Edited by: MarkEAW
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CONTENTS
INTRO
CONTROL SETTINGS
Assign Input | Dead Zone | Custom Flight Model / FM Sensitivity
FLIGHT
TRAINING
Boom and Zoom | Basic Tactic Tips | Often Made Mistakes | To Overshoot,
or Not To
Formation Flying
BASIC
FLYING: AIRCRAFT CONTROLS
Aileron and Elevator: Stalling | Recovering from Stalls | G-Force |
Turning | Roll Rates | Rudder | Compression
Flaps
BASIC
FLYING: ENERGY
E is for Energy | Climb, Climb, Climb.. | Vertical & Horizontal
Turns | Drag | Speed & Drag | Flaps | Throttle
Speed Dumping | Zen and the Art of Boom and Zoom | Relative Plane
Performance
MARKSMANSHIP
Conserve Your Ammo | Range | Aiming Your Guns | Watch Those Smokers!
EAW Manual
MISC
TACTICS
Intercept | Escort | Interdiction | Fighter Sweep | Medals
TIPS
An interdiction Against A Sea Convoy | How To Setup An Attack Against A
Tank | Player Team vs AI Team
Making Sure You Escape | Air Annihilation In Friendly Territory |
Bombing A Friendly Facility
Stop Attacking Friendly Units | Strange Escort | Strange Interception
Easter Egg: P-38 Movie | Easter Egg: Men | Rockets | Hit With A Rocket
Bullet
V1 Flying Targets
This document is intended to help you with some very basic flight
training and testing. These are EAW opinions and experienced notes from players that piloted in EAW before. These
ideas maybe counter productive for some pilots, but I'm sure they will help you starting off.
Obviously before you can do any practicing you need your
controllers set up correctly. Here is a brief run down of areas of the
controls that will effect your performance as a virtual pilot.
Assign Input:
You'll want to configure your controls first before needing this help
document. See my Joystick and Controls Help Document for more details
on how to configure them properly first, then come back here.
Dead Zones:
Correctly setting the DeadZone on your Joystick will make a huge
difference in how the response of your control input is. See my
Joystick and Controls Help Document for more detail on how to adjust
this.
Custom Flight Model / FM Sensitivity:
Custom FMs sets (normally are a group of model parameters by the same
person(s), This can be on a per plane type bases as well), you will
find that every time you fly with a different FM it may become
difficult to adjust to them. This is because they each have their own
handling characteristics and each FM responds differently to control
inputs. See my Joystick and Controls Help Document for more detail on
how to adjust this sensitivity. That help document includes some flight
turn testing instructions to help you optimize your control settings.
Using your Controls to perform some tactics and learn some
common mistakes. This section will help you get flying without being
too green (a newbie).
Boom and Zoom:
You could maybe try your Keyboard, Joystick and Mouse configuration out
in a bomber escort mission. Use your views and target Buttons or Keys
to stay in station with the bombers and to locate the bandits from
which ever direction they approach you.
Try to perform a series of looping attacks from the bombers'
high six: dive to challenge a bandit that's making a run at the bombers
then loop back up to your station above and to the rear of the bomber
formation ready for the next one. Climbing back up again helps to
conserve your energy: if you just run about like mad, turning hard all
the time, you'll get too slow to attack anyone. Don't chase a bandit
once he turns and runs or you'll quickly get separated from the bombers
and you won't be able to help them. You don't have to get any kills in
this mission, just protect the bombers. Force an attacking bandit to
break off then immediately identify the next threat to the bombers.
When you get the hang of it, you should be able to use a
combination of views and target buttons to keep track of the fight from
your position on the bombers high six (camera pan in [F9] mode can be
very useful in a busy sky). If you must, pause the game every so often
to look around ([Alt P]). Once you get familiar with your control
configuration, you'll learn to keep track of the fight without pausing:
you'll need to because you can't pause the game online (well, not
without protests anyway).
Basic Tactic Tips:
1st rule: Stay fast and/or high (keep your energy up)! A fast
plane is a difficult target and only a fast plane is able to evade
attacks!! So if you find your self lower than a near by opponent, stay
fast!
To follow the rule 'Stay fast and/or high' you need to avoid
turning just on the horizontal because you'll only lose speed and and
gain no positive altitude. You planes energy will go down. When you
make turns not just on the horizontal but Up or Down at the same time
you'll be able change direction with less Energy loss. While a down
turn will make you lose Altitude, you gain speed. You also will notice
you don't have to pull hard to change direction, gravity helps. With an
up turn you gain Altitude but lose speed. A slow climbing plane doesn't
lose that much Energy while turning.
Often Made Mistakes:
An often made biggest mistake is when you may like to turn hard because
your going much faster than the enemy that is behind you, thinking you
can either turn away or get behind him. The true result will be that
your turn will develop into a very big Radius and with very high speed,
meanwhile the enemy behind you can make a slower turn with a smaller
radius. (but both planes will require the same amount of time for
360°). So the much slower enemy plane that's still behind you can
follow you even though your faster. Not only will he be-able to stay
with you from behind, but he will be-able to line up a shot, when fired
his bullets will cross your course of flight. This can be deadly.
So if you attack a slower plane from behind, go straight after him,
attack and then fly fast ahead of him, gaining as much distance before
your next turn, (maybe with a smooth upturn + roll) to avoid the
bullets that the slower plane now behind you will probably shoot. If
your the slower plane being attacked from behind, you will need to turn
or roll to avoid damage.
If you find yourself in a close turn fight going fast, don't
forget that depending on the planes fighting each other, reducing power
can help you turn even tighter, you can't do that if you are much
faster than the enemy.
To Overshoot or Not Too:
You'll need to develop experience to always find the right choice.
While your attacking an enemy, from behind and on his tail, you have
these two possibility's:
If you overshoot, its possible that you will be too slow to
gain distance away fast enough allowing the enemy that you just
overshot to maneuver into shooting position way before you can get
away. Just remember if you overshoot, you need to be much faster than
he is, especially in stock EAW v1.2 where you can score a kill at 1,200
meters distance.
If you don't overshoot, by continuously managing your throttle
up and down, its possible that you might miss the right moment to apply
more power again allowing the enemy to get the chance to accelerate out
away from you, this possibly allowing him to turn behind you. Just
remember in a turn fight its often better to stay behind the enemy.
Don't forget the possibility that the enemy will have a wing-man, so
check your 6!
Formation Flying:
Having trouble keeping in formation; You may be drifting around and
feel as your
constantly having to correct with rudder and throttle to the point
where you
end up hitting autopilot out of fear of messing up. You probably wonder
how more mid-air
collisions don't occur! Training and tips help, such as having your
stick setup correctly, you'll eventually find you can stay tight to
others in your section.
Formation flying is going to be more difficult to learn than combat
tactics. However let your lack of formation flying abilities hold your
back
regarding online flying. It's truly not what is most important in coop
flying. Formation flying is mostly just for fun and of very low
priority. More important is to be able to coordinate your tactics, when
bracketing, dragging, and generally just keeping an eye on your
wingman. So first concentrate on your flying and fighting abilities an
then fly with a squadron if you want to cooperate with wingman tactics
in bringing the enemy down.
When you get serous about Formation flying, it will require you to
constantly make adjustments and have a complete awareness of the
position of your lead, and you'll need the ability to recognize the
result of any control surface movement by the actions of the aircraft.
To keep a nice, tight, steady echelon or finger formation the pilot
needs to know his airplane so well that the minute adjustments in
throttle and trim come automatically, without thought.
In EAW it's quite a bit different as you don't have as much outside
input and it's even more difficult to learn to remain in steady
formation, though once you figure it out it'll be easy for you. The
best way to do it, is to make sure your outside volume is high enough
that you can hear the other aircraft engine sounds along with yours,
then match the pitch of the engine and pick a spot in your windscreen
and keep your lead airplane in it.
Since you can see exactly what the distance between you and the lead is
you don't have to worry a great deal about overshooting when you're
first pulling into formation. Just pull in slow and then match engine
pitch and you shouldn't have to make any large throttle adjustments
unless you begin a steep climb. Formation flying in EAW is rather
useless, and is boring over a long flight, but it's kind of fun to play
with it a bit.
Flying formation offline in EAW is a little different than online. When your en route to a target area or returning home, I would play a bit at flying just off your sections wing.
The inherent risk to doing this online is lag time in your
transmissions. If you and your wingmen do not have the most optimum of
connection speeds, there is a high risk of mid-air collisions when
flying close together online; even though you may have been doing
everything perfectly.
Try to keep your plane at a minimum of 100 feet away from the plane off
who's wing your flying. This still can be dangerous online with the
lag, but its better than not flying this distance at all.
Note: See the EAW Official User Manual for more flight
instructions that should improve your flying habits.
Aileron and Elevator:
Stalling:
Since you're playing full real, be careful with the elevator (ie
pulling or pushing on the stick). If you pull too hard you can stall
the plane, particularly at low speeds (see below for how to recover
from a stall). If you find yourself stalling a lot (and you will the
first few times full real) be more gentle with the stick.
It takes practice to get a feel for the performance limits of your
plane. Get some flying hours in and you'll crack it. In general, you
can be a bit rougher on the stick when you are fast or when diving but
you have to be much more careful when you are slow or nose up.
A common error is to get target-obsessed, pulling hard towards the
bandit all the time without monitoring your speed. Prolonged hard turns
will burn off lots of speed until the inevitable stall - or maybe even
cause you to blackout (see G Force, below). You have to fly your plane
within its limits FIRST and get the bandit in your sights SECOND.
Always, always keep checking the HUD (bottom left). This will turn
yellow when you are close to stall speed. You'll also hear some wind
noise and a force feedback stick will start to judder. When you feel
the plane starting to stall, you MUST ease off the stick a bit; you may
also want to drop flaps and/or get your nose down (gently!) to build up
speed.
Note that rolling the plane (aileron) doesn't affect the risk of
stalling anything like as much as applying elevator. You can usually
roll the plane hard when you are very slow but you have to be VERY
gentle with the elevator at low speeds.
Different planes respond differently to stick inputs: in general, later
model planes are much easier to stall. You have to be much more gentle
on the stick with a jug (P47) or a 109K for example than with an early
WWII plane like the spitfire 1A. However, some of the early WWII planes
(the flying barn door that is the 110 for example) are always easy to
stall.
If you have a really bad stall problem it's possible that you may have
your joystick sensitivity set too high. See the "EAW Setup" section for
more info.
Recovering from Stalls:
To recover from a spin, apply full aileron in the same direction as the
spin and full rudder in the opposite direction. Do not apply any
elevator at all, ie make sure there is no up or down movement in your
stick. I usually drop flaps as well. Some people also advise chopping
the throttle. As soon as you start to fly again (the red HUD will turn
green) let go of everything for a moment. When you are sure you have
recovered make only gentle stick inputs: you'll still be close to
stalling speed so violent inputs will put you in a spin again.
In some planes, as soon as you are about to recover from a spin in one
direction you will immediately start spinning in the opposite
direction: get on it quick, same procedure, but new directions of
rudder and aileron input. The German twin-engined 110s are beasts in a
spin. I'd definitely recommend chopping throttle if you spin one of
these.
Note that you can still stall at high speed with severe stick inputs.
This happens because the plane's angle of attack has been changed too
drastically to maintain good airflow over the wings.
Incidentally, there is a free download sound which replaces this
standard game sound with a stall alarm to give you better warning of
impending stalls (Safehaven's EAW Stuff).
One final note: stalling will break your target lock. As soon as you
recover, get on the target buttons again to find out where he is (on
your six probably).
G-Force:
Watch out for blackouts and redouts - particularly in very agile planes
such as spits. If you pull too hard on the stick for too long you'll
get into a really nasty blackout and lose all control of the plane for
some time. Pushing too hard gives you a redout. Both result in loss of
consciousness - not something you want to do near ground level. Don't
push or pull so hard.
Note that, as well as redouts, pushing the stick forward hard at high
speed can rip your tail right off (full real settings.. ).
Finally, the spitfire 1A and the hurricane have a peculiar reaction to
negative G (when you push the stick forward or fly level inverted). The
planes did not have fuel injection so negative g cuts the fuel supply
to the engine and you lose all power. If the engine does cut out a
quick tug on the stick will get the juices flowing again (don't stall
it though!).
Turning:
You'll sometimes hear people talking about "corner" speed. This is the
speed for best (ie fastest) rate of turn. Most planes turn best in the
200-250mph range but at speeds much higher or lower than this the turn
rate drops dramatically.
So, in combat, make sure you always have enough speed to turn well when
you need it. If, for example, you are wallowing nose up at 100mph when
under attack by a bandit who is at corner speed, you are a sitting duck
(this is a very common way for new pilots to get killed: more
experienced pilots will often try to "sucker you up"). However, if you
are at corner when a bandit swoops down at 350mph or so (way too fast
to turn well), it should be a simple matter to pull a tight turn which
he cannot follow.
You don't have to maintain corner speed all the time though. It's all a
matter of timing your maneuvers against the bandit's maneuvers. If you
do need speed to turn hard, get your nose down and dive a little.
Note that turn rate is not the same as turn radius.. The faster you
are, the larger your turn radius. Thus, a plane 100mph above corner
will turn both slower and wider than the same plane at corner speed. A
plane flying 100mph less than corner speed will turn slower but will go
round in a tighter circle.
Roll Rates:
Roll rate works pretty much like corner speed. At very high or low
speeds your roll rate is sluggish. Since the main way to change
direction is with a roll and pull, this is worth thinking about.
Rudder:
The rudder isn't applied often but definitely has its uses.
Rudder is vital to get out of a spin (see above).
If you are barrel rolling, rudder in the same direction as the roll
will tighten it up - and vice versa. A tight, diving barrel roll can
sometimes keep you out of the guns of an attacker. Not a good energy
maneuver though.
If your aim is slightly off to one side when taking a shot the rudder
can sometimes be used to nudge your nose onto the target. You'll see
the AI in the game using rudders to attack bombers, weaving the nose
from side to side to create a spray of shot across the target.
Personally, I prefer a concentrated burst aimed at the tail.
You can use the rudder to slide the plane: apply full rudder with a
very small amount of aileron in the opposite direction to make the
plane slip sideways through the sky. Fun to do but not a great evasive
maneuver if you are trying to get out of someone's guns. Nudging your
nose up and down is probably more energy efficient in that situation.
Vertical slides can be very useful though. When you are nose up and
slow (ie 100mph or less), and a stall is imminent, the rudder can be
very useful to get the nose back down below the horizon before you
spin. Roll the plane so your lift vector is horizontal (ie wings
aligned with the vertical) and apply full rudder downwards. Your nose
should swing down quite quickly. Be careful though: the slightest bit
of roll will probably create a stall: it's quite a fine balancing act
to keep your wings vertical. This is an edge of the envelope maneuver
where you are half flying and half falling.
In this way, you can often get planes down to 45mph or less without
losing control - even a beast like the 110. You can get spit 1As under
20mph without stalling. Sometimes the best pilots seem to make their
planes dance in low speed maneuvers - they're using their rudders
effectively. Any time you have wings aligned somewhere near the
vertical and slow-ish speed, adding some rudder to the usual
roll-and-pull method of turning can squeeze that extra bit of
performance out of your plane.
Finally, at high speed the rudder won't have much - if any - effect.
Basically, everything suffers at high speed: turn rate, roll rate,
energy bleed, risk of blackouts etc and I avoid it as much as possible,
by trading speed for altitude. Like much of the information in this
beginner's guide that's just a general rule though..
Compression:
In a steep dive at full throttle an aircraft will quickly reach it's
compression speed: ie it will not respond to elevator inputs and you
cannot pull out of the dive. Compression occurs because the air is
hurtling by so fast that the controls cannot act against the increased
air pressure. It's very embarrassing to crash head first into the
ground, so throttle back, pull hard on the stick and pray. Different
planes compress at different speeds but, as a rough guide, watch out
when you get to 400mph (you really need to flight test offline the
planes you like to fly in order to find their exact compression speed).
Constantly keep an eye on your speed in a steep dive and pull up before
you compress.
Flaps:
Flaps give you more lift, reducing stall speed. This is why flaps are
used for landings and take offs. If you are slow and close to stall
speed, drop flaps to help keep control.
Dropping flaps will make turns tighter and faster but they also create
drag and so bleed more E (see flying 2). Unless I really need the extra
turn rate I don't use flaps for turning.
If you are turning in the vertical with a chandelle or immelman you can
drop flaps when you're slow (under 150mph or so) to help bring your
nose round and down before you stall. Note that the drag effect of
using flaps (and other control inputs) costs less at low speeds so you
are not losing much by using them here.
Normally you can't drop flaps over about 200mph (approximately) -
although some american planes have combat flaps which can be used at
high speed. Combat flaps excepted, if you dive with flaps down they'll
be ripped off when you get too fast. Make sure you get them up again
before that.
E is for Energy:
E is just how much "energy" your plane has. This is a combination of
your speed and the potential energy stored in your altitude. Diving
swaps height for speed and climbing swaps speed for height.
The plane with most E can control the fight. Try to make sure it's you
and not the bandit. The plane with more E can run away to get
separation to manoeuvre and/or can climb above the slower plane, safe
from attack. The E-poor plane can't do much except wait for the next
attack.
Good pilots constantly check HUD data throughout the battle comparing
their E state with the targetted bandit. This information is crucial to
your tactical decisions.
Climb, Climb, Climb..:
In general, anything you do which allows you to gain altitude is good.
Altitude is much more important than speed in determining your E state.
Circumstances permitting, always try to climb to grab altitude.
As a (very) rough guide, best sustained climb rate is usually somewhere
around 130mph (you might want to flight test offline to find the exact
figure for your favourite plane). If you are much faster than this, you
might want to try an immelman or chandelle (see EAW manual).
Of course, pesky bandits in the vicinity might have their own ideas
about the flight manoeuvres which you can get away with... For example,
best sustained climb rate is way below your corner speed (ie the speed
at which your plane turns best). At slow speed you can't manoeuvre
effectively and are a sitting duck for any enemy in range.
If you are trying to grab some alt in a max sustained climb speed, try
to estimate the time it will take before a bandit can get his guns on
you. If there is going to be an attack in the near future make sure
that, when he gets in range, you are either (a) fast enough to turn
well so you can evade (break out of the climb and dive!) or (b) are in
a position above him where he can't get his guns on you (keep
climbing!). The choice you make depends on your relative E states (keep
monitoring the HUD data!).
Vertical & Horizontal Turns:
If you turn in the horizontal, you will at best maintain your speed and
therefore E state - but only if it's a very gentle turn. Most likely
you will be bleeding speed and so eroding your E state.
If you turn in the vertical, going up to swap speed for height, you can
maintain or even increase your E state.
So, if you have a choice, chandelles and immelmans are good ways to
turn (chandelles and immelmans are explained in the EAW manual). If you
don't have enough speed for an immelman make a chandelle with the
maximum upward angle you can get away with. As always, you have to time
your manoeuvres to take account of what the bandits are doing. Vertical
turns will leave you at slow speed at the apex - not good if there is
an enemy plane within range when you get there.
Note that the turn-rate of a climbing turn suffers from the fact that
you probably won't be at corner speed. On the other hand, turn-rate in
a climbing turn is helped by the tendency of planes to nose down
suddenly on the apex of the turn when you are probably very close close
to a stall (if you're not close to a stall, you're not squeezing as
much alt as possible from the manoeuvre). Don't forget that a slow
plane is an easy target if a bandit is in a position where he can line
you up.
Drag - Careful with that Stick Eugene:
Pulling on the stick deploys the elevator, your plane's angle of attack
is increased, and lots of drag is created. Drag is bad. It slows you
down. Speed is E and E is life.
Therefore, you want to get where you're going with nice and gentle
stick inputs, whenever possible. Yanking the stick about hard will
bleed speed much more quickly than a gentle turn - as well as possibly
causing a stall or blackout/redout. You should try some flight testing
offline with hard and slow turns to get a feel for how this affects the
rate of speed loss.
You can't only think about conserving E though. Sometimes you really
have to pull every last bit of turn performance out of your plane
either to evade an attack or to line up an opponent (don't forget the
flaps..). Judging when to fly an E game or a hard-turning, angles game
is one of those skills which makes a good pilot.
In a sweep, or any other game with different plane types, one plane
will turn better and one plane will be faster. In the turner, you'll
almost certainly have to turn hard to evade attacks from the faster
plane or to try to get onto his six; in the faster plane, you can use
that extra power to get on top with E tactics, then use a Boom and Zoom
attack (see below).
If you are in a 1 v 1 game, same planes and co-E with the bandit, you
have to fight hard for angle, otherwise the bandit will gradually swing
round onto your six and blast you. Yank the stick just as hard as you
can without stalling and use flaps when possible.
Whatever the circumstances of the fight, you should never turn hard if
you are separated far from the bandit: what's the point? If it will be
some time before he can line you up (or you him) there's no need to
waste E with a high-G maneuver. Turn hard if you have to, but only if
you have to.
Speed & Drag:
At high speed, you bleed E in a turn much faster than the same turn at
a lower speed. Usually, (depends on the exact circumstances of the
battle..) it's best to go up before you get really fast (say, over
300mph or so). Zoom climbs (ie chandelle and immelman turns - see EAW
manual) are good, energy efficient maneuvers which let you turn that
speed into alt. Try to pull gently into the maneuver to avoid losing
any more speed than you have to (with lots of nasty bandits trying to
kill you, you can't always fly a perfect energy game though).
Flaps:
Flaps also cause drag and bleed your E. Don't use them unless you have
to, eg if you are on the edge of a stall or you really need that extra
bit of turn rate. Get them up again as soon as you can.
If you are turning in the vertical with a chandelle or immelman you can
drop flaps when you're slow (under 150mph or so) to help bring your
nose round and down before you stall. Note that the drag effect of
using flaps (and other control inputs) costs less at low speeds so you
are not losing much by using them here.
Throttle:
As a rule, to want to keep throttle on full as long as possible in
order to maximize your energy state. In general, do not use throttle to
control speed: instead go up to slow down, go down to speed up.
However, 15 minutes or so of max throttle will cause your engine to
overheat. You can ignore the hot engine warning for a little while
longer but if you leave it too long your engine will blow. Just how
long to leave it is another of those fine points which the best pilots
use to squeeze a little bit extra out of their plane. Don't take any
chances though. If you are running from a chasing bandit who is pecking
away at you, or vice versa, it might be worth pushing it to the edge
but don't do it unless you really have to. Watch those temp dials VERY
closely while you're doing it.
Learn the cockpit layout of the planes you like to fly and note where
the rev counter and temp gauges are (alt F1 will turn on instrument
labels if you are not sure what's what - if that doesn't work check
your keyboard setup in game config). When you're hot, reduce revs just
enough to start cooling the engine. You can find the throttle setting
which is just slow enough to cool the engine by experimenting offline -
it varies with different planes. As a rule, don't reduce revs any more
than that.
If you have a decent E advantage you can consider throttling back to
keep your engine cool, saving it for when you really need it. Just make
sure you don't blow your advantage though: if other planes are at full
throttle they could be gaining on you. Keep watching the HUDs to judge
your relative E state, and get throttle back up when you need to.
Normally, engine management only comes into play in a long, hard game
between good pilots who don't give away any easy kills. In that kind of
game, it's another vital part of the knowledge. If you can manage your
engine better than the other pilot, he will have to reduce power to
cool off before you do - allowing you to get E or, if he has E on you,
to neutralize his advantage.
Speed Dumping:
If you have a bandit on your six, dropping speed suddenly by any or all
of: throttling back, dropping flaps, and dropping landing gear can
cause him to overshoot in front of you, giving you a firing solution.
Be aware that you have just dumped a lot of E though: if the other
pilot didn't have a big speed advantage to begin with he certainly will
now (unless he tried to match your speed-dumping efforts). As he passes
across your guns, make sure you blast him before he gets clean away -
not always an easy thing to do.
An attacking plane may try any or all of the same tricks in order to
avoid overshooting a slower target. Personally, I don't like this. OK,
it gets you into position on the bandit's six but, if the target
subsequently manages to shake you off, you have just blown your E
advantage so that, in a same plane matchup, you are now fighting on
roughly equal terms. If you are flying different planes, and your plane
has inferior turn performance, speed dumping will put you in a co-E
dogfight with a better turning plane - you will lose. There are better
tactics (ie Boom and Zoom - below).
A slight refinement of the speed-dumping tactic is to keep a 50mph or
so advantage, then use a high yo-yo style attack (ie go up a few
hundred feet to avoid overshooting, dive down to attack, repeat as
necessary). It's probably harder for the bandit to shake you off this
way: when you "yo" up, and roll inverted, you can usually adjust your
angle of roll to pull down on him wherever he went.
I wouldn't say I never speed dump.. just that it's not usually a good
idea. Come back to this when you have learned the basics and feel more
confident in judging the tactical situation. To my mind, making speed
dumping work is quite an advanced skill.
An all-out Boom and Zoom is almost always a better tactic than any form
of speed-dumping. Here it is:
Zen and the Art of Boom and Zoom:
An angles game is all about turning hard with the bandit (ie fighting
to get your guns lined up on him, preferably from his six). An energy
game is all about gaining a sufficient altitude advantage to start
Booming and Zooming.
You get an altitude advantage by making climbing turns when the
opponent is making horizontal turns, and you get a speed advantage
(which can be converted to altitude with a climbing turn) by making
gentle maneuvers while the opponent is making hard turns. You can get
both if you are in a more powerful plane.
Basically, BZ is a series of diving attacks on a lower/slower bandit,
climbing back up each time to preserve your E.
Before you make a diving attack (the zoom phase), you need to get into
position high on the bandit's six and attack in a reasonably steep
dive. Trust me.
Don't attack head on - why give him a chance to shoot back? If you see
him coming at you for a headshot go back up - but don't go up directly
in front of those nasty guns..
As you zoom down to attack, you don't want to press the move too hard.
If you see a chance for a shot, take it (try and anticipate where he's
going to break and aim for that spot), but DO NOT try to turn with the
bandit for long. If you try to turn hard with him, you will burn off
your E advantage (speed and drag, remember..). If the bandit is at
corner speed, and you are much faster than corner, you haven't a chance
in hell of pulling lead for a shot anyway. Go back up for another pass
instead. Time for the zen: "those who shoot do not know; those who know
do not shoot." All you are really trying to do with each attack run is
to make the bandit turn hard to evade (see later). You have to be
patient and be prepared to make a series of zoom attacks before getting
the killing shot. It can take a while.
When you break off your attack, climb back up in an immelman (the
"boom" phase). Be gentle with the stick as you nose up into the climb:
pulling high Gs will bleed off some of your E advantage. Once you are
on top again, maneuver onto the bandit's high six before making the
next zoom attack.
BZ forces the bandit to turn hard to evade your attacks. Thus, he loses
some speed and has to dive a little to get it back (if he doesn't keep
close to corner he's not going to be able to turn fast enough to evade
the next pass). Therefore, after a series of attack runs, he eventually
gets pushed right down onto the deck, low and slow. Now, when he turns
to evade, he has no height left to dive a little to keep his speed up
and he quickly gets too slow to maneuver effectively. He's a sitting
duck - time to really go for the kill. In practice, someone usually
makes a mistake long before you get to this stage.
If you are not pushing the bandit down you may need to increase the
frequency of your attacks. Pull over the top just a little bit harder
in your immelmans. Even with a perfect BZ game it takes time: be
patient, but don't let him alone for any longer than you have to.
From the other end, the plane being boomed and zoomed first has to
evade the attack (try to time your maneuvers to make sure you are near
corner speed when the zooming bandit gets into range) then can try to
get his guns on the BZer before he escapes back up to altitude. Barrel
rolls and scissors are good options to evade and, if you can time it
right, these maneuvers can also get your guns onto the attacker's six
as he blasts past. However, really good pilots who understand BZ
probably won't give you that opportunity.
Note that a very common way for the lower plane to get killed is to
chase up for too long, subsequently getting caught nose up and slow
when the BZ plane makes his next attack. At slow speed, you can't
maneuver effectively and will be unable to evade. In the BZ plane, you
should always be on the lookout for an opportunity such as this. Get on
it as fast as you can. In the turner, make sure you get your nose down
before the other guy.
Relative Plane Performance:
In a matchup, ie in a sweep with two types of plane, one plane is
almost always faster and the other turns better. If you are in the
faster plane, DO NOT try to dogfight the turner. You will lose. You
have to get an E advantage, get into position on your opponent's high
six, and then start booming and zooming.
If you are in the turner, you should still try to challenge for the E
advantage. You probably won't get it against a good pilot but it makes
things tougher for him and takes him longer to get on top. During that
extra time he might make a mistake, allowing you to close. If you do
get lucky, and get on top in the turner, you are holding all the cards:
not only do you have more E but, when you close, your superior turn
ability makes it almost impossible for the faster plane to evade your
attack (unless you are making a very high speed pass which reduces your
maximum turn rate).
Some planes might be relatively slower low but faster up high; maybe
they turn comparatively well at slow speeds but very much worse at high
speeds. Relative roll rates, acceleration in a dive, and engine power
at different altitudes are also significant factors.
There is a lot of data in the EAW manual but there's no substitute for
doing some flight testing offline, stopwatch in hand. A good knowledge
of the subtleties of relative plane performance, and what tactics to
employ in order to capitalize on that information, is vital to success
in online sweeps. There's a lot to learn and experiment with but you've
got to get "the knowledge" if you want to be an online ace. With good
pilots, online fights are like a game of chess - that's what makes it
such an absorbing game.
Many pilots have a favorite plane which they fly more than others.
Knowing how to squeeze the last drop of performance out of your mount
can make all the difference.
Marksmanship:
Flying skills are only half of what makes a dangerous pilot. Once you
have maneuvered into position you still have to hit the target. Good
marksmanship is an essential skill and the only way to learn this is to
practice. It's hard at first but you'll get the hang of it.
Conserve Your Ammo:
Since you are playing full real with limited ammo, learn to conserve
it. Short bursts of 1 or two seconds are all you need if you are on
target. If you are not on target, don't shoot. A quick "peck" can be
useful to test your aim. If you do run out of ammo, you can always try
to ram!
Range:
Maximum gun range is around 4,000ft but varies slightly with different
planes.
At close range, under 1,000ft, more of your rounds will land on target
and your guns will do a lot more damage. Some pilots recommend
conserving your ammo until you get a close range opportunity like this
but I would recommend shooting them down at any range you can, any
chance you can get. If you learn to shoot well, you can often tag
bandits even at 3,000-4,000ft. In fact, at extreme gun range, many
pilots will think they are safe and will stop jinking. That can be an
easy kill if you are a good shot.
Use the zoom modes for long range shots - and make sure you've got
these somewhere on your stick.
Aiming Your Guns:
Various factors affect exactly where the rounds will land.
The shot starts to fall as soon as you have fired it. If you are flying
in a level chase, you have to aim slightly above the bandit in order to
take account of the drop - the more so the longer the range. If you are
in close drop is not much of a factor.
Different guns have different muzzle velocities which means that the
shot falls at different rates. Gravity obviously remains the same but a
faster muzzle velocity means the rounds don't have time to fall so far
by the time they reach the target. You have to allow for that. Cannon
drop much faster than machine guns for example. Unless you are in
close, there is often not a lot of point in using cannons and machine
guns together since, at long range, they do not hit the same point in
space. On the other hand, if you are not quite sure exactly where you
are aiming, a wide spread can increase your chances of getting a hit.
When you are shooting at a turning bandit you also have to allow for
the fact that, by the time the shot gets to him, he has moved on. You
have to aim ahead with a deflection shot (notice how the target in the
above illustration is below the gunsight center dot). Exactly how far
ahead depends on how hard he is turning, how hard YOU are turning, the
range, and how fast he is flying: you need more lead the harder he
turns, the harder you turn, the farther away he is, and the faster you
are flying. Watch where your rounds are falling and adjust aim
accordingly.
When you can get deflection shots at 1,000ft or more you're starting to
crack it. In time, you'll get a "feel" for where your shot is going to
strike.
It's hard to be a marksman in every plane. Some guns are wing mounted,
some are nose mounted. You have to adjust your aim slightly to take
account of this. In EAW, I find wing guns need to be aimed a touch
higher than nose guns. I'm not sure if that's due to their alignment or
to the different muzzle velocities of the planes' armament. Wing guns
also give you a wider spread of fire making it easier to get a hit.
Sometimes the bandit will pass quickly across your guns, eg in a
scissors fight and you only have a gun solution for a moment or two. It
can be hard to judge exactly when to pull the trigger, so start firing
just ahead of the target and hold the trigger while he flies through
your shot.
Watch Those Smokers!:
Finally, when you do get a good hit, be careful: a smoking plane can
still fly around for a while and cause trouble. If you get a pilot
kill, or shoot his tail off, he's definitely out the game though.
EAW Manual:
There's also a lot of useful information in the EAW manual. It's worth
reading carefully.
Intercept:
If you get in close to a big bomber formation you won't survive for
long in all that concentrated defensive gunfire. You could try swooping
attacks at speed, breaking off with tight turns or barrel rolls: the AI
gunners are not very good at hitting a fast turning target.
Alternatively, attack from long range: 3,000ft or even 4,000ft. You can
get kills even at 4K if you are a good shot. Just ignore the fighters,
as far as you can: your mission is to destroy bombers.
Escort:
If you are defending bombers, try and stay in "the zone": ie a few
thousand feet above and behind the bomber formation. From here, you can
dive down to chase off attacking bandits, then zoom back up again as
soon as they turn away. A couple of pecks is usually enough to make
them break off their attack. Don't chase them for too long or you will
get separated from the bombers. Your mission is to defend bombers until
they get on target, not to chalk up a bunch of kills.
Interdiction:
On a ground attack mission, blast the target but be careful not to get
caught in the sights of an AA unit. If you are at risk, hard turns
usually get you out of there in one piece. The AI gunners have a tough
job of hitting a turning target.
You could try taking the AA out by attacking them first. You need to be
a pretty good shot for that: if you don't get them at long range its
odds on they'll get you when you close.
Fighter Sweep:
Try and keep your wingmen alive in fighter sweeps. If anyone's in
trouble, attack the bandit who's chasing them until he breaks off or
you get him. This can often be an easy kill.
Keep on top of the battle, if you can. If you have more E than the
bandits you are free to get offensive rather than worrying about where
the next attack is coming from.
Medals:
Medals are awarded for a series of exceptional missions with a
consistently high points score. That usually means doing just enough to
achieve the mission aim, then breaking off on a solo quest to wreak
havoc on ground targets such as trains and oil storage tanks until you
run out of ammo.
Winning Medals in EAW is a reward for a job well done. Here is
some brief information you will want to know about how to win them.
- To earn a medal, you must reach certain goals. For the
Allies, you must achieve the mission goal, and accumulate sufficient
points for a particular medal. For the Germans, medals are based on
kill total.
- Each side has certain basic parameters which must be met.
They are:
1) you must fly with "unlimited ammo" off.
2) you must fly with "invulnerable" off.
You change these items in EAW by clicking on the "Configure Game" tab
in the opening screen of EAW. From there, click on "Difficulty", and
check the various parameters listed. Click on "Combat", and set the
various parameters.
- You
will earn more points for a given mission if you fly
with the various settings turned on their hardest values. Try flying
with all the values in the flight section at "realistic" or "on". (you
do not need full realism to obtain medals however) If you want turn
everything to easy, go right ahead.
- Next, you must accomplish the mission goal without
excessive squadron losses. If you are on a bomber escort mission, most
of the bombers must make it to their target. Your personal kills are
secondary to the bombers success in this case. On a fighter sweep, the
juicy ground targets will have to wait until the enemy breaks off and
heads for home.
- British (and US)
- Distinguished Flying Cross (or Bars) 300 to 600 points and a mission complete.
- Military Cross (or Bars) 500 to 800 points and a mission complete plus DFC 2 Bar.
- Victoria Cross (or Bars) 900 plus points and a mission complete plus MC 2 Bar.
- Distinguished Service Order (or Bars) 100 to 800 points and
something
must be done, outstanding. I do not know what, but something. It might
be points plus time, I don't know what it is, but its not random.
The easiest way to get the British or American medals is taking out
those trains. It's the best way to boost your points by following a
rail line on the way home. You'll come across plenty of trains you can
destroy with any ammo you have left over. (Just remember that the
trains in the 1944 campaign will shoot back!)
- German Medals is pretty simple (more based on points than anything)
- 5 kills and MC (mission complete) Iron Cross 2nd class
- 10 kills and MC Iron Cross 1st class
- 15 kills and MC German Cross
- 25 kills and MC Knights Cross
- 50 kills and MC KC with Oak leaves
- 100 kills and MC KC with Oak leave and crossed Swords
- 150 kills and MC KC with OL, CS, and Diamonds
If you get shot down, you must be over friendly territory or be rescued (land or water).
Other penalties seem to be: stalls, spins, engine-overheat, collisions, and structural damage...
POINTS for TARGET OBJECTS
|
--255pts
Airfields,
Aircraft factories,
Armaments
factories,
Oil plants,
Chemical plants,
Ball bearing plants,
Ship yards,
Rail yards,
U-Boat Pen,
V-1 Launch Site |
--40pts
Panther Tank
RR Locomotive Engine
Mess Hall |
--200pts
V-1s |
--35pts
RR Flat w/Guns
Air Control Tower
Fuel Truck |
--150pts
Transports
Destroyers
Radar Tower |
--25pts
LightAA
HeavyAA
RR Tender
Sherman Tank |
--100pts
Fighters
Bombers
Forts
Radar Station
Oil storage tank
Hanger |
--20pts
RR Flatbed
RR Boxcar
Truck |
--75pts
Fuel Dump
Airfield HQ |
--15pts
Half Track |
--65pts
Ammunition Bunker |
--10pts
Staff Car |
--50pts
Warehouse
RR Oil Tanker
RR Flat w/Tanks
Briefing Room
Barracks |
|
Read on for a detailed guide to winning all the major EAW
medals.
The Medal of Honor
The following article was written by Reese Moore. This man has alot of
European Air War flight time. Reese has devoted a lot of time to doing
basic target research. This information should be very valuable to you
in your quest for the "Medal of Honor".
Winning the Medal of Honor requires a few prerequisites: at least one
Silver Star, excellent (selective) marksmanship, patience, and a
target-rich mission (a little luck wouldn't hurt either). The first
step on the road to the MH is selecting a type of aircraft. I have been
lucky enough to win the "big one" in all three American aircraft:P-47C,
P-38J(two awards), and P-51(awards in B and D models). I would suggest
starting out in the Thunderbolt, but one has to choose the plane that
excites and fires the imagination, then put up with and work on the
nuances and peculiarities of that particular aircraft. I will relate
here a "play by play" account of the mission to Juterbog on 13 Jul 44,
as a member of the 356th Squadron, 354th Group, flying the P-51B. This
was an escort mission, as were all but five of the previous 34 missions
in this career. I start out as a major, so I have more control and
still look forward to promotions. To date in this career I have an Air
Medal with two bars, DSC with one bar, DFC with two bars, and one
Silver Star. I should mention that with only one Silver Star the points
total must be fairly high to get the MH. More than likely one will get
the second and third Silver Stars, then be in line for the Medal of
Honor with a points total somewhere between 2500 and 3000 points. None
of my five Medals of Honor have been below 2700 points. Others may have
had different results, but this has been my experience.
On the runway, Alt N to rendezvous and Alt N to target--enemy fighters
are sighted as the bombers radio "Ten minutes to target." I tell the
squadron to drop tanks but hold my own. I then command them to attack
bandits. I dive under the incoming enemy fighters toward the target. On
the way another gaggle of Ju 88s appears. I fly into the middle of
their formation to break them up but fire no rounds. At 100 points per
aircraft they are no bargain. I am trusting in my squadron, which has
five aces, to do the job. Tab/7/3, "Twenty miles, vector 090." The
target is an airfield and I don't intend to attack it, but I'm hoping
the town will contain other targets. Tab/7/3, "Ten miles to target,
vector 090." I hit snap rear view and see the squadron in a massive
furball with the Ju 88s. The second enemy formation has not gained
enough altitude to harass the bombers. Tab/7/3, "Five miles to target,
vector 090." I hit the D button on my Sidewinder Pro and cycle through
the enemy targets. There's nothing in the town and I decide not to
bother with the airfield--there are four Lt.AAAs. Circling the airfield
at a safe distance until the bombers approach, I hear one call for help
and see one line of chutes. Twenty-six will make the target, enough for
an excellent rating--now I can hunt.
I head out of town on a heading of 270 and eventually intersect a
railroad. I strike out on a heading of 253 and come to a small town
with an oil plant. As I approach I hit 2x magnification to check for
Lt.AAAs; none are present, so I bear down on the two oil storages tanks
and collect my 200 points. Back on the tracks at 253, altitude 2500 ft.
A train appears ahead; I cycle the D button and discover the makeup of
the train--engine,tender,flatbed guns,oil tanker,boxcar, flatbed tanks.
I dive on the train with the flatbed guns highlighted, a two-count
burst destroys the guns and separates the engine and tender from the
rest of the cars. Now I'm free to make perpendicular passes and take
out the oil tanker and tanks with very short bursts. The boxcars,
engine, and tender are left for other hunters. Twenty miles down the
tracks and another train appears--engine,tender,flatbed
guns,flatbed,flatbed guns,boxcar,boxcar,flatbed guns,oil tanker,flatbed
guns. It's not worth it. I climb and flair off to port until I'm clear,
then head back up the tracks. Another town, but there's only an
airfield--not worth the chance. Dots in the distance, it's another
train. This time it's good, six oil tankers and five flatbed tanks with
only two flatbed guns, one behind the tender and one at the end of the
train. I put a two-count burst into the rear guncar at 3500 ft. This
one has to be destroyed for sure. It goes up nice. I swing up to the
second guncar and at 2000 ft let fly a short burst, nice fireball and
the engine and tender go on their merry way. I circle to pick off those
they left behind, leaving only a couple flatbeds and boxcars.
On down the tracks to another town with a factory and one oil storage.
I can't touch the factory but pick up the 100pts for the storage tank,
then speed away from the tower of black smoke, back to the tracks.
Shift A and Page Up(2x) until I sight another train. The next one has
three flatbed guns but several oil tankers and flatbed tanks. I can't
pass it up. I hit the first guncar hard and it goes up, shoot through
the smoke at the second, hit an oil tanker, so more smoke, go for the
third and nail him just as he's returning fire. Just when I'm about to
congratulate myself I hear a heavy "thunk." I've taken a round but
survived (a rarity) a flatbed gun overflight. I jink like crazy and
come around again to get that gun. At 3500 ft, he's history and the
rest of the tankers and tanks are mine. Another town appears and I pick
up three more oil tanks and two attending LtAAAs. There's another train
ahead and I have that feeling on the back of my neck that I'm getting
low on ammo so I sweep the train, guns blazing, with my thumb and
forefinger over the Alt and N keys. I knock out all eleven cars so
apparently I have some ammo left. Another large town--four more oil
storage tanks. There's a railhead on the far side of the town, so up
the tracks I go.
Now it's nervous time, another train. I'm 45 minutes into this mission
and have to make a decision--do I want to take any more chances. Do I
have the points I need? I decide to go until the ammo's gone. I dive on
the train, thumb and forefinger poised over the keys, finger on the
trigger. I light up a flatbed gun and three tankers when the guns go
silent--Alt N and home. I bring her in nice and easy, no auto pilot for
this mission. She's down and parked. The Y/N appears. With a little
apprehension and a little confidence I reach for the key--Colonel Pop
Moore is awarded the Medal of Honor! Total points--3280.
I had two reflys on this mission. One was a flatbed gun mishap, and the
other heavy AAA, only the second time in hundreds of hours of EAW that
I have succumbed to heavy AAA(wish I could say the same for the light
stuff). To get top medals one has to fly outside the tactical
parameters. Being unorthodox and improvising is what it takes. If one
is on an escort mission deep into Germany, one has to range. Missions
to the French coast are the best, especially if they contain V-1 sites.
My strategy for this mission was to head back to the Calais area and
search for pockets of V-1s. Fortunately, I ran into enough trains and
oil storage tanks to get the points I needed. The mission took about an
hour to complete. I did have good luck on this mission. With the
exception of the flatbed gun hit, I had no trouble. There's always a
chance one will be jumped by fighters and the need to defend will
override the medals quest, but that makes it worthwhile. If medals were
as regular as promotions the game would be unbearably dull. Some may
find my method of selectively shooting train cars to be tedious. Given
the amount of ammo in the P-51B, and the possibility that I could lose
half that ammo to a jam at any turn, makes selective targets a
necessity. With the P-47, one can afford to "sweep" trains. In my Medal
of Honor run over Wissant in the Thunderbolt I shot up only one train,
but had enough ammo to take out several V-1 sites and airfields (plus
everything else in town) to get the needed points.
Here are some general guidelines that may help conserve ammo and get
your points totals up. I generally don't bother with LtAAA unless they
are protecting targets that are worth the risk. Three oil storage tanks
guarded by one LtAAA is worth it. That's 300 points (325 with the
AAA).Airfields with four AAA are, for me, a 50/50 proposition. If I
have 2000 points under my belt there's no way I'm going to attack an
airfield that heavily defended. Patience is the key. One must fly
on--there will always be other targets. Concerning trains; leave the
flatbed cars and boxcars. They are worth 20 points apiece. For the same
ammo one can take out one can take out oil tankers and flatbed tanks
for 50 points apiece. These cars are the best value in EAW. Oil storage
tanks are good also (100pts), but one can take out three tanker cars
for the same ammo and get 150 pts. Pass on columns of half tracks and
staff cars. Sure, it's fun to fire them up, but they are only worth 15
and 10 points respectively, and theres always the chance they'll get
lucky and put one in the engine. I never bother with warehouses; they
take way too much 50 caliber for the 50 pts they provide. Radar towers
are good, but take quite a bit of ammo before they fold, as does the
radar station. The towers and station are worth 400 points if one takes
out all three. As a fighter pilot it may seem almost unnatural to avoid
combat with enemy aircraft, but in the reality of EAW this is the way
to go. Don't despair; there will be many chances to "mix it up" with
those 109s and 190s. It has been my experience that EAW does not like
to give consecutive awards. In all my flying I have less than a dozen
back-to-back medals. After you've received an award, take the next
mission to get your kill count up. I believe strike and interdiction
missions are the best for top awards. This way one has control of one's
own destiny. On fighter sweeps one must count on the squadron to shoot
down enough enemy aircraft to get an excellent mission rating. In my
experience there won't be any medals for ratings of "good" or
"average." Escort missions are not too bad, but don't invest too much
time until the bombers have made it to the target. The only way to be
sure is to count the planes in the formation, but one can generally
tell from the bomber's radio messages how many losses they've
sustained.
This treatise is intended primarily for pilots new to EAW, or for old
hands who have been following classic tactical doctrine (doing their
job). For those pilots out there who are disturbed by the gaping hole
in the middle of their medals board--I hope this will help. These are
tactics for getting medals in EAW and that's all. I would like to quote
Stevie Kennedy,"...so all those experts out there who have actually
flown a P51 or whatever can get off my case right now." See
you over the Channel. -Reese Moore.
Tips which are not described in the Official User Manual (or
Official Readme's).
An Interdiction Against A Sea Convoy:
Usually, when you choose an interdiction in a single mission, a truck
or a train will be selected as the target.
However, there are places where a sea convoy is selected as a target.
Defensive power will be stronger than that of a truck or a train.
If the AAA from a destroyer is severe, you should attack the destroyer
first.
A sea convoy is selected as a target at the following locations:
Southampton, Portsmouth, Dover, Harwich, LeTouquet, Ostend, Emden,
Wilhelmshaven, Stralsund
How To Setup An Attack Against A Tank:
Usually, a tank is not selected as a target in single mission, but here
is how you can get a tank to appear:
1. Select the year in 1945.
2. Select the mission type (except for an interdiction type. If you
choose interdiction, a truck usually appears instead of a tank.
However, if you choose another city as a target, a tank appears.)
A tank will appear at the following places:
Aachen, Duren, Trier, the west of Deelen, and the north-east of
Luxembourg
Player Team vs AI Team:
When doing annihilation offline, it is mostly to leave an unreliable
ally AI and to fight with enemy aircraft only by oneself. Also, in case
of annihilation online, players are often divided into German army and
coalition army.
So, I will try to annihilate the enemy with AI only enemy team with a
team of only players without attaching unreliable ally AI.
1, The host adds a parameter NoAI = 1 to [NETOPTION] of eaw.ini .
2, the player selects the same model if all of them can be in the same
country .
The parameter NoAI = 1 is normally for not allowing AI machines to
appear.
However, since it means that there are no enemies, all enemies will
appear on the AI plane instead.
The parameter NoAI = 1 can also be used for annihilation of air in
"only players vs player".
Caution!
Even if NoAI = 1, AI machines may come up due to the adjustment of the
number of units and the size of the battle.
Making Sure You Eject Safely:
Certain escape is required especially for pilot carriers. If a mission
fails, if you want to continue after you have died, you have to start
the battle again with Re-Fly. However, although if one succeeds in
Ejecting in enemy territory, they become a POW.
If you fly horizontally above 1000 meters above the ground and your
speed is less than 300 km / h , the parachute usually opens after
Ejecting, but if the tail is damaged and the nose of the plane does not
rise at high speed, most pilots will hit the plane when Ejecting, most
of the time.
So, Try this:
1, pull the control stick back all the way.
2, the engine needs to be stopped/off.
3, if possible apply full Flaps.
Doing those three steps as quickly as possible, Eject when the speed
falls. If speed increases for some reason, Eject quickly without
hesitation.
Air Annihilation In Friendly Territory:
Normally, if you select fighter sweep with a single mission, the target
airspace will be over Enemy Territory.
So I will show you how to use annihilation and be over Allie Territory.
(In the case of the German army)
1, set the duty to fighter sweep and the date to 1945.
2, Set the target area to the continental city of Europe.
3, Right click on the date and set it in 1944.
4, Set up the base.
(In the case of Allied Army)
1, set the duty as fighter sweep and the date as 1944.
2, set the target area as the city of the European Continent to become
the Allied Forces in 1945 .
3, click on the date and set it in 1945.
4, Set up the base.
Note: If you increase the scale of the anti-aircraft fire, you will
also receive aid from the ground.
Bombing A Friendly Facility:
This is similar to "Air Annihilation In Friendly Territory" listed
above, just a bombing mission, the other steps are the same. If you
destroy your goal, your score will be negative. Let others be destroyed.
Stop Attacking Friendly Units:
This is similar to "Air Annihilation In Friendly Territory" listed
above, just a deterrent attack mission, the other steps are the same.
If this also destroys the target, the score will be negative. Let
others be destroyed.
Strange Escort:
This is similar to "Air Annihilation In Friendly Territory" listed
above, just a escorting mission, the other steps are the same. We will
escort ally bombers heading for bombing ally facilities.
Strange Interception:
This is similar to "Air Annihilation In Friendly Territory" listed
above, but the procedure changes slightly.
(In the case of the German army)
1, intercept duties, set the age to 1944.
2, set the target area as the city of the European Continent to become
the Allied Forces in 1945 .
3, click on the age and set it in 1945.
4, Set up the base.
(In the case of Allied Army)
1, Intercept mission, set the age in 1945.
2, Set the target area to the continental city of Europe.
3, Right click on the age and set it in 1944 .
4, Set up the base.
We will intercept enemy bombers arriving at bombing enemy facilities.
Let's also pay attention to anti-aircraft fire in the enemy's airspace.
Easter Egg: P-38 Movie:
All movie files in EAW are compressed in a file called "Movies.cdf".
When you extract movie files from "Movies.cdf", you will find a movie
file which is called "P38.smk" in "Movies.cdf".
This is a movie about the P-38 with narration!
Usually, "P38.smk" cannot be seen from "view objects" in a menu.
Here's how to watch "P38.smk":
1. Download "cdfextractor".
2. Extract "P38.smk" from "Movies.cdf".
3. Download "The RAD Video Tools" which is a player for *.smk type.
4. Play "P38.smk" using "The RAD Video Tools".
Easter Egg: Men:
Here are the steps you need to follow to see the Easter Egg:
1. Make sure your Graphics settings are high enough so that you can see
men running from buildings when you destroy them.
2. Select a mission and as soon as you are airborne find a building to
attack.
3. When the building blows up the men should run out.
4. Pause the game and type in the following (including capitals and
spaces): Friends From Out Of Town
5. Now take a look at the men running from the building. Notice
anything strange?
Rockets:
In EAW, some plane models can be equipped with rocket bullets for use.
The most exciting missions to use them in is with the interception of
B17 and B24 by German aircraft. They have tremendous destructive power
when one hits; you can surely break apart the enemy aircraft. Equipping
Rockets is even possible with multiplayer.
German Planes Rocket Types:
Panzerschreck
(Panzer shreds)
Plane model: Fw 190 A - 4
This can not damage unless it makes physical contact. Start shooting
about 1000 m before the target, aiming somewhat above target! If it
works it can hit the enemy plane and give a fatal injury (falling apart
in a moment). They are really for ground attack, but it is quite
effective even for aircraft. Number of loading 12 shots.
R4M Rocket
Plane model: Me 262
With time limit fuse, it explodes in about 12 seconds after launch and
damages the surrounding area. Perhaps without direct hit, it would
probably be easier to use this way for intercepting heavy bombs. The
shooting distance differs depending on the relative speed with respect
to the enemy aircraft, but it exploses just about 6100 m from the front
and from about 4200 m if it is from the rear. The number of loading is
24 shots.
WGR 21 Rocket
Plane model: Bf 109 G - 6 : Bf 110 G - 4 : Fw 190 A
This also has a timed fuse and explodes in about 6 seconds after
launch. Bf 109 G - 6, Fw 190 A and Bf 110 G - 4 are mounted in only two
and four, respectively.
Hit With A Rocket Bullet!:
Me. 262 fires a lot of R4M rocket bullets at once, but this type of
Rocket explodes after a certain period of time. So let's explode them
just inside the formation of enemy bombers. Hopefully it can damage
multiple enemy planes.
(Situation) Aircraft itself: 500 km / h, enemy bombers: 230 km / h,
distance: 3200 m
So launch the rockets with those speeds and distances from into the
back of the target bomber! The result is shot down! (Although use the
parameters as a approximation, reference guide only. For an example how
the situation can be different; If the speed of the enemy aircraft is
slower, or if its flying towards you, the Rockets need to be fired from
a further distance away to time it correctly.
Technical Info:
Rocket Attacks are intensive and there is some difficulty in hitting
targets, especially airborne ones, with the various rockets in EAW. I
will attempt to explain some basic concepts of rocket attacks, and the
effects of gravity.
Rockets in EAW are unguided. They go in the direction that the plane is
pointing. If the plane has any yaw or pitch angle, then that will also
affect the rockets flight path. The rockets are immediately affected by
gravity. Their forward velocity, for all practical purposes is separate
from their downward velocity, or "drop".
The downward acceleration of gravity is 32' per second, per second.
That means an object drops 32' in the first second, then picks up an
additional 32' per second each second, or 64' per second in the next
second, and so on, meaning that after two seconds, the object has
fallen 32'+64'=96'. Drop and time is : 1sec=32' 2sec=96' 3sec=192'
4sec=320' 5sec=480' After four or five seconds, it is not practical to
try to judge an aiming point in EAW.
Velocity of the rockets is given in the EAW manual in Feet per Second.
(fps) This may be confusing, as the velocities sound very fast. They
are not. To convert FPS into MPH, use this formula: FPS x 3600 /
divided by 5280=MPH To convert MPH into FPS: MPHx5280 / divided by
3600=FPS
Velocity of the American 5", and British 60lb rocket is 875fps or
596mph. The German 21cm rocket is much slower at 650fps or 443mph. I do
not have data on the German RA5 rocket on the ME262, but it seems
fairly fast ( 900fps + ).
To calculate the closing velocity, ADD target and rocket velocity
head-on, and SUBTRACT target velocity from the rockets for a trail
attack. So now we have all this data, what does it mean, and how can
you use it to practical effect? As the calculation of "lead" is not
possible in the game, make direct head on, or straight tail on attacks.
This makes the calculation of "closing velocity" much more simple. For
head on work, add the targets velocity in FPS to the rockets. Use the
above formula to convert the target speed to FPS. ( 150mph=220fps ,
175mph=256fps , 200mph=293fps ) For the game, we make some assumptions,
because we do not have certain data. Assume rocket velocity is achieved
instantly, and that wind has no affect, for example.
Lets take an example: an ME110 with 21cm rockets is approaching a
formation of B24's at 21,000', heading 170deg. The ME pilot approaches
them at 350 deg, for a head on attack. The bombers are traveling at
175mph or 256fps. Add the rocket and target velocity 256fps + 650fps =
906fps. The effect will be that the rocket will cover 906' in one
second, 1812' in two seconds, and 2718' in three seconds. The ME pilot
decides on a two second firing range, or 1812' This means he should fly
at: target altitude + 96' = 21,096' in this case. He flies flat and
level at the calculated launch atitude, and fires when the lead bomber
is 1812' away. Even if you miss the top, lead bomber, the rockets
downward velocity may put it into a lower, trailing plane.
Another example, same plane and target data, but set up for a trail
attack. The ME110 flies at 170 deg, to come up behind the bombers. Now,
you subtract the target velocity from the rockets; 650fps - 256fps =
394fps or 268mph. The rockets closing velocity is only 268mph, not fast
at all. At this rate a one second firing range is only 394', not a
place I would put a fighter. So we choose a firing range of 4sec or
1576' ( 394fps x 4sec ) This means we should allow for a 4 second drop,
and therefore fly at 320' above the target plane (21,000 + 320 =
21,320' ). For those flying German planes, it may be easier if you
practice with the ME110, as it carries four rockets, instead of two, as
on the FW190. As you approach your rocket launch point, lifting one
wing slightly will give your rockets some "vertical spread", as each
rocket is now launching from a different altitude.
Ground attacks are more a matter of practice than anything else. Pick a
comfortable glide slope for your attack, and pick a range at which to
fire. Use this angle and range as much as possible. The drop data
remains nearly the same, however, because of the combined effects of
the rockets motor, and gravity, the rockets seem to go a little faster.
Ground attacks come down to this: pick an aiming point on your gun
sight, fire at the center of your target, and judge for yourself if you
must adjust your aiming point. Attack linear targets, like trains or
ships, along their long axis. This assures a hit somewhere along its
length. You can also use gun fire to judge an aiming point.
V1 Flying Targets:
They come over in sets of 3. I could never get the first one so always
concentrated on the 2nd usually coming up behind me. They are a real
bear to get but it is possible. (Also if you are flying a campaign,
this is always a good time to rest your other pilots and go hunting for
them on your own). The AI pilots don't seem to be of any help with
V1's, even if a second group is between the target and the incoming V1.
At the altitude they came over, low (5000' or less), most
contemporary aircraft could not catch them without a diving attack as
their speed is in the 350-425 mph range.
Getting the first wave of V-1s that are flying too fast (seems
upper 400's(mph) requires a "diver" intercept in single missions, (this
is basically a Real Life technique; diving attacks). Also the following
two waves are often slower and easier to catch up to. Heres what to do:
1. Fly the Tempest! (There were 11, V1 Real Life aces with 20 or
more kills. The top ace had 60 1/3 - S/L J. Berry, DFC and he flew a
Tempest.) (Apparently a SpitXIV or Typhoon could catch them.) (In Real
Life the V-1s were also intercepted with souped up Mustangs.
They cranked the boost pressure on the supercharger. Lost several
planes and a couple of pilots when the engines failed.)
2. Don't try to follow the first wave...usually (especially if you "Alt-N") you are too late to catch up with them.
3. Try to orbit on-station at around 10,000ft. or so. (flying high you'll have more speed to bounce them).
4. Making a good guess as to where it would appear (or you can cheat;
use the target key to scan for oncoming V-1's. Just pretend you are
getting updates from radar stations tracking incoming V-1's :| but
consider this...You won't get much help from Ground Control radar
stations).
5. When you find one try and time your diving attack to begin just
before the V-1 reaches your position...then slam the throttle forward
and start a medium shallow dive.
6. Slip in behind.
7. Fire in short bursts...try some "pot-shots" from longer range than
you think you should...if you hit the little bugger it will make a BIG
bang. Which brings up the next piece of advice...Don't get TOO close!
(The Tempest pilots in Real Life did catch them in stern chases though,
I remember reading that they learned not to be too close as the
consequent
blow up usually blew back on them. Then there are the guys that flew
alongside and tipped them over with their wingtips).
[END]
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