons range or just outside.

Step by step

  1. Lead – shooting. Nose ahead of him, where he will be. This is the firing position. It cuts the corner and brings you closer – too close if you hold it too long.
  2. Pure – closing. Nose straight at him. The shortest way to him, but without lead no hits with ballistic guns.
  3. Lag – keeping distance. Nose behind him. You fly around the outside of his turn, lose no distance and do not overshoot.
  4. Switch. From lag to lead as soon as you can fly his turn; from lead to lag as soon as you get too close.
  5. Watch. Is the distance shrinking although you changed nothing? Then he has taken off speed – careful, overshoot.

Keyboard and mouse

The difference between the three curves is a few degrees of mouse. With free gimbals you can hold the nose slightly offset and still aim – that makes switching between lag and lead smoother.

Functions for pursuitq1

Choosing the curve is a question of the nose – so of the rotation axes. Plus throttle to build or close distance, and gimbals for the last few degrees.

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
Lock Target Under Reticlenot bound by defaultnot bound by defaultsingle press
Cycle Lock - Hostiles - Forward5not bound by defaultsingle press
Lock Selected Targetnot bound by defaultnot bound by defaultsingle press
Gimbal State - Toggle Locked / UnlockedGnot bound by defaulttoggle
Weapon Preset - FireMouse leftButton 1hold

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, yaw and roll – and a feel for how far your nose may deviate from your course before you lose speed. A gimbal button belongs near the thumb.

Speed and energy

Lead costs the most energy: you cut the corner and have to pull harder. Lag costs the least and keeps your speed. If you notice you keep losing speed in lead, switch to lag for a few seconds.

Movement diagram

Red straight opponent path at the top, blue own path below, three dashed lines forward, to the middle and backwards.
DiagramThree pursuit curves UNCONFIRMEDTop view: from the same position three lines point ahead of the opponent, straight at him and behind him.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 can see from your nose what you intend. A nose far ahead of him announces the shot – that is why good pilots only pull into lead at the last moment.

Typical mistakes

  • Always lead. Leads straight into an overshoot.
  • Always pure. Feels right but misses with ballistic guns.
  • Always lag. Safe, but you never win.
  • Ignoring the distance. The curve is chosen by distance, not by habit.

Opponent’s counter

He takes off speed and forces you to overshoot, or he reverses the direction of his turn so your lead points into nothing.

Exercise

training.dogfight-verfolgungskurven.01AdvancedPartner: requiredUNCONFIRMED
Goal
Be able to fly all three curves deliberately and notice what each does to the distance.
Preparation
A partner flies an even, wide curve and does not change it.
Task
Fly 30 seconds each of lead, pure and lag behind him. Note after each: did the distance grow or shrink? Would you have hit?
Success criterion
On call you can switch between the three curves without losing the lock.
Partner
required
Functions needed
  • Pitch
  • Pitch up
  • Pitch down
  • Yaw
  • Yaw left
  • Yaw right

Beginner variant

Fly behind a partner who is flying a wide even curve and deliberately hold each of the three nose positions in turn.

Advanced variant

Switch between lag and lead every second without the distance changing. That is the basis of every clean pursuit.

Next step

If you want to hold the nose offset without changing your path you need strafing. If you get too close you need 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 TARGETING

  • Lock Selected Target
  • Cycle Lock - Hostiles - Forward
  • Lock Target Under Reticle

Profile page SHIP WEAPONS

  • Gimbal State - Toggle Locked / Unlocked

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-verfolgungskurven