Masaq
07-08-09, 01:51
Got some simple tips and pointers gleaned from my flying this evening, some knowledge of WWI air combat, and some tips from various places around t'internet.
All the aircraft have massive great props on the front, that are spinning wildly. This means there is a tremendous amount of torque generated, which will pull your aircraft nose in the direction of the prop's travel. For most of the aircraft in the game, I believe the direction of spin is clockwise - so at takeoff and when landing, you'll need to apply left rudder to counteract it.
Because of this, your aircraft will also turn much tighter in the direction of the prop's spin in the air, also. If you want to turn quickly, turn in the direction of the engine's pull.
Takeoff and landing speed is about 80km/h as indicated in the game. You'll be able to fly a very gentle flight path at about 85-90. Any sudden or sharp motions at this speed will drop you straight out of the sky, however.
We're all used to being able to pull 6-to-7G in a a flight sim. Even the Black Shark can pull 3 or 4.... don't try that in RoF. Your machine is made of canvas pulled taut over wooden frames, stitched together with wire and glued up. Far more gentle turns are the name of the game - although it'll feel weird, your enemy has the same kind of handicap, remember.
Also because of that, once your plane has been damaged - if you loose a strut or some of the wires that tension the wing - reduce speed and get low. Continuing high-stress turns once you've compromised the plane's structure means the rest of your aircraft will just peel away from under you. Hilarious to watch, but only fun for the 30s or so it takes to hit the ground...
Landing - fly slowly and lowly over the airfield, you're aiming to fly slowly not glide over the strip. Once you're very very low, simply pull the throttle back and drop to the floor; being careful to correct for torque effects as you land. If you don't, you'll swerve violently at speed and clip a wingtip into the ground. Explosions may follow shortly afterwards.
Your aircraft is running a very basic petrol engine. All the aircraft ingame are equiped with gravity-feed fuel lines, which has the interesting feature of meaning your plane has to remain right-way-up or maintain in positive-G forces for fuel to keep flowing. Drop your nose too rapidly, or fly inverted for too long, and your engine will cut out. There's no particular guarantee it'll start back up again either, although it usually will. (I've checked.)
If you start to stall, ease back on the controls and increase throttle if you're able to, until you recover control. If you go into an outright spin, neutralise your controls and then push rudder in the opposite direction of the spin (ie if you're going clockwise, turn rudder to the left) and try to reduce your angle of attack until you're able to recover. Don't keep pulling back on the stick furiously to try and pull out of it - you'll simply make the spin worse!
Speed is what will keep you alive. You must stay fast to stay alive. Slowly turning in a big predictable arc will allow the enemy to simply sit on your tail and pepper you. If you have an unmanouverable aircraft (the SPAD being a perfect example), don't get into a turning fight - zoom and boom. Sweep in in a dive, fire, and then, if you're high enough - continue to dive out of the area using your high speed to put distance between you and the enemy, or if you're low - use your existing speed to climb up out of reach.
If you have a more manouverable aircraft - the Fokker DVII being a good example - you can try and use your better turn rate to turn inside the enemy. Don't try and climb after people, don't try and run away from them - keep turning in to face them.
The last two points are gross generalisations, and when aircraft like the Sopwith Pup and Camel arrive, there'll be Allied aircraft that are as twisty and turny as the German machines already ingame. Until then - go British if you want to climb fast, dive fast and get in/out quickly. Go German if you want to tangle it up in a dogfight :)
All the aircraft have massive great props on the front, that are spinning wildly. This means there is a tremendous amount of torque generated, which will pull your aircraft nose in the direction of the prop's travel. For most of the aircraft in the game, I believe the direction of spin is clockwise - so at takeoff and when landing, you'll need to apply left rudder to counteract it.
Because of this, your aircraft will also turn much tighter in the direction of the prop's spin in the air, also. If you want to turn quickly, turn in the direction of the engine's pull.
Takeoff and landing speed is about 80km/h as indicated in the game. You'll be able to fly a very gentle flight path at about 85-90. Any sudden or sharp motions at this speed will drop you straight out of the sky, however.
We're all used to being able to pull 6-to-7G in a a flight sim. Even the Black Shark can pull 3 or 4.... don't try that in RoF. Your machine is made of canvas pulled taut over wooden frames, stitched together with wire and glued up. Far more gentle turns are the name of the game - although it'll feel weird, your enemy has the same kind of handicap, remember.
Also because of that, once your plane has been damaged - if you loose a strut or some of the wires that tension the wing - reduce speed and get low. Continuing high-stress turns once you've compromised the plane's structure means the rest of your aircraft will just peel away from under you. Hilarious to watch, but only fun for the 30s or so it takes to hit the ground...
Landing - fly slowly and lowly over the airfield, you're aiming to fly slowly not glide over the strip. Once you're very very low, simply pull the throttle back and drop to the floor; being careful to correct for torque effects as you land. If you don't, you'll swerve violently at speed and clip a wingtip into the ground. Explosions may follow shortly afterwards.
Your aircraft is running a very basic petrol engine. All the aircraft ingame are equiped with gravity-feed fuel lines, which has the interesting feature of meaning your plane has to remain right-way-up or maintain in positive-G forces for fuel to keep flowing. Drop your nose too rapidly, or fly inverted for too long, and your engine will cut out. There's no particular guarantee it'll start back up again either, although it usually will. (I've checked.)
If you start to stall, ease back on the controls and increase throttle if you're able to, until you recover control. If you go into an outright spin, neutralise your controls and then push rudder in the opposite direction of the spin (ie if you're going clockwise, turn rudder to the left) and try to reduce your angle of attack until you're able to recover. Don't keep pulling back on the stick furiously to try and pull out of it - you'll simply make the spin worse!
Speed is what will keep you alive. You must stay fast to stay alive. Slowly turning in a big predictable arc will allow the enemy to simply sit on your tail and pepper you. If you have an unmanouverable aircraft (the SPAD being a perfect example), don't get into a turning fight - zoom and boom. Sweep in in a dive, fire, and then, if you're high enough - continue to dive out of the area using your high speed to put distance between you and the enemy, or if you're low - use your existing speed to climb up out of reach.
If you have a more manouverable aircraft - the Fokker DVII being a good example - you can try and use your better turn rate to turn inside the enemy. Don't try and climb after people, don't try and run away from them - keep turning in to face them.
The last two points are gross generalisations, and when aircraft like the Sopwith Pup and Camel arrive, there'll be Allied aircraft that are as twisty and turny as the German machines already ingame. Until then - go British if you want to climb fast, dive fast and get in/out quickly. Go German if you want to tangle it up in a dogfight :)