Pfalz D.III and IIIa Scout
Designed initially as a replacement for the Albatros D.V, the Pfalz D.III's performance was not a sufficient improvement over the Albatros machine.  Artwork by Bob Pearson.
          ATTENTION:  all flight notes are based on certain parameters used in CFS when flying the plane, such as active sunglare, g-effects, and especially limited ammunition rules.  Also, the tactical notes apply to modified flight models (the AIR files) and Damage Profiles of other WW I planes worked on by myself to model the real thing.  It also assumes that hard-core flight simmers will fly the plane in its proper time period, pitting it against its more common opponents.  The flight model was tested in medium and hard settings, and extensively "field tested" against human opponents, with repeated cross checks to historical descriptions of its handling.

Historical Notes: 
          The Pfalz DIII is possibly one of the most underrated aircraft of WW I (alongside its close cousin, the Pfalz DXII).  The DIII owed its actual production to none other than Manfred von Richthofen, who was desperate to find a flying machine capable of outmaneuvering the array of British and French single-seat scouts in production in 1916 (such as the Nieuport 11-17s  and the Sopwith Pup).  He spent considerable time at the Pfalz works and flew the first prototypes of the DIII, whereby he immediately demanded that it be produced as a companion (and hopefully substitute) to the Albatros series which predominated in German formations. 

The reported poor reputation the Pfalz had with pilots appears to be largely  the work of propagandists working for both the Albatros Werke and Fokker Flugzugwerke in their efforts to gain leverage with the Air Ministry.  Albatros already enjoyed inside contacts, while Anthony Fokker was desperately trying to rebuild his damaged reputation after his initial success with the E.III monoplane.  This can only be comprehended if one understands the nature of the German economy prior to and during WW I, in which all major assets and factors of production were controlled or manipulated by the German Imperial government.  This created a monopoly system easily manipulated by those with inside contacts (such as the Albatros firm).  Yet, the Pfalz DIII appeared to be sufficiently maneuverable to warrant von Richthofen's attention, and to draw praise from a British team which tested one, the latter hailing the DIII as superior to the Albatros DV, though weak in the roll.  Even compared to the vaunted Fokker DVII, its climb rate was only 1.5 minutes less to 16,400 feet (Fok D7 with 160 hp Mercedes engine).   Furthermore, the pilot's view was excellent overall, and its construction gave it superior ruggedness over contemporary machines.

The Pfalz DIII reached the front in the autumn of 1917, going mostly to Bavarian Jastas, with the DIIIa reaching units in the early spring of 1918.  The DIIIa had a more powerful Mercedes motor, with output of 180 hp.  Though having a higher compression ratio than the Mercedes 160 hp motor, the 180 hp burned less fuel (0.545 pts per hour vs 0.58), maintaining the aircraft's service range.  However, its carburetor had no altitude control, causing problems at higher altitudes.  Over 600 DIIIs and DIIIas were produced between 1917 and the end of the war, with over 350 still in front line service at war's end.  As a testimony to the quality of the DIIIs, several important aces flew them, including Hauptmann Rudolph Berthold (44 kills... the number 6 German ace) and Leutnant Franz "Fritz" Friedrichs (21 kills).


Basic performance statistics: Pfalz DIIIa
Engine:  180hp Mercedes DIIIa 6 cylinder in-line water cooled
Weight:  empty  1532lbs
Maximum speed:  102 mph at 10,000 ft
Climb rate:  to 3,280 ft   3 min, 15 sec.
Service ceiling:  17,000 ft
Flight endurance:  2.5 hours

Basic Specifications:
Manufacturer:  Pfalz Flugzeug-Werke
Dimensions: Span 30 ft, 10 in; Length  22 ft, 9.75 in; Height 8 ft, 9 in; Dihedral: lower only, 1 deg.; Incidence:  6.33 deg.
Areas: Wings 240 sq ft; Rudder  6 sq ft
Fuel:  21.5 gallons;  oil  4 gallons
Armament: twin Maxim machineguns synchronized to fire through the airscrew; ability to carry several bombs.
Typical ammo load: 500-550 rounds per gun

Primary sources: "Jane's Fighting Aircraft of World War I, 1919 (1990 reprint); "German Aircraft of the First World War," Gray and Thetford; "German Air Power in World War I," Morrow; "Mein Fliegerleben" (English trans: "Ace of the Iron Cross"), Udet; "Aircraft Camouflage and Markings 1907-1954," Robertson et al; "Military Small Arms of the 20th Century," Hogg and Weeks.

Fighting and winning in the Pfalz DIII:
          If you fight one-on-one with a lighter, more nimble opponent, you deserve everything you get.  The Pfalz is reasonably maneuverable, but is unable to turn corners with the Sopwith Pup, Nieuport 17, and especially the Sopwith Triplane and Camel.  It is certainly not a "roving commission" type aircraft (although some still flew it in such a manner).  Fly it alone against a worthy opponent and you will almost surely die.  Now for the good news.  The Pfalz has some key advantages.  First, like its Albatros predecessor, it has twin Maxim machineguns, while the British and French machines at the time still carried singles (the Pup, Triplane, the early Se-5 and Nieuport 17).  It also carried more ammunition per gun. Second, its plywood construction and unique spar construction in the wings gives it the ability to absorb punishment and keep on fighting. 

Finally, its heavier construction makes it a superior diver.  While the lighter enemy planes must shallow their dive to prevent structural damage, the Pfalz can be thrown into a steep power dive, going over 200-240 mph in the process.  This provides an excellent means of escape (and good tactic for attack) when in trouble (note: this is currently limited because CFS does not account for excessive speed damage to aircraft.  However, there are rumors of a new program which may allow players to apply speed structural damage, making this effective).  The only Allied aircraft which can equal it in this area are the Se-5a and SPAD-13.  However, once the dive is made you will probably be done for the day. To escape you must continue flat-out at full throttle to extend.  Should you pull up, your speed will fall dramatically, making you an easy target for your more nimble opponents.  Yet once you do disengage, it may be possible to climb and return to the fight.  But you will need sufficient distance (over 4-5,000 feet) away from your enemy.   Furthermore, you should avoid attempting to escape with a split-S.  The DIII's roll is insufficient and your opponent will stay with you.

A few tips on flying the DIII alone on the "Zone."  If an enemy plane gets on your tail, turn into the melee of other aircraft. Although you don't have a partner, there is indeed safety in company.  Another may get on your opponent's tail and take him out.  Keep kicking your rudder and twisting erratically.  Hopefully your opponent will either be shot down by another or break off because he is being attacked.  Once you shake him, speed out of the melee as quickly as possible, watching your "six" for trailers.  If you are not followed, pull away and gradually climb, pulling up an additional 4,000 feet above the fray.  Then you can turn back for another run.

If you're flying on the Zone against others flying "stock" Camels, the DIII can compete.  However, it is unrealistic since the stock Camel's AIR file was not designed for realistic dogfighting.  Finally, unless you're up to a real challenge, generally avoid using the DIII alone on the Zone (especially since most others will fly triplanes and the like).

But, the Pfalz DIII can be effective in team games.  Either in pairs or coupled with a nimple companion, the DIII can provide a stable aircraft for others to maneuver around.  It can also serve as bait to force opponents to commit.  All tactical maneuvers which apply to other aircraft can be used by the Pfalz DIII when combined as a team with others.  Once a more nimble enemy moves to engage one Pfalz, the other can close in, the twin Maxims providing sufficient firepower to complete the kill.  Remember, most pilots get shot down because their mind is focused on an enemy in their gunsights (what happened to von Richthofen).  A solid tactic with the DIII is the "Dive and Zoom" (or "Strafe and rake") tactic.  Use altitude to your advantage.  Dive down on an enemy (especially somebody following another plane).  Here skilled marksmanship is very critical with the DIII, since you may not get a second chance.  Generally avoid firing until you are within 300 feet, as your tracers will alert him of your presence.  Once your bullets hit the mark, continue the burst until sufficient damage is completed, or until he turns sharply away.  In most cases, do not attempt to follow a turning enemy!  Steering adjustments can be used to keep the guns on target, but once he steers away, zoom past him and extend.  It is not elegant, nor "fun" (most simmers prefer the twisting, turning dogfight).  But it works. 

The indication of a good pilot is not the ability to use a nimble aircraft to shoot down his stiff flying opponents, but the ability to use an average aircraft and still come out the victor.  There are folks on the Zone who fly ridiculous, unrealistic "mods" (modified aircraft) which look like normal prop planes, but fly like UFOs or jet helicopters and have the firepower of a navy destroyer (not to mention the Damage Profile the size of a dime).  It takes little skill to do this against an unsuspecting opponent.  But to fly the real thing, even mediocre planes, and win..... that's where the true skill of a pilot emerges.  In this many of the German pilots of WW I excelled.  The Pfalz DIII was not an excellent machine, but it was good, and in the hands of a skilled flyer, could be deadly.

A final note about climb rates and speed.  The CFS system frustrated my attempts to make accurate climb rates for the planes.  Most (but not all) CFS type planes climb faster than they should.  Climb rates for this machine (and other WW 1 types) are adjusted on a ratio where the rate is 12 to 15% faster than historically accurate.  Although the planes climb faster, the adjustments made them climb accurately in comparison to each other.  This was crucial, since climbing (and diving) were principle tactics in aerial combat, placing a pilot either in control, or at the mercy of his foes.  Regarding speed, it has been noted that planes tend to fly faster on the internet (WW I machines going 15-18 mph faster).  Thus, the AIR file was adjusted to slow the plane down.  You will see this if you fly the plane against the computer in Quick Combat.