Tailwind strategy: how to launch it further

Almost everybody plays Tailwind the same way for the first dozen goes: draw the band all the way back, aim it at the sky, and wonder why the numbers stop improving. Both halves of that are wrong, and they are wrong for different reasons. Here is what is actually going on.

Harder is not further

The catapult brings the aeroplane up to speed over a short stroke, and getting to speed over a short distance is a violent acceleration — tens of g at a full draw. Every airframe has a figure it takes cleanly, and past that the wing strains: it loses lift and gains drag, and it keeps them for the whole flight.

So over-drawing does not simply waste the extra band. It spends the glide you chose that aircraft for. The flight looks fine for the first second or two and then quietly refuses to go anywhere.

That figure is what the strength bar on the pick screen is telling you. The lightest aircraft in the fleet wants roughly half a draw. The strongest takes nearly all of it. If you fly two different aircraft with the same launch, one of them is being flown wrong.

How to find an aircraft's draw

Keep the angle fixed and change only the band. Go out one notch at a time and watch where the distance stops climbing — that is the point where the airframe started paying. Then stay just under it.

The tell in flight is distinctive: an over-drawn launch climbs beautifully, tops out, and then comes down far steeper than it went up. If you see that, it is not your aim. It is the draw.

Why straight up loses

Height is worth a great deal in this game, because a gliding aeroplane turns every metre of height into several metres of distance. That is a real effect and it is why the best angle is steeper than most people's instinct.

But it does not follow that vertical is best. An aeroplane thrown at the sky arrives at the top with no flying speed left. A wing with no air moving over it does nothing at all, so it hangs, drops, and has to dive to get its speed back before it can fly again — and it spends most of the height it just bought doing exactly that. Fired straight up, it comes down close to where it left.

The best angle is the steepest one the aeroplane still arrives at the top flying. In still air that is high — higher than it feels like it should be. Push past it and the distance does not taper off politely; it falls away.

The wind decides the aim

The dial at the top left is rolled fresh for every attempt, and it is the single most useful thing on the screen. It moves the best angle a long way:

ConditionsWhat to do
Still air or a tailwindAim high and let the glide do the work. A tailwind is a free record — take the steepest launch you can.
A moderate headwindBring the aim down. Height is still worth having, but less than it was.
A strong headwindAim low and flat. Every second in the air is a second of being pushed backwards.

The cost of ignoring this is not small. A player who finds one good launch and repeats it regardless of conditions gives away around a third of the distance on the windiest days.

Choosing an aircraft

None of the six is best. Flown properly they all reach within a few per cent of each other, which is deliberate — the pick screen is a choice, not a ranking. What differs is how each gets there, and which day suits it.

Each aircraft keeps its own record, so there is no cost to trying the fleet against the same weather.

Small things worth knowing

The short version

Draw the band back, let go, and watch it run.

Play Tailwind →

More games: Zood · Orbit · all Zamborin games · all guides