Flight Training Ground School

So, you've decided to become a hot shot Air Warrior pilot, eh? Well, the first thing you need to know is you're a dweeb. Don't go away mad. Everyone's a dweeb when they first start flying and it doesn't matter how hot you are flying any other sim. If you haven't obtained your AW front-end software yet, get it now. Basic Training is going to teach you to prepare for flying.

Before you even think about going online and having someone gun your brains out, you need to become familiar with the environment. This includes preflight equipment checks, terrain familiarization, determining friend from foe, flight planning and where's the damn starter switch.

Preflight

Every time before you go up, you should perform a preflight check of your system. This will save you vast amounts of frustration.

Some of these items were written before there was a version of Air Warrior for Windows. Some comments will only apply to the DOS version.

The following items should be checked.

Terrain Familiarization

map Before you can go blasting enemies out of the sky, you need to know which direction to go to find them. It would be very embarrassing to fly for half an hour only to find out the enemy is in the other direction, has slaughtered your fellow country men, plundered and pillaged your country's cities, villages and airfields, and is harassing you on the open channel by calling you a yellow backed dweeb in a runstang.

compass You need to be familiar with the eight points of the compass and their numerical bearings. For instance, north is 0 or 360 degrees, south is 180 degrees and southwest is 225 degrees. You will be given or need to give position reports when flying online and going the wrong way or giving bad info will make you look bad and feel even worse. Worse yet, you might damage or destroy your own country's airbases or strategic reserves. While Air Warrior can give you your current position in sector coordinates (x,y lower left origin), you will need to know your position within a sector and give reports accordingly. For example, you may receive an enemy buff position report of Bz 17 25k 3,5 nw hdg 135. You will need to know that this is a B-land B-17 at an altitude of 25,000 feet in the northwest corner of sector 3,5 heading south east. You must then plot time and distance in your head so that you can be at the appropriate altitude to intercept and at the right place at the right time.

Lastly, you need to understand relative bearings or the direction to take when you want to go from your current position to another place on the map. For instance, if you want to fly towards an enemy that is up and to the right of you on the radar map, then you must fly northeast or 45 degrees. If you are currently heading 90 degrees or east, the relative bearing is 45 degrees to your left. If you were flying north, the relative bearing would be 45 degrees to your right. Either way, turn the appropriate direction to fly north east.

There are several general things to note about terrain (usually referred to as a theater).

Friend or Foe

gun sight What country should I fly for? You're a mercenary, take your pick. Of course the alt monkey horde warrior sheep lovin C-landers could use some more help, but it's your choice. :-) Once you get online, you may decide to fly each country for a while until you find the one that suits you. Each seems to have it's own personality (and personalities). For flying offline, you may want to fly one country for a while, then another to get a feel for layouts. Whichever country you fly for, be sure to remember who's a good guy and who's not!

Selecting a country offline is done via the Mission menu item. You select the country for your own plane and the country associated with each of the drone planes. For offline flying, it's probably best to limit it to two countries unless you are going to have everyone real close to each other.

cockpit Once you start flying, you will need to figure out who's friendly and who's not. There are two ways to do this. The first is to learn the color associated with each country (it varies with the different front ends so learn it for your front-end). This color will be displayed by the icon and range/type information in your view when it gets close enough. If the range/type information shows a player id instead of an aircraft type, it's a friendly. DON'T SHOOT FRIENDLIES! You will make some very powerful enemies if you do and you run the risk of being persona non grata.

In this example we see the country is identified by the country color legend in the upper left of the view. Two aircraft are in the front view. The one in the gunsight has a red icon above it which the legend to the side identifies as a B-land Ki. The aircraft in the upper right of the view has a green icon above it identifying it as a C-land plane. However, this plane is not identified by type. It has a player number which identifies it as a friendly C-lander. AW4W uses a new 5 character player-id format which shows the CPID (short player ID handle).

p51 kill on p38 The second way is to look at the color markings on the aircraft. This is a fairly new feature of the front ends. The drawback to identifying friend from foe this way (as the P-38 has found out) is you will likely be dead before you are close enough to get a visual id. Learn to use the icons.

Do NOT use aircraft type as a means of identifying the enemy (unless of course you are flying in a battle recreating scenario with aircraft types assigned to each country). In Air Warrior, each fictitious country, has licensed the production of all major WWII types and therefore are available to each country. [ where is the write up on plane type availability that was posted so long ago. ]

Aircraft Aerodynamics

You'd be surprised at how many hot shot flight sim jocks try out Air Warrior and can hardly keep the plane airborne yet alone shoot something and kill it. To really fly well, you need to understand aerodynamics and how they relate to Air Warrior. To really understand what is going on is way beyond this document. [ Need a reference here. JK ] However, it would help if you did find a book on the basics of aerodynamics and study it. Some flight sim manuals include this kind of information. I will attempt to explain some of it here.

The Four Forces

four
forcesFour forces act on your plane to make it fly. They are thrust, drag, lift and gravity. Thrust is produced by the engine(s) to move your aircraft forward while drag pulls in the opposite direction trying to keep you from moving at all. If thrust is greater than drag, you speed up. If it's less than the drag, you slow down.

Lift is produced by the wings and can sort of be thought of as a force which pulls perpendicular to the direction of travel, but in reality it is closer to perpendicular to the wings. Normally, this direction is up and therefore this holds the plane up. However, as an airplane rolls and pitches, the direction of movement changes and therefore the lift vector (direction of the force of lift) changes.

Gravity is fairly simple. It's a force that ALWAYS pulls straight down to the earth no matter what orientation the aircraft is in. An airplane flies because the amount of lift pulling the aircraft up was at some point greater than the amount of pull of gravity. In other words, the available lift must be able to support the weight of the aircraft. The more a plane weighs, the more lift is required to keep it in the air. Now for the fun stuff.

When your thrust is greater than your drag you accelerate. However, as you go faster, your drag increases. Eventually, you reach a balance where your drag matches your thrust. At this point your speed stabilizes. However, while you are accelerating, you have a choice. You can either go faster, or you can use the excess power to climb. You cannot climb if you don't have excess thrust available.

Now, the amount of lift you get varies with altitude and airspeed. The faster you go, the more air is flowing around the wing and therefore you get more lift. However, air gets thinner as you go higher so there is less air available to flow around the wing, but it also means you can push your way through it easier (sort of like the difference between stirring molasses and water). You can go faster as you get higher only to the point where you have enough air for the engine to make more thrust than drag.

Another way to increase lift is to increase your angle of attack. This is the difference in the direction the plane is pointed versus the direction you are traveling. If you stick your hand out a car window while you are moving and keep it flat, it is flying like a wing. The air is moving in the same direction your hand is pointed. However, if you tip your hand up slightly, your hand is pointed in a new direction but the wind has not changed it's direction. This difference is called the angle of attack. Your hand will want to move up when you do this. The increased angle of attack increased the lift. Your hand will also want to move backward. That's because any increase in lift has a corresponding increase in drag. When you increase your angle of attack beyond a certain point, the lift will go away, but the drag will be huge. This is called a stall. You have increased the angle of attack beyond the point where lift is created. The only way to recover from a stall is to reduce the angle of attack. Changing the speed does not matter. [ find MPEG showing stalled airfoil. ]

Energy

I don't want to go into a lot of detail on energy right now other than to make you aware of it. There are two kinds of energy, kinetic and potential. Combining the two of these represents the total energy available to you to use for maneuvering. Rather than talk about the physics involved, I'll try to relate the two in an example.

When you are sitting on the runway, you have neither potential nor kinetic energy. Once you start moving down the runway, you start to build kinetic energy up since it is related to your airspeed. As you lift off the runway, you start to build potential energy up as it is related to altitude. During your climb, your altitude and potential energy increases, but you neglect to watch your airspeed and climb too steep. Now your airspeed and kinetic energy starts to fall off, but you are still gaining potential energy. Eventually, you have little airspeed and little kinetic energy, you stall and start to drop like a brick. Your potential energy is being converted to kinetic energy as your altitude drops and your airspeed builds. In the end, you have less total energy than before the stall since you burned some up maneuvering.

As you can see, kinetic energy represents energy useful for maneuvering at a given instant, but potential energy is a resevoir which may be tapped to use as kinetic energy. Another way to look at it is airspeed gives you the power to maneuver and altitude is your resevoir for converting to airspeed.

Energy management will become an important part of your air combat training as the lessons get more and more deadly.

Compression

One flight characteristic that hasn't been mentioned so far is compression. I won't go into the gory details of compression, but I will say that it's related to how fast you are going. As you go faster a shock wave builds up in front of the plane. The faster you go, the farther back it extends. If you get going fast enough, you can actually put your control surfaces in the shock wave causing you to lose control.

Air Warrior's Aerodynamics

Air Warrior models the four forces described above to provide a highly accurate model of aircraft performance. The performance of each modelled aircraft is compared and verified against flight test data for the actual plane. The flight model appears to use a 3 DOF [ glossary ] flight model and takes into consideration things such as wing loading, power loading, AoA, parasitic and induced drag and so on. However, it is not currently a 6 DOF force model simulator (such as WarBirds). Air Warrior doesn't model rotational forces, so it has a slightly unrealistic digital feel to it (as most flight sims do). It also has some problems with slow flight characteristics and departures (a notorious problem among flight sims) though these may be addressed in the next major release.

As with real aircraft, your plane will climb until it has no more excess thrust and drag will be created as you pull back on the stick (changing your angle of attack) to maneuver. You must take great care to be gentle with your maneuvers until you are familiar with how the planes fly. If you aren't careful, your airspeed will drop and your angle of attack will increase (to compensate for the loss of lift) and eventually you will stall and spin in. However, forces such as torque and P-factor are not currently modeled. Slips are not modeled either and spins are a horrible hack, but are better than most sims treatment of them.

Compression is modeled in Air Warrior as well. Some planes are less prone to it than others though. In AW, compression causes you to lose control of your plane (i.e. you cannot move the control surfaces). The only way to recover is to slow down by either applying air brakes if your plane has them and/or by throttling back.

Stalls and Spins

You should learn to fly with stalls and spins turned on because that's the way real planes fly. It may seem difficult at first and you may be tempted to turn them off, but you should learn with them on and turn them off later if you want.

Some planes are hard to recover from spins. You will need to learn the idiosyncrasies of each to determine how to recover. Some like to recover with throttle back or engine off. In fact you can damage your engine sometimes if you don't do this (watch your oil pressure). You will practice stalls and spins later in your flight training.

Flight Planning

Air combat is inherently dangerous and you would be fooling yourself if you used an attitude which lets you get in a dangerous situation without being fully prepared. Flight planning is where this comes into play. You must know where you plan to depart and return, what is your mission or target? What is the required ordnance? How much fuel will be needed? What is the likelihood of enemy resistance, type, numbers? What terrain will aid my navigation or attack?

Missions

The kind of mission you are going to fly depends on many things such as what you like to do and fly personally, people you like to fly with, opponents trying to ruin your day or your country, squadron participation, scenario participation and so on. There are a variety of different kinds of missions.

Fighter Sweep

More often than not, you will probably find yourself in a fighter looking for another fighter to kill (of course, if you're good, you may have already killed 2 or 3). You won't want to load up with bombs here, but you may want to find a reasonable fuel load for how long you think you will be up. If you are a dweeb (and we know you are), you will likely want a small fuel load since you aren't likely to last long. The better you get, the more fuel you can bring to stay up longer and get more kills.

Why would you want to limit your fuel load? Mainly because your plane flies like a pig when it gets heavy. Refer to Lift and Gravity, The Four Forces for a review. If you really understand the four forces acting on the plane, it should become obvious after a moments reflection.

In addition, different planes have different flying qualities. This will become more obvious as you gain experience. This also means that certain planes are better suited to certain missions. For a fighter sweep, you may want a plane with a lot of ammo or heavy firepower [ Ammo chart ] such as the FW-190. If you prefer less kills, but a greater life span, you may prefer a better armored plane [ Durability chart] with speed.

Jabo

No, that's not Jet Assisted Blast Offs. It is a German term or slang for fighter-bomber. A jabo mission is typically a dive bomb mission. It is normally carried out by fighters, but may sometimes be carried out by small to medium bombers such as the Mossie or A-26.

In the olden days of arena play, there was one radar per country [ is this right? JK ] which covered it almost entirely (small ETO/PTO terrain). Without it a country was blind to the attack of others although the airfield towers would broadcast warning messages of approaching enemy aircraft. This made it a prime target for jabo strikes where a small group of fighters would attack a single point (the tower at the capital field) to take the radar out.

A jabo mission usually is a hi altitude diving attack. Good planes for this are those which do not compress easily, such as the P-51 ( Refer to Compression, Aerodynamics for review), or have dive brakes (e.g. the P-38 and F-4U) to control the descent speed.

Occasionally, you may see a jabo mission which tries to sneak in under the radar at less than 200'.

Field Capture

Air Warrior has two types of airfields; those permanently owned by a country and neutral fields which may be captured (when flying online) and used by any country. A field capture mission normally involves three types of planes. There's a jabo strike to prepare a field for capture, a C-47 bus filled with troops, and escort for the bus.

The jabo strike is responsible for destroying the tower, which is a requirement for capturing the field. Although destroying the ack, which will tear up a gooney bird and the drunks (paratroops) it drops, is not a requirement, it must be taken into consideration. We will cover this in more detail later.

The C-47 is responsible for getting the troops to the field. They usually fly below radar coverage to give the enemy as little warning of its approach as possible. It is a very slow plane (~150kts) and climbs like a dog which is another reason to keep it low. Lastly, you want the troops on the ground as fast as possible, so you want to be as low as you can get and have a safe drop (the drunks refuse to jump at <500').

Field Defense

Once you have captured a neutral field, the enemy is going to try to keep you from using it. They will jabo the field to destroy facilities or close it. They will try to capture it. They will vulch an unguarded field. They may even drive an FP or two over to harass you.

Your best bet for defending a field from an ongoing attack is to find something with good low speed maneuverability (e.g. the Zeke) and/or great climb rate (e.g. the Spit and Bf-109). You probably won't be landing much, so you're most vulnerable when you are slow and climbing after takeoff. Low speed maneuverability and climb rate are your only assets in this situation.

Field Resupply

In the arena, when the enemy does manage to damage your facilities (fuel, ammo, maintenance) a drone will be sent out to resupply your field. However, the large terrain and brain dead drones may make that difficult. You may instead elect to load up a C-47 with appropriate supplies to fly to the damage field yourself. [ need more on inner workings of damage/resupply/repair ]. This is a dangerous mission, but probably not as dangerous as field capture since you are likely to be flying in friendly territory. It always helps to have escorts here.

Buff Escort

The only relatively safe place for buffs is at high altitude. In general, this is 30k+. An escort needs to have good high altitude performance to be of any use in the thin air up there. This is usually the role of P-51s or Spits though the P-47 maintains its dismal performance all the way up (i.e. it doesn't get much worse with altitude). In addition, it takes buffs a long time to get to that altitude so the escorts need to have good endurance to stick around.

Buff Intercept

More often than not, most defending planes need climb rate more than anything to defend against a buff attack. Given the 30k+ attack altitude, the range at which incoming buffs are detected, and the time to climb to their altitude, successful intercepts are rare. Successful intercepts occur more often when a small or medium bomber is intercepted at lower alts trying to get a quick jabo strike in on pinpoint targets (fuel, ammo, etc.). These are not visible from high altitude runs.

Tactical Buff

Tactical bombing is used to degrade the enemy's ability to fight from a certain place. This usually means damaging or destroying specific facilities at an airfield. Damaging fuel will degrade an engine's performance (except for the 109 which runs on 80LL anyway :-). Damaging ammo affects cannon shell availability and damaging the maintenance means for a weaker plane (may already be smoking when you take off).

Strategic Buff

Strategic buffing affects things on a more global scale. For instance, damaging factories may affect resupply rates or the availability of planes. Runs are usually made at high altitude against large targets that can be seen from way up.

It used to be that you could close airfields by laying a certain number of bombs on the runway as well, but that may no longer be true. The strategic rules are under revision.

Terror Buff

Terror buffing is usually done for fun since it doesn't really affect a country that much. There are two types of terror buffs.
  1. Points race
  2. Deathstars
The points race is usually run by those who like to see their names up in lights and can usually only be won by spending many hours flying online. High point attack runs are usually made on cities. Scoring varies from camp to camp, so you may have to experiment to find what target gives the most points.

Deathstars are feared by fighters and are a long running debate between buffers and fighter pilots. A deathstar is a fully gunned B-17 with sufficient hardness and gunner lethality to be able to go trolling for fighters. The usual result (after much laughing) is the fighter pilots complaining and the buff hardness and gunner lethality getting turned down. Of course, this then makes it easy for a fighter to blow a buff out of the sky without worrying about being damaged itself. Now the buff pilots and gunners get a chance to complain and the hardness and lethality get tweaked again.

If you're interested in blood and carnage here are two example's of deathstars in action, caught on film.

Harassment

With the larger terrain, we rarely see many land battles anymore. It just takes too long to get anywhere. You may occasionally see an FP drive all the way to another airfield to harass and vulch any planes using that field. More likely is an FP will be used to defend a field from vultures.

Electronic Warfare

A rather interesting tactic is radar jamming using C-47s. There's a limit to the number of aircraft that can be displayed on radar or in your view. By taking several C-47s to altitude and dropping troops, you can saturate an enemy's radar screen and view with paratroop icons for a long long time. Of course, getting a gooney bird up that high to begin with is a chore in itself. As far as I know, this has only been done once.

Terrain, Route and Fuel

Once you have decided what kind of mission you will fly, you need to decide where you will take off from, where you will be going, what route you will go to get there and at what altitude, and how much fuel you will need to do that. It sounds like a lot to worry about, but it will soon become routine.

You will find yourself taking the easy way out by flying a nearly straight line to your target, climbing for as long as it feels right with about the same amount of fuel you always take. Hey, it works, but routines can be counterproductive. For instance, you might normally take 40-50% fuel in your fighter, but a B-17 can fly hours with that much fuel. That means a lower climb rate and you are going to need all the altitude you can get. In addition, once the enemy knows your pattern, they can easily prepare to intercept you. You must vary your attacks to keep them guessing.

Look at the PAC terrain map and consider an attack on C72 (assuming N72 was owned by C-land) from A62. Would you go low level or high level? Would you go straight in for speed and surprise or would you loop around behind the mountain for stealth and surprise? Does the orientation of the runway at C72 affect your decision? It should. A low level stealth approach into the face of an N1K1 just taking off would ruin your day.

Ordnance

I probably can't count the number of times I've been on a mission with a group of folks where someone (including myself) has taken off without a proper ordnance load. You should get in the habit of forcing eggs to be loaded or offloaded every time before you go up. The default for having them automatically loaded or not is just too confusing to use it consistently.

When I fly online, I now reselect the buff every time I go up (if I'm flying buffs) or use the /bomb command to force loading or unloading as required. If I'm not doing something which requires high rate of climb or maneuverability, I generally try to take eggs with me whenever I go up and jettison them if I need to. This allows me to perform ground attack or air attack on a spur of the moment basis. Of course, if you forget you have those eggs slung underneath, it's like loading up with extra fuel.

Enemy Resistance

One last thing to note when planning your mission. You want as much intel as you can get on what enemy resistance might be like. Use roster information, airfield status, and even quick jaunts in a radar jeep to check out the area of concern. The more info you have, the better.

Weather

In Air Warrior, either there is no weather or you could consider it constant. The sky is always blue, the sun always shines. The temperature and pressure is always a standard day [ glossary ], so aircraft performance won't be vary from one day to another. It also means there's no clouds to hide in and no overcast, smoke, or wind to affect bombing, takeoffs or landings.

Test

Did you think I was going to let you climb into a plane without making sure you understood the materials first? Think again. Uncle RB has invested too much time in this to let you mangle you and your equipment all over the country side.

When you are ready to take your test, click here. You will be given the test, the test will be graded and you will be informed of the questions you missed and the areas you need to review. You may review and retest if you like or continue on with the next phase of your training, Solo Flight.


There are lots of additional places to go for basic assistance. The following are all recommended reading.
Last modified: Thu Nov 21 10:25:18 CST 1996
Jim Knutson (Red Beard), knutson@cactus.org