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View Full Version : Game tips, tricks & general useful info.


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 :)

MadTommy
07-08-09, 08:40
Tip 1

Get epoch to use his own airfield. Never taxi with 500 yards of him if this option is not available.

Masaq
07-08-09, 11:30
*Grin*

I thought "What the hell was epoch bitching about, the plane seems easy to contro.....WHOAAAAAAA!" as I did my first airstrip landing, and did a 270' turn turn at about sixty miles an hour, narrowly missing several buildings lol.

epoch
07-08-09, 11:53
I'm (now) finding my pedals invaluable for this game. Rudder control is much more important than in any other sim we've flown.

The downside is use it at the wrong time, and you'll find yourself in a spin.

Masaq
07-08-09, 12:05
lol... I just use the twisty control on the rudder, and frankly yeah - it makes me want to use pedals since I'm having to use them to fly smoothly, really have to fight with it. I'm going to forgo that little expense for now though, since I can make do with the Z-axis and there's other upgrades I'd rather undertake.

So long as you catch yourself at the start of the spin and immediately release the controls to neutral and turn the rudder against it, you can stop it becoming serious. I've yet to go into a complete spin, thankfully.

Oh, and the Fokker and Albatross have such better views, and I far prefer being able to twist it up!

If you look at the video I've posted up, there's a good example of what I meant about fighting styles - the Nieuport keeps trying to climb away from me, turns in and tries a head-to-head pass twice, although if you manouver ahead of him as he tries to disengage, you can prevent him running off. Once he's firmly committed to fighting low-down and close-in, the Albatross simply outturns him at every step.

epoch
07-08-09, 12:41
In lieu of a rudder, try assigning your Track-IR slide left/right axis to yaw ...

It's almost as intuitive, and a great calorie burner.

Masaq
07-08-09, 12:47
What?! Good god, no!

How would I be able to peer over the side of my plane when looking for bandits, or when looking for landmarks directly below me, or when (and this makes life SO much easier) - when leaning over the side to see where I'm going when taxiing or landing? :D

MadTommy
15-08-09, 07:50
Post useful info here please :)

MadTommy
15-08-09, 07:52
Last night i had my engine cut out twice, once in a Spad and once in a Se5.. so i went looking for an answer..here is some useful info. I think i was flying too high for my fuel settings.

General engine rules:



engine chokes, stalls or even quits; rpm is not as high as expected:
mixture is either too rich or too lean.
The higher the altitude, the leaner the mixture should be, and vice versa.


engine RPM is erratic:
engine is running too hot or too cold. Adjust radiatorsetting and check water/oil temperature gauge if available in particular aircraft.


Engine is running fine at high revs, suddenly quits:
Engine has probably overrevved and because of this has sustained (permanent) damage.
Prevent this by not overrevving / diving with full throttle for longer periods.
Try to restart in midair, this may not succeed due to amount of damage due to overrev.


Any of the above:
Petrol engines were fairly new those days, so erratic behaviour, underpowering and flameouts did happen regularly. If this is modelled in RoF, I do not know.

Masaq
15-08-09, 09:10
When it happens to me I go through a little recovery process - put settings back to default; mixture lean and radiator closed - then incrementally open them both up again slowly, hitting the engine start button furiously between each change in setting.

4 times out of 10, it'll restart in the air and everything will be fine.
4 times out of 10, it'll not restart in the air but it'll turn over once I've landed
The rest of the time, I get a firey death as I either fall out of the sky or some evil SoB preys on my hapless form as I frantically fiddle with the engine.

MadTommy
15-08-09, 09:13
hitting the engine start button furiously

You do realise the engine start button is a toggle.

Hit it once and the engine will try and start over and over again..repeatedly

Hit it again.. and you stop the start up process,

Hit it again and the engine will try and start over and over again.

etc etc.

Masaq
15-08-09, 09:30
Yeah, but I like to feel I'm contributing something to proceedings :D Y'know, I'm maybe a kilometer above the dirt, my aircraft is usually full of holes by this point... got no power, I'm a sitting duck.... cycling the engine myself means I'm at least doing something!

Masaq
01-09-09, 22:50
Following today's update, the Nieuport 28 has become a pretty good fighter. It's not as fast or as sturdy as the Spad, but instead of being as fast it's got (it feels, anyway) a better turn-rate.

It'll still outclimb most of the German planes, probably the Pfalz stands the best chance of catching it, and it can still usually outrun them if you time your break from the fight.

Now it's got a decent sight, properly calibrated for the guns - well, it's actually possible to easily kill something with it, too.



General tips for the N28:
+It turns quickly at the apex of a climb, on the verge of a stall - use the engine torque to help pull the plane around.
-Don't turn and perpetually out-turn a Fokker or Albatross at low level and low speed, they'll be able to outturn you.
+Use speed and vertical/climbing turns to manouver inside a D7 or D3a.
-It has a relatively high stall speed, and you'll be able to feel control slipping away from you fairly easily. Simply ease off on the rudder and stick, drop your engine revs and let the nose slip into a more natural postion (downwards) and then quickly build power back up; you'll turn quickly and smoothly.
-Don't persist in making the plane do what it doesn't want to do!

Masaq
05-09-09, 10:44
Further points:


Height.
Get it, keep it. I'm only just starting to realise how utterly, completely important this is. I assumed that in MP, this would less important than it was for real - but no, the guy with the height and speed really does have a massive advantage.

Even in the slow-climbing (ie, German) planes, it's important - especially so for them, even.

Fly behind your own lines until you're at about 2,000m. That's about 6-7 minutes climb in most of the Jerry airframes. THEN turn towards the objective - they'll quite possibly still be higher than you when you meet them but you have space to outturn them and the height to keep speed on whilst you do it.

Do not throw height away diving after a plane after you've had your first pass. I keep making this mistake and on the rare occasions that I don't, my life is made about a hundred times easier. Swoop in, and if they turn level and you know you can outturn them (ie, German plane) - turn with them and get some more shots in. If they roll over and dive away though, don't follow! Nose up, wings level, see where he goes and follow at height. It leaves cards in your hand.

EVERY opportunity to climb, do so. If you're out of the fight for a bit because everyone in your area's been shot down - climb as you look for more hostiles. If your six is clear and there's a fight nearby, even - climb as you work out how to attack.

You don't have to spend the entire mission so high you can't see the ground - but DO stay:

a) High enough that if you loose all your speed in a turn, you can dive to gain more.
b) Ideally, higher than the nearest enemy plane(s).


This latter is good even if you see an enemy all over a friendly - don't descend to your mate's height but get to the maximum altitude the enemy is engaging from if he's doing vertical turns. As he climbs and turns, there'll be about 4-5 seconds where he's very very slow moving, and half a second or so whilst stationary before the nose tips over.

If you're at his height at that moment (or higher) it's dead easy to swoop in and rip his belly open or wings off. It's much harder to do if you're beneath them, and it also means that if you climb your pass at him - you know you're retaining the height advantage because you've just seen the altitude to which he can reach without disengaging from the fight.


I've had to majorly rethink my combat flight over the past few days - instead of viewing "downing enemy planes" as my mission, my intention each trip is now to get home again, alive or at worst - injured. Flying with this level of concern for my virtual life has actually started to make me a better pilot - instead of kamikaze flights into a melée or diving straight after a hostile plane I'm checking out the area around me, trying to weight up my chances of making it out of the fight - which also means when I am entering a fight I'm doing so in strength, and so much more likely to not only come out alive but to come out with a kill.



The other, final advantage that this all has is that whilst you're climbing up to height, most other pilots are screaming in at low altitude towards each other. By the time you get to the combat area, most pilots are distracted and engaged in some kind of combat manouver. It allows you to pick your fight carefully, and quite possibly simply identify the weakest enemy fighters and pick them off.

By circling around a four-or-five plane fight in an AlbD3, twice now I've been able to identify an SE5a or SPAD that's on the tail of a low, slow Fokker - sticking with him through the turns and loosing a lot of energy. Then you know that the pilot is either not very experienced, new to the plane or simply overconfident/not bothering much - diving in at speed and picking them off whilst they're mid-turn and trying to harrass a friendly is relatively easy and a much nicer way of fighting an SE5 than letting him crap all over you as he booms and zooms.


I'm certainly not about to pick up a Brian or Squid-esque streak of 10+, but doing the above has definitely improved my game over the past few days.

Took me 3 weeks to earn 12 recorded kills, I picked up 6 more in 6 hours of flying from Wednesday to Friday.

von-hippotamus
28-09-09, 22:52
with ref to spin recovery......we were taught nose down get some speed then full opposite rudder till rotation stops then neutral controls and ease out gently [and for christ sake dont touch the ailerons].....BUT as it says in training in this game we should give aileron in direction of rotation!....i was sceptical but it does make recovery quicker in this game at least on some planes.
try it and see if it helps .

spinning out of a tight turn is great evasive manouever ,just as mick mannock taught his newbies rat tat tat throw it into a vertical right hand turn stick back into the guts keep it up till pursuer changes his position then bottom rudder one and a half turns of the spin and run like hell lol.
it does seem to work most times
happy flying
von-hippotamus

TX-Thunderbolt
15-10-09, 15:27
Here are a few program-specific "pointers". They're not pertaining to flight characteristics as much as they are helpful to this sim:

1. Using elevator input to aid ground control. i.e. when on the ground, if you apply up elevator it will act as a parking brake. If you apply down elevator, it will put a small amount of lift on the tail thus making turning and taxiing much easier.

2. When on any server that uses "warmed up engine" (most all do btw), always open your radiator flaps as part of your engine start sequence. Get in the habit of this as it could spare you a long glide home from a cooked engine.

3. Assign "autolevel" in your Settings/Input/Airplane controls. There will always be that occasion when you want to type, are trying to maintain formation or heading, or simply want to reduce your risk of carpal tunnel syndrome. Using it at the end of a mission will also save you from the lone player that inadvertently refuses to "finish mission" thus causing your aircraft to crash or for you to get captured ending that long-lived streak of 3 kills.

More later... :salute: