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Text File | 1990-11-21 | 7.7 KB | 166 lines | [TEXT/MACA] |
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- Plane Tactics in Air Warrior
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- Falcon(3667, Email PAUL.MORGAN)
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- Here is most of what I know about shooting down planes...
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- Maneuvering: On take off put the throttle to full and keep it
- there until landing. The yoke(mouse) is the real throttle;
- forward to speed up, back to slow down. Altitude equals speed so
- climb when not engaged to store up speed for later. If your
- moving at high speed then climb to turn that speed into altitude.
- If you need to increase speed for a rapid approach or a fast
- getaway then dive. Be careful not to go over your maximum speed
- or you'll lose your wings. Full flaps about 20 mph below maximum
- speed is usually good enough to prevent 'embarassing wing loss'.
-
- Know your Plane ("You cannot fly like an eagle with the wings of a
- wren" - William Henry Hudson): Each plane in the game has
- different strengths and weaknesses. Some planes fly faster than
- others; some turn faster; some roll faster. You need to know the
- ability of each type against another type. For instance, the
- Spitfire can turn faster than any other plane except the Zero.
- But the Spitfire can dive and fly faster than the Zero. So use
- high speed passes instead of turning when in combat with the Zero.
- In general, the heavier plane dives faster, the lighter plane
- climbs faster, the lighter plane with a larger wing turns faster,
- and the plane with the smaller wing rolls faster.
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- Aiming: To keep your opponent in your sights you should roll to
- place him above (or sometimes below) your sights. Then pull up to
- place him in the center of the sight. In some cases judicious use
- of the rudder will slide the sight sideways in a side slip for a
- clear shot on your opponent. The maximum firing range of your
- guns is about 1000. The effective firing range is about 800.
- Gunner gun range is about 700. Even though you may not see hits
- you could still be hitting your opponent. Remember to lead your
- target when not firing from directly behind him. Don't just put
- the plane into the center of your sights. Look to see where his
- plane is pointing and move the sight in that direction.
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- Turning: Always turn towards your opponent. To get the tightest
- turn use full flaps, roll to a 90 degree bank, pull back full on
- the stick and use full aileron to keep your nose up in the turn.
- A lot of players won't use flaps or aileron and you'll be able to
- out turn them with good use of your controls. However, using
- flaps will drop your speed down below 120 mph making it hard to
- maneuver in pursuit or when fleeing. You can drop or gain
- altitude while turning with an opponent to throw him off and
- possibly shake him for a quick getaway.
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- Half Loop: I can usually get a good upward half loop with a
- starting speed of at least 240. If I can start the loop above 300
- I can usually finish the loop above 240 which gives good
- maneuverability. A half loop is a good tactic after a high speed
- pass. While the opponent is turning in the horizontal plane you
- have looped up and are now diving while rolling upright into a
- second pass before he can get around to defend. A downward half
- loop is possible but you lose both speed and altitude.
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- Full Loop: This maneuver sometimes works due to the warping
- involved in the game. If your opponent is directly behind you at
- close range you can go into your loop and disappear from his view.
- While he is looking around for you on radar or starting a turn you
- are coming out of the bottom of your loop onto his rear. This
- maneuver really wastes a lot of speed and your opponent might be
- out of range by the time you complete the loop.
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- Barrel Roll: This roll can be used to get inside an opponent in a
- turn. Instead of just following him into the turn you roll in the
- opposite direction. On the bottom of the barrel roll turn to the
- left. This should move you inside the turning circle of your
- opponent with a good attack line on his plane. You have to have a
- fast rolling plane to do this maneuver.
-
- The Yo-Yo: This is another maneuver like the Barrel Roll designed
- to get you inside your opponents turning circle. This maneuver
- requires a high speed approach. Instead of following your
- opponent into a tight turn in the horizontal you pull up to about
- 45 degrees and then start your tight left turn. The end result is
- a dive inside your opponents turning circle. This maneuver can
- end in disaster if done at the wrong time.
-
- The following simple set of instructions was written by one of the
- greatest aces of all times. Oswald Boelcke organized the first
- German fighter squadrons (Jastas). This excerpt is from "Aircraft
- Versus Aircraft" by Norman Franks, (C)opyright 1986 Macmillan
- Publishing, NY, NY. - A book I highly recommend.
-
-
- Dicta Boelcke
- by Oswald Boelcke
- (40 victories, died 1916)
-
- 1. Always try to secure an advantageous position before attacking.
- Climb before and during the approach in order to surprise the
- enemy from above, and dive on him swiftly from the rear when the
- moment to attack is at hand.
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- 2. Try to place yourself between the sun and the enemy. This puts
- the glare of the sun in the enemy's eyes and makes it difficult to
- see you and impossible for him to shoot with any accuracy.
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- 3. Do not fire the machine guns until the enemy is within range
- and you have him squarely within your sights.
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- 4. Attack when the enemy least expects it or when he is
- preoccupied with other duties such as observation, photography, or
- bombing.
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- 5. Never turn your back and try to run away from an enemy fighter.
- If you are surprised by an attack on your tail, turn and face the
- enemy with your guns.
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- 6. Keep your eye on the enemy and do not let him deceive you with
- tricks. If your opponent appears damaged, follow him down until
- he crashes to be sure he is not faking.
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- 7. Foolish acts of bravery only bring death. The Jasta must fight
- as a unit with close teamwork between all pilots. The signal of
- its leaders must be obeyed.
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- A couple of comments on the application of the Dicta to Air
- Warrior:
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- 2. We don't have a sun in Air Warrior but we do have big mountains
- that slow down frame rates and can hide an aircraft dot in the
- background. If possible, put yourself between an opponent and a
- mountain that would show up on his screen at combat ranges. Also,
- try attacking OVER the mountain instead of around it.
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- 4. In Air Warrior about the only way an opponent could get
- occupied is when he is involved in a chase of a third aircraft.
- In that situation you can sometimes close on his rear without him
- noticing.
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- 5. When being dived on by an opponent drop full flaps and pull
- back on the stick to position yourself for firing directly
- upwards. Continue in this position for as long as possible and
- keep your sights trained on his plane. Your opponent is moving
- fast enough that he will be by you and you can drop off from your
- steep climb before you stall. Keep pointing towards him as he
- passes by. Usually, you can do more damage to your opponent in
- this situation than he can do to you. His speed as well as the
- close proximity to the ground has probably thrown off his aim
- while all you have to do is keep your sights pointed towards him.
- Also, he probably won't know you've hit him as his firing may
- cover up your pings. Follow him after his pass by raising flaps
- and diving to increase speed for the chase.
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- Audentes Fortuna Iuvat (Fortune Favors the Brave) - Virgil
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