I put this
document together to help the new pilots from Sturmgrenadier get up to speed in
air combat as quickly as possible. Almost all the information here was taken off
the Internet and then edited by me to apply to WWII Online. I am currently
making a new HE-111 guide based on materials already out there and some SG pilot
training. Also, I will be rehosting Stewart's Stuka Guide. He is a member of
Sturmgrenadier and has given permission to use both his guides. When that is
done, I will be writing my own article on how to fly the 109 in WWIIOL. I am trying to list
all the URLs in the 'Credits' page, so feel free to explore those sources
if you still hunger for more information. This is a work in progress, and I plan
to keep updating it. Feel free to give me any suggestions at:
ThunderAce@thunderace.org
Preflight
Equipment
What is the "minimum"
computer? WWIIOL has raised the bar on
the setup needed to fly successfully. A good frame rate is needed to be
successful. Right now, you really need a badass computer. I know people are
managing with less, but I would suggest a P1.7, GeForce3, and 512 MB RAM as the
lower end of what is needed for good FPS. For those under that, take a close
look at the tweaks at
Avondell’s page to get the most
out of your system. I have read that some people are flying successfully with a
56K modem, but I would set the lower bar at a DSL connection.
Joysticks: Before you take to the skies, you need a
minimum of support equipment to fly. In my opinion the minimum equipment
requirement for WWIIOL is a good 2 button joystick and rudder
controls. While it is theoretically possible to fly with only the mouse,
it's not very practical. Rudder pedals are not mandatory, but many flight sim
pilots swear by them. Keyboard commands are available for rudder control, but
keyboard input is sorely inadequate for that purpose. Some joysticks come with
a "twist" stem that is used to control rudder input. These are perfectly
adequate, and can be a more cost effective solution than buying the stick and
rudder separately for the price sensitive pilot.
Programmable Joysticks
and Throttles - do I really need them?
Most pilots who take up flight simulations as a serious hobby eventually migrate
to high end programmable Throttles and/or Joysticks during their flying career.
They are very useful ancillary devices, but they can also be very costly. I
wouldn't recommend that a pilot sink $200 dollars into a top-of-the-line
CHproducts or Thrustmaster setup unless he is dead certain that flight
simulation is more than a passing fancy. In my experience it is more than
possible to fly World War II flight simulations effectively using a two-button
joystick, rudder pedals (or twist) and keyboard. The keyboard keypad views can
be programmed to sticks which makes monitoring the views easier and more
effective. I am
currently enjoying a Saitek X36 system (under $100). I have barely touched on
what it can do with the programming software.
Preparing for Flight
- Some necessary preliminary skills.
Beginning Flying Skills
It never fails to amaze me
how many pilots log onto WWII Online the first time without even having read the
manual, or practicing some basic flying skills. As the saying goes: "Real Men
don't read Manuals." The following is a list of flying skills ordered in
priority as I see them. I don't mean to scare off any new guys, but taking to
the skies in WWIIOL without even rudimentary training will most likely lead to
the uninitiated being shot down early and often.
These are the skills you
should have before taking to the air:
-
Flight Controls
-
Basic flight
-
Take off and
Landing
-
Stall and
Recovery
-
View management
-
Radio
-
Terrain
familiarization
Learning to fly on WWIIOL isn't all
that much different from learning to fly a real plane. The good thing is that in
WWIIOL you get another chance and don't place burdensome funeral debts on your
family if you auger in.
The first thing prospective pilots should do is to
familiarize themselves with all those needles and gauges in the cockpit. Learn
what each one of them does and also what they imply. Most of these are fairly
intuitive.
Basic Flight:
If you are an
experienced pilot (either virtual or real life) this phase should not present a
problem. However I still recommend that all pilots take the time for some
test flights before jumping on-line. One reason for this is to become
accustomed to how the stick and rudder react on WWIIOL. Many new players, used
to "yank and bank" simulations, are often surprised as to how sensitive the
joystick is in WWIIOL. This is also true of real pilots for two reasons: PC
joysticks are generally much shorter than the controls of real planes, and
therefore have a much different feel, and sensitivity. Fly some simple
maneuvers and learn how to do them without constantly putting the plane into a
spin or blacking out! Then you should be ready to move on.
Take off and Landing are important skills. If you can't
land, there isn't much of a reason to go into the air in combat, because even if
(by some miracle) you actually make it home from your first sortie - you still
won't survive! WWIIOL planes fly very much like real planes, so the procedure
for take off and landing are pretty much the same as in real aircraft.
Take off is relatively easy. Planes are trimmed for take
off as a courtesy, so all that is required to take off is to start the engine
(“e”), and provide a bit of opposite rudder (for single engine aircraft) and
then pull up gently when the aircraft reaches flying speed. It's usually not
necessary to engage flaps for take off. Then pull up the landing gear (“g”) and
you are ready to Rock and Roll. Once you are up to speed, you should trim your
plane so that it flies level and straight without any stick input.
Landing takes a bit more practice. The key is to allow
the plane to land itself, and not to point the planes nose at the ground! That
is, use the throttle and not the stick to control descent rate. Keep the nose
level or slightly high and engage full flaps and gear. Most pilots try to land
at too high a speed rather than too low a speed. This is where most WWIIOL
landings go awry - hitting the tarmac too "hot". Pitch and power is what you
need to concentrate on.
View Management:
The old hackneyed
axiom "lose sight - lose the fight" is all true too in WWIIOL. Most new pilots
die most often because they either didn't see their opponent or lost sight of
him at a critical moment. Learning proper view management and discipline is
absolutely critical on WWIIOL. Regardless of which view system you use, be
it keyboard or a fancy $300 throttle/stick combination with castle switches
everywhere, learn it backwards and forward. Practice and get used to scanning
views constantly. To practice getting used to a new system I recommend doing
some aerobatics around an airfield and concentrate on keeping one ground feature
in view at all times. Once you have mastered that you can move on to trying to
keep planes in view!
That Radio:
One of the first big tests on WWII OL for most
pilots is learning how to communicate effectively. Currently, Sturmgrenadier
uses
Team Speak2.
Terrain Familiarization:
In the old days grizzled commanders
often advised their students to "Walk the Battlefield" if possible before
combat. That is, learn the lay of the land and its features that could have
tactical implications in combat. This is also good advise in the Big Blue Sky of
WWIIOL.
Before you go zoom off into combat
familiarize yourself with the terrain features and more importantly the airfield
locations and orientations in that terrain. Although WWIIOL provides a very
useful in-flight map (“m”) to ease flight, that doesn't mean that you can't get
"lost" at a critical moment! The best thing to do is to build a mental picture
of the overall layout of the terrain. It is critical to always know the
direction of friendly airspace and a friendly airfield. When the fur starts to
fly in a frenzied furball there is often not time to carefully study the map for
directional data. You have to know instinctively which direction your escape
route is. Extending from combat towards the enemy is an experience that
almost all pilots have had (usually accompanied by first by a sinking feeling,
and then near panic); the lucky ones live to tell the tale of their mistake.
Intermediate Skills:
If you are the impetuous type you can go
into the air before learning these skills, but I would advise at least some
proficiency in these areas before entering combat.
Please
note that ACM is at the bottom of the priority list! (More on this
later!)
Basic Flight Maneuvers:
The Wise prepare, plan, study and practice
before they go into combat. This reduces the incidents of fatal screw ups
during combat. WWIIOL proficiency requires some basic knowledge of the
Basic Flight Maneuvers. Learn them and practice them again and again untill you
they become second nature. Learning when and how to use the High Yo-Yo, Break
Turn and Immelman moves to your advantage in combat moves you into the realm of
Air Combat Maneuvers.
Situational Awareness Training:
Situational Awareness (SA for short) is
another critical skill. SA is not just knowing to use your views. It has other
components, such as Energy Assessment of enemy contacts, threat assessment and
others. The beginning pilot has to remember one major factor regarding arena SA.
It's the guy you don't see in the multi-plane environment that will usually kill
you. And that could be any one of the bogies in your area. Don't obsess about
one plane for too long and always try to "keep tabs" on all contacts in your
area. The veteran pilots know how to react correctly in the often confusing
maelstrom of air combat because he has carefully prioritized enemy threats and
adjusted his plans accordingly based on calculated risk.
Gunnery
is an essential skill that I rate higher in importance than many others - and
for good reason. To paraphrase a well known Ace of World W.W.I: Good flying
doesn't shoot down planes - guns do! Gunnery is for the most part reduced to
controlling three factors:
range, deflection (lead), and closure rate on the
target. The effective shooter wants the range short, the deflection low, and the
closure rate not too high. Add to that a dose of fire discipline - shoot short
bursts of controlled length and intensity. My general rule of gunnery, which
will bring almost anyone up to a reasonable level of proficiency is: fire at
ranges under 300 yards, in short bursts with moderate or low lead and closure.
Don't overcorrect between bursts, and be patient when "saddled up" on the
target. Most beginners "spray and pray" at long ranges with long bursts and
never hit anything. The more experienced the pilot the closer he gets to the
target.
Energy
management is one of those mysterious
skills that often eludes the pilot bred on duels and combat versus weak drone
opposition in Box Simulations. The energy we are talking about here is the
combination of altitude and speed which dictate its ability to engage and
maneuver. Energy management in combat is a combination of knowing your Energy
State and being able to effectively judge the Energy State of other aircraft.
Being able to do this is also linked to SA - another vital skill. In a
multi-plane environment managing energy is a critical skill. If you are "low
and slow" when that enemy flight appears on your six, you can claim it was bad
luck, but most likely it was simply poor energy management on your part.
Plane Familiarization
WWIIOL has many aircraft, all of which have
their own flight characteristics, quirks, strengths and weaknesses. The
successful pilot knows how exploit the strengths of his ride, and exploit the
weaknesses of the target plane. The Pilot who gets into slow dogfights with a
bf109 isn't going to have much success regardless of his skill level. The
beginner pilot cannot be expected to learn all the planes and all their nuances
right away. My own recommendation is that the starting pilot concentrate on a
minimum of two aircraft. One of the "Energy Fighter" class (BF109) and one of
the "Turn and Burn" class (Spitfire etc.). It is important to learn both
styles of combat. Concentrating on just one aircraft at the expense of all
others has a negative influence on a pilots overall development in my opinion.
As the pilot gains more experience he should branch out to a larger repertoire
of aircraft in order to learn the characteristics of those aircraft even if he
doesn't plan to fly them often.
Knowing the differences among the planes involved
in a combat can be a critical factor in determining victory or defeat. For this
reason the pilot should at least familiarize himself with most of the major
plane types as soon as possible. Air Combat can turn because of some
comparatively minor factor. Knowing how to use those minor advantages is often
the key.
Air Combat Maneuvers
(also known as ACM) is the application of Basic Flight Maneuvers in Combat -
knowing when and how to apply them to bring victory. ACM and Dogfighting are not
synonymous of course. (Just like Energy Combat and "Boom and Zoom" are not
synonymous.) ACM provides much needed skills which can be developed most easily
through off-line practice and dueling head-to-head. My main concern regarding
ACM is that beginner pilots tend to concentrate on it to the detriment of their
skill development in other important areas of air combat.
WWIIOL Air
Combat - Myths and Assumptions
Ok, you have followed all my
previous advise and are now ready (or think you are ready) to jump into the
skies of WWIIOL. Many pilots who may be familiar with "AI" simulations flying
versus drones and even some who do a lot of Head-to-Head versus a human opponent
often come into the game with some deadly assumptions on what they are going to
run into. Both types of flying concentrate on the dogfight, either one-on-one
or with a few planes only. Flying versus AI drones in any number of simulations
builds assumptions as to what multi-plane air combat is all about. AI
simulations generally are mission based where a few planes tangle. Dogfights
develop, but they are in essence scripted; the numbers of planes, their
altitude, and other factors are closely controlled. Pilots familiar with dog
fighting simulations versus live opponents also labor with similar
preconceptions.
The first thing to remember
about the WWIIOL arena is that it is totally unscripted. Also there is
absolutely no "fairness" designed into the whole procedure. In fact, most
successful pilots succeed by making sure it's as unfair as possible - in their
favor. They will look for and press every advantage they have. Altitude,
numbers, and superior plane type - no edge is ever too big, and mercy is a
strange word that was left out of their vocabulary at birth. They were born with
a killer instinct to end all killer instincts, and it never wore off.
For example: you just shot down a pilot
after a long duel on the deck. You are pretty proud of yourself. Do you get a
notice from the PC "Well done, mission complete?" No. You are low, slow and low
on ammo and fuel. A flight of five enemy planes appears above you and you are
totally alone with no help in sight. You are as good as dead. Life just isn't
fair. Of course that's an example, but ask any long time pilot if that scenario
has happened to him. Chances are the answer will be "yes." And it probably
happened more than once.
Any pilot who comes into
WWIIOL thinking it’s a Dogfighting/Dueling simulation is in for a surprise. The
main point I'm trying to drive home here is that the WWIIOL is not a
dogfighting arena.
Anyone who comes to the game thinking he can
jump into a fight with the first enemy plane he sees at any and all times in for
a short life span.
The First Rule of multi-plane combat is that
Energy and Numbers rule. This subtle fact is what often eludes the uninitiated
- to their everlasting regret. Dogfighting skills are by no means useless skills
by any stretch of the imagination. They are very important and sometimes even
critical skills, but I want to emphasize that they are not the most important
skills that need to be developed. As a general rule the less that you
have to dogfight the more successful you will be.
What keeps you alive to fly again is SA,
astute engagement tactics, and energy management. Learning the fine arts of when
to engage and when not to are among the first skills you want to
develop. That means you use numbers and altitude to your advantage whenever
possible, and avoid fights when you are at a clear disadvantage.
What shoots down enemy planes is a keen
gunner's eye and establishing surprise. ACM (dogfighting) skills are extremely
useful, but as an Ace-in-the-Hole not as the card you play first.
The Tyranny of Numbers:
The sad fact of war is that skill is
useful but numbers usually decide. This is especially true in WWIIOL where the
qualitative differences among warring sides are usually fairly small. So, my
advise to the fledging pilot is to avoid outnumbered fights and join in fights
where your side has the numerical advantage whenever possible. The second part
of this rule is that the lower you are in the altitude the more eager you
should be to avoid outnumbered combats. You can furball to your hearts
delight on the deck if your side has a 2-1 advantage in numbers, but woe be to
you if the situation is reversed. Don't be adverse to running from a fight
which is beyond calculated risk and approaches suicide. Living to fight again
another day is a perfectly acceptable strategy. The beginner however must also
not fall into the Trap of Caution. Fighting from advantage is all well
and good, but don't avoid fights because of over caution. The mindset of a
successful pilot includes liberal doses of aggression and a manifest killer
instinct. A fighter pilot choked with caution will hardly ever bring home the
bacon. The key to success is to engage with an acceptable level of calculated
risk.
The Mastery of Energy:
Numbers rules the sky, but Energy can
temporarily negate the advantage of numbers. The general rule is: If you don't
have numbers you better have energy, and the bigger your numerical disadvantage
the bigger your energy advantage should be. Consider the following scenario: I'm
alone in my BF109 2000 m above an enemy flight of Spitfires. I'm outnumbered
badly but temporarily safe from attack. They would have to climb 2000 m
up to get me and that takes about over a minute in a Spit. That's an eternity in
Air Combat. I can disengage at will, or even try a pass or two to break up their
formation, but I had better judge their energy accurately, and still keep enough
energy in reserve to effectively disengage. Now if I'm the low pigeon and large
enemy flight is 2,000 m above me, I'm in serious and probably fatal trouble. My
best bet is to run like hell and hope they consider me not worth killing.
Training for Success
Being successful on WWIIOL takes bit of
practice, and some degree of dedication. There are two main ingredients to
success: practice and theory. To become the hunter and not the hunted the pilot
has to learn some ACM and Air Combat Theory - there is no question about it. He
or she must also then apply that theory in practice. A lot of practice! The key
to moving above mediocrity is to learn theory and then practice it until the
correct move comes as second nature, rather than a calculated response.
Knowing theory is great, but air combat is not chess. You don't have minutes to
consider your strategy; you must react and react correctly and quickly. Many
skills can only be learned from hard experience, but others can be practiced
off-line or via many head-to-head duels. Many readers who have read through
this entire essay where I downgrade the importance of ACM, may be surprised to
know that I strongly recommend dueling as training mechanism. I dueled almost
daily with an old friend back lo many moons ago when Air Warrior was the only
game in town. The experience taught me a lot, and more importantly I was able to
put all that "theory" to use and drive it into my brain to the point where the
process became second nature. My flying philosophy does not discount the
importance of dogfighting skills - I only discount its importance in relation to
other skills which I view as having more immediate importance for the beginner
pilot. Many people come into WWIIOL and view it as dueling simulation - just on
a large scale. This misconception usually results in them being shot down many
times before they realize that WWIIOL is a game with a different set of rules.