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kokhee
05-19-2009, 03:15 AM
how to taxi on an air field?i tried to find controls but i couldn't.and how to set a mission that starts on ground in a air field

kokhee
05-19-2009, 03:15 AM
how to taxi on an air field?i tried to find controls but i couldn't.and how to set a mission that starts on ground in a air field

RPMcMurphy
05-19-2009, 04:10 AM
Go to Full Mission Builder,
and then:
-File
-Load map(choose one, Okinawa for example)
-Zoom in on an airfield using Shift+left click, or use the slide controls on the side and bottom of the screen. Left-click on map to move it around.
-View object
-Choose a fighter plane
-Crtl+left click near an airfield
-Click 'Plane'
-Check 'Player' box
-Click waypoint
-Choose Take-Off
-File/play/name mission(howbout todays date)
-Save mission
-Click fly or hit enter.
Start engine and Take off.
Good luck. This is just the very tip of the iceberg. Worry about taxiing from hangar later.

Tully__
05-19-2009, 06:19 AM
To start on the ground, three things are necessary:

1. The mission designer/planner must have chosen to have you start on the ground.
2. You must turn on the difficulty setting "Takeoffs and Landings"
3. You must NOT be flying a mission from Quick Mission Builder, you always start in the air in QMB missions.

For single player missions (both single and campaign) and coop missions, if you need to take off you'll always be on the runway ready to take off so no taxiing is needed until you land.
For multiplayer dogfight missions where the host has chosen to turn on the Takeoffs and Landings difficulty settings, you'll need to taxi to a runway. Occasionally you'll find a mission where even with the Takeoffs and Landings turned on the mission designer has used a trick to force air starts anyway.

The only controls you need for taxiing are brakes (default key assignment is B), throttle and rudder.
When you press the brakes and use right rudder, the right wheel will be braked more than the left and you'll turn right.
When you press the brakes and use left rudder, the left wheel will be braked more than the right and you'll turn left.

Don't go too fast or you wont be able to turn in time. Don't use too much throttle while using the brakes in a tail wheel aircraft or you'll over balance and break your propeller. Be careful using the brakes from high speed in a tail wheel aircraft or you'll nose over and break the propeller.

The quickest way to get on an airfield for practising taxiing, takeoffs and landings is to start your own dogfight server. From the main menu:
<UL TYPE=SQUARE> <LI>Click Multiplayer
<LI>Click Create New Server
<LI>In the "Game Type" drop down list, select Dogfight if it's not already selected. Click Create
<LI>Click the Difficulty button to get to the difficulty settings. There are two screens of settings.
<LI>In the first screen select the settings you want then click Next
<LI>In the second screen make sure the Takeoff & Landing switch is set to the Left and the light is on, set the other settings how you like.
<LI>Click Back twice, to get back to the mission selections screen.
<LI>Select any of the entries in the Mission Files window and click Load
<LI>When the map has loaded, click on any of the base icons on the map to select a base, then click on the Arming button to select an aircraft.
<LI>When you have selected an aircraft and set up the weapon and fuel load to your liking, click on the Apply button to take you back to the briefing screen then click the Fly button to start your practice. [/list]

The best thing about using Dogfight missions for practice is that when you break your aircraft, you don't have to wait for the mission to reload. Just press Esc, click Refly, click Fly and you're back in the mission with a fresh aircraft. The downside is that you'll be the only aircraft in there, there's no-one to shoot at unless your internet connection/router is set up for hosting, in which case you may get a total stranger join the mission occasionally. If you don't want random join ups, block the game with Windows firewall or if you're behind a router, don't set up port forwarding.

If you just want to practice landing without taking off, turn off the Takeoff & Landing difficulty setting before starting the dogfight mission. You'll start in the air at 1000m (about 3000 feet) altitude flying across your chosen runway.

kokhee
05-20-2009, 02:08 AM
thanks a lot guys!!!!!!

kokhee
05-20-2009, 03:41 AM
tully,could you give me some tips for taking off and landing i took a long time to take off

Tully__
05-20-2009, 06:52 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by kokhee:
tully,could you give me some tips for taking off and landing i took a long time to take off </div></BLOCKQUOTE>
Some basic things to be aware of before we start.
The aircraft we're pretending to fly in this game are very high powered military aircraft. The effects of torque and propwash are very pronounced so we have to be aware of how the aircraft is likely to react when we change any of the controls by a significant amount.
A large change in throttle will cause the tail of the aircraft to swing to one side or the other, you'll need to correct this with rudder for temporary changes and rudder trim if you're keeping the new throttle setting for a while.
A lot of aileron input at low speed can cause the rising wing to stall and the aircraft to flip the opposite way to which you expect. If a wing begins to drop all by itself while flying at low speed and you try to correct with aileron, you'll make the situation worse. You need to correct this with rudder.
Also you need to be careful about pulling back on the joystick. If you jerk back or pull too far back you can cause the aircraft to stall at just about any speed and this is especially true at low speed.

Now for takeoffs.
Line yourself up on the runway after checking that there's nothing in front of you. Once you're sure you're lined up, you may find it useful to lock your tailwheel though I don't bother. When first learning a new plane, make sure the trim controls are set to neutral. For most aircraft you wont need flaps unless the runway is unusually short.
Smoothly increase the throttle to maximum and be ready to use rudder to correct the aircraft swing caused by the propellor wash. The direction of the swing is related to which way the propellor turns, so some aircraft will swing right while others will swing left. In a few tries you'll learn to anticipate it and once you get a feel for the aircraft you can preset the rudder trim to minimise the amount of rudder you need to correct if the aircraft you're flying is equipped with trim on the rudder. You may find it helpful to hold the brakes for a couple of seconds to allow the engine to come up to speed before starting your takeoff run, but I don't bother with this except for aircraft carrier takeoffs.
Some aircraft will handle a little better if you ease the joystick forward a little to lift the tail early, but most take off best if you leave the stick centered until you're ready to lift off the runway. For most of the aircraft you'll want about 180km/h (about 110-115 mph) before gently pully back on the stick to take off. How long this takes will depend on the aircraft you're flying and how much weight it's carrying in fuel and bombs.
Something to note is that drag is partially affected by lift. The longer you minimise lift by keeping your wheels of the ground, the quicker you'll get to flying speed.
Once you're in the air, get your wheels up as soon as possible, they create a lot of drag reducing your acceleration. Also, keep your climb rate low until you've reached a respectable speed. Climbing also reduces accelaration.

Carrier takeoffs are a whole new level of challenge. When you feel up to trying them, I strongly recommend finding some missions where the carriers are moving. The speed of the carrier adds to the aircraft speed making it much easier to reach flying speed before the end of the flight deck. Also keep your bomb and fuel load low until you've had a bit of practice. You'll also need to go into the controls screen and assign a key for "Toggle Chocks" as when you start on an aircraft carrier your wheels are chocked and you can't go anywhere until you've removed the chocks.
You'll also probably need either combat or takeoff flaps when taking off from carriers. When particularly heavily loaded you may even find that you need to keep the flaps up until just before the end of the deck to minimise drag, pop out combat flaps as you leave the deck and then drag them back up once you're flying with some level of stability.


Landings.
While learning landings, start your landing approach a long way out from the runway. About 5km (approximately 3 runway lengths for the airfields with the big concrete runways) is a good start. When commencing your approach make sure you're already fairly slow as it's hard to slow down while you're descending. Even this far out you don't want to be travelling faster than about 320km/h (200mph). In most aircraft you're risking damaging your flaps at higher speeds anyway. Aim so that you're approaching the first 50m or so of the runway.
Don't use the gunsight as an aiming aid for landing, if you do your nose will be pointed too low and you'll either not be able to slow down or you'll land short of the runway. The part of the runway you're headed directly towards will not move up or down in your windscreen. If the part of the runway you want to land on is moving up your view, you're descending to quickly, if it's moving down you're descending too slowly.
Once you're lined up and down to a reasonably slow speed, put out combat flaps and make sure your rudder and elevator trim are adjusted (if available). Set up your rate of descent by adjusting the throttle rather than the joystick. Less throttle will make you descend more quickly, more throttle will slow your descent. Make small adjustments and wait for the result before making further adjustments.
To slow down, very gently raise your nose a little. When you get to the speed you want, use elevator trim to adjust so that you don't have to constantly hold the stick back to keep your speed. Make small adjustments and wait for the result before making further adjustments.
By the time you get within a kilometre of the runway you should have your speed under 190km/h in most aircraft and in some of the earlier planes it should be considerably lower. For example a good final approach speed is around 150-160km/h. Being this slow with a kilometre to spare leaves you plenty of time for final adjustments to direction and descent angle, if you have to rush things you'll need bigger control movements than are safe at low speeds.
If a wing begins to show a tendancy to drop, use the rudder to swing the nose away from the dropping wing. Don't haul the joystick the other way, you'll most likely make the dropping wing stall altogether if you try that.
As you cross the end of the runway, you should be only 5 - 10 m off the ground. Slowly and smoothly pull your throttle back to zero and ease your nose up so that you level out with our wheels barely off the runway. You'll quickly slow down now, keep easing the nose up to maintain your wheels just barely off the runway until the aircraft is going too slow to fly. At this point you're landed but you're not done yet.
If you're in a tailwheel aircraft, keep the stick back to help stop the aircraft from nosing over and apply the brakes. Be ready to let them off instantly if the nose starts to drop.
Use the rudder carefully to keep the aircraft on the runway centreline. Remember that in this game the brake balance between left and right wheels is controlled by the rudder, so if you're using the rudder at the same time as the brakes you can find the aircraft suddenly turns too much to maintain control. Use the rudder gently and carefully.

When you're below 40km/h you can consider it safe to taxi off the runway, though you still need to be careful in the turns as it's possible to spin the aircraft on its axis if you get too agressive. Sometimes if you do this you'll break the landing gear and other bits.

Aircraft carrier landings I'll leave for another day.

Good luck and I hope this helps.

Sillius_Sodus
05-20-2009, 11:47 AM
Another thing you can try to make takeoffs easier is to push the power up to, say, 50%-60% and let the aircraft roll for a short time, then slowly bring the power up to 100%. This will help you stay aligned with the runway since the initial swing of the nose due to torque will be less and the speed you gain before applying full power will make the rudder more effective.

kokhee
05-21-2009, 01:43 AM
thanks a lot guys,i really appreciate it!

kokhee
05-24-2009, 12:09 AM
tully,why couldn't we fly b17,b24 and b29?

kokhee
05-24-2009, 12:09 AM
tully,why couldnt we fly b17 b24 b29