Mat552's Flight School for PR .607rc1

General discussion of the Project Reality: BF2 modification.
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mat552
Posts: 1073
Joined: 2007-05-18 23:05

Mat552's Flight School for PR .607rc1

Post by mat552 »

Feel free to help out... Took hours... Gawd, it's 3 AM...

*HUGE READ ALERT*

Welcome prospective pilots.
You are here because you all want to fly.
In the new Project Reality release, that is easy.
CHAPTER 1: Info
Ok! Let's take a look at some (American Versions, no room/time for them all.) of the aircraft you might come into contact with:

F16 "Fighting Falcon"
http://en.wikipedia.org/wiki/F-16_Fighting_Falcon
Wikipedia wrote:The F-16 Fighting Falcon is a multirole jet fighter aircraft developed by General Dynamics and Lockheed Martin for the United States Air Force. Designed as a lightweight fighter, it evolved into a successful multirole aircraft. The Falcon's versatility is a paramount reason it was a success on the export market, serving 24 countries.[2] The F-16 is the largest Western fighter program with over 4,000 aircraft built since production started in 1976. Though no longer produced for the US Air Force, it is still produced for export.[3]

The Fighting Falcon is a superb dogfighter with innovations including a frameless, bubble canopy for better visibility, side-mounted control stick to ease control while under high g-forces, and reclined seat to reduce the effect of g-forces on the pilot. It was also the first fighter aircraft to be deliberately built to sustain 9g turns. It is also one of the few jets with a thrust-to-weight ratio greater than one, giving the Falcon excellent acceleration.
In PR it has been modified with:
6 Short Range Air-to-Air (AA) missiles
2 Long Range AA missiles


A10 "Hog; Warthog"
http://en.wikipedia.org/wiki/A-10_Thunderbolt_II
Wikipedia wrote:The Fairchild-Republic A-10 Thunderbolt II is a single-seat, twin-engine jet aircraft designed to provide air interdiction and close air support (CAS) of ground forces by attacking tanks, armored vehicles, and other ground targets. As a secondary mission, it provides airborne forward air control, guiding other aircraft against ground targets. It is the first US Air Force aircraft designed exclusively for CAS. The official nickname comes from the P-47 Thunderbolt of World War II, a plane that was particularly effective at the CAS mission. However, the A-10 is more commonly known as Warthog or simply Hog. In the USAF inventory, the same airframe is also designated OA-10 when used primarily in a forward air control role.
In PR it is armed with:
1350 Rounds for its main gun. (Primary weapon for the aircraft, use it.)
14 Unguided Rockets
4 Laser Guided Air-to-Ground Missiles (As far as I know, these do not actually lock on and target seek)
2 2,000 Pound Bombs; Dumb
2 Short Range AA missles


AH-6; MH-6 "Little Bird"
http://en.wikipedia.org/wiki/MH-6
Wikipedia wrote:The Hughes Helicopters OH-6A Cayuse (nicknamed Loach) is a single-engine light helicopter with a four-bladed main rotor used for personnel transport, escort and attack missions, and observation. The MH-6 and AH-6 (nicknamed Little Bird) were originally modified OH-6As used for special operations aviation, they have since been developed into single-engine light helicopters with a single five-bladed main rotor, based on the MD 500E. The newest version, the MH-6M, is based on the MD 530F and has a single, six-bladed main rotor and four-bladed tail rotor. Hughes also developed the Model 369 as a civilian helicopter, the Hughes Model 500, currently produced by MD Helicopters.
There are 3 Main PR variants:
1. Transport; these have no weapons, just sideboards. Carries 6.
2. Light Attack/Recon; Just miniguns. Carries 2
3. Medium Attack; 2 Miniguns and 14 Unguided Rockets. Carries 2


UH-60 "Black Hawk"
http://en.wikipedia.org/wiki/UH-60_Black_Hawk
Wikipedia wrote:The S-70 was the winner of a United States Army Utility Tactical Transport Aircraft System (UTTAS) competition in the early 1970s to replace the UH-1 Huey family. Though the two final competing designs were each developed to Army specifications, the UH-60 was selected over the Boeing-Vertol YUH-61 entry from Boeing-Vertol. It would go on to serve as the basis for variants in service with other branches of the US military.
In PR it has 2 side-looking miniguns. Carries 7.

Last for now:
AH-1 "SuperCobra"
http://en.wikipedia.org/wiki/AH-1_SuperCobra
Wikipedia wrote:The Bell AH-1 SuperCobra is a twin-engine attack helicopter based on the US Army's AH-1 Cobra. The twin Cobra family includes the AH-1J SeaCobra, the AH-1T Improved SeaCobra, and the AH-1W SuperCobra. The AH-1W is the backbone of the United States Marine Corps's attack helicopter fleet, but will be replaced in service by the AH-1Z Viper upgrade in the next decade.
In PR the AH-1 (Pilot) has:
38 Unguided Rockets
2 Short Range AA missiles
In PR the AH-1 (Co-pilot/Gunner) has:
1500 Rounds Chaingun ammo
8 Hellfire Laser Designated/Guided Missiles


Chapter 2: Basic Flight

First, before you go pilot any flying vehicle, you must be a Pilot (In the case of the Cobra, Co-pilot too. Also, to operate the Cobra Gunner position, you MUST be in the same Squad as the Pilot.)

First off, go and get a Pilot kit.
(If you do not know how to do this, go and read the Wiki on PR: http://guide.realitymod.com/index.php?title=User_Guide)

Ok, now find your Aircraft of choice.
Get in the Aircraft. If you are having trouble, try holding "Enter/Exit Vehicle" near the cockpit all around the Aircraft on the ground.
Hear that? Those are your engines revving up to speed, and before you can take off into the wild blue yonder, you have to wait for roughly 30 seconds for preflight check to finish.

PLANES
If you got in and are looking at a straight runway in front of you, skip the next step.
You now need to taxi the Aircraft for takeoff. This used to be messy, but now it is easy to do. To taxi forward, press the input for "Nose Down" (Up arrow, push mouse up, push joystick forward (If you use backwards input, good luck)) Your jet will start moving forward. DON'T PANIC! This is normal and good. Use your Yaw controls (A or D, Rudder left and right) to turn. When you are on the runway in the proper manner, continue.
Now you should be good to go. Throttle up to 100%(Important, just because someone will ask: KEEP YOUR THROTTLE AT 100% ALL THE TIME EXCEPT IF NOTED) and wait until you start moving to kick in your afterburner (Left shift). When you reach 450-600 knots, pull back on your stick (Down arrow, pull back on joystick, pull mouse toward you. (IMPORTANT, I will now only mention controls for keyboard, as that is all I use.) Welcome to the sky!
To turn, roll (Left and Right arrow keys) toward your new destination and pull back on the stick. To climb pull back on the stick in level flight, to dive, push forward Got it? Good! Now, when you practice all of that a lot!

CHOPPERS (ENTIRELY IN KEYBOARD)
After waiting 30 Seconds, press your "w" key to start increasing torque. Unlike Jets, 100% torque is not always best...
When you lift off, "jiggle" the "w" key and get a feel for how to hover. Use "a" and "d" to rotate the chopper. YOU CANNOT ROTATE IT WHILST MOVING FORWARD, SIDEWAYS OR BACKWARDS Pitch forward slightly using the "Up" arrow key. Due to the nature of choppers, tilting makes you go in that direction, making these aircraft VERY versatile.. To turn, roll a little while moving forward.
These aircraft are simple to learn but amazingly hard to master, with Helicopters, practice is king

Chapter 3: Combat

There is not a finite "method" for combat. This will merely attempt to teach you some common tactics for Air to Air and Air to Ground combat.

1. RETREAT! RETREAT! RETREAT! RETREAT! RETREAT! With 25 minute spawns for some aircraft, spending a few extra seconds at the repair pad can be much more fun than that one extra kill.

2. That red "X" on your screen is NOT a good thing, use flairs ("x" on keyboard) to sometimes make the red "X" go away. That X means that an Anti-Air Missile is trying to acquire a lock-on, if the alarm goes steady, a lock has been achieved and most likely, a missile has been launched. See Rule 1.

3. The best place to be is on the tail. Because missiles do not shoot backward, being behind an opponent is advantageous to say the least. Be wary of sudden reversals though.

4. Where is that missile coming from? If the X won't go away, take the hit. Look around for the missile trail, then kill him whilst waiting for the respawn of your vehicle.

5. Laaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaag will kill you faster than anything. Whilst lagging, your character is still moving and not doing things. Do not fly with lag, it is no fun...

6. The Laser guided missiles on the A10 are mostly useless, use the gun. The aircraft was built around its gun and it shows. For fun, shoot the gun on the ground while landed...

7. If you are a transport LB (Little Bird) or Black Hawk. Wait for people to get out before you leave, sometimes it takes a second. Make sure you know where you are dropping off troops before you take off.

8. Land based AA is a problem, tell your friendly ground forces about it. They will usually go after it.

9. *Generic Energy Drink advertisement*

10. HAVE FUN, nothing ruins the game like when you don't let go of a glitch or a stupid death. It happens, even to the best of us.

Lastly: Landing is hard. No ifs ands or buts. The best way to try is to come in straight at the runway at around 600-900 knots. As soon as you touch down, taxi backwards and full throttle back. I still can't do it every time in a jet.
Choppers are a little better, if you have time, just wait for the torque to wind down, keep an eye on it and you will be fine. Combat landings are different for all.

WHEWT! WOW, time for bed, Thanks for reading. Have fun.
Fly free! (PUT YER PANTS BACK ON ;) )
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Post by motherdear »

actually the laser guided missile in the A-10 works, but i agree on using the gatling in it. and never use the bombs for one target, only use them on columns of vericles or on a heavy concentration of ground forces.
Cp
Posts: 2225
Joined: 2006-04-17 18:21

Post by Cp »

mat552 wrote: For fun, shoot the gun on the ground while landed...
This is not recommended on kashan since the runway is destructible and will result in a couple of holes in the runway ;-)

Nice guide otherwise :-)
daranz
Posts: 1622
Joined: 2007-04-16 10:53

Post by daranz »

Tip: Throttles on joysticks are awesome if you don't want to play chopper keepups.
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kristofer
Posts: 149
Joined: 2006-05-02 12:27

Post by kristofer »

Does anyone else have the problem with the Littlebird where you are trying to take off on flat ground, pressing nothing but 'W', and it rolls to the left for no apparent reason?
Bonsai
Posts: 377
Joined: 2006-11-10 13:39

Post by Bonsai »

kristofer wrote:Does anyone else have the problem with the Littlebird where you are trying to take off on flat ground, pressing nothing but 'W', and it rolls to the left for no apparent reason?
After waiting 30 Seconds, press your "w" key to start increasing torque. Unlike Jets, 100% torque is not always best...
Maybe extend to 60 seconds before you try to take-off if you have problems.
If you know the enemy and know yourself you need not fear the results of a hundred battles. Sun Tzu
daranz
Posts: 1622
Joined: 2007-04-16 10:53

Post by daranz »

HellDuke wrote: For the flare guys (can't believe i'm giving my AA secret away): do not deploy them as soon as the X comes (unless you are in the fighter jet passing by fast). wait for the signal to become solid which means someone has already locked on and then deploy. 70% propability that the rocket will be launched, so it will divert to the flares and you can quickly change course to evade it and that means that the AA has to reload, othewise he'd just wait until he locked on to you and fire and you wouldn't have any flares
I thought that everyone knew this, since it worked pretty much the same way in vanilla... For added fun as AA, don't launch the missile until the target launches his flares :twisted:
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_Henke_
Posts: 72
Joined: 2006-12-18 17:28

Post by _Henke_ »

Laser guided missiles on the A10 are mostly useless,
Why do you think so? Arent they like 2 certain tank-kills.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

Another tip, I figured out last time, how to stop faster: when you touch down, tilt your nose down and keep it that way, jet stops faster and it also prevents it from bouncing off, like it happens to some, when they touch down...

EDIT: Also, when hunting down jets, turn off the radar :twisted:
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kristofer
Posts: 149
Joined: 2006-05-02 12:27

Post by kristofer »

Outlawz wrote:EDIT: Also, when hunting down jets, turn off the radar :twisted:
Ah! So it DOES do something? I thought it was just a function for convenience.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

Radar off is just as same as switching to bombs in vBF2 - it doesnt lock to the enemy jet, therefore no lock on warning - I was hunting down a Frogfoot, when I decided, it would be a good idea to turn off the radar and it worked - little Froggie relaxed, went into a strafing run as I switched to long-range missiles and shot him down in a sec :D
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