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RAF_Louvert

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  1. . Phase III will work fine on Vista generally, however one mode "CFS3 QC" (the old CFS3 type Quick Combat option only accessible via Workshop anyway) can, for some, cause issues apparently. Anybody running Windows 7 has no reason to fear CFS3 QC. Start OFF and go directly to Workshop, there to find CFS3 QC along the bottom, and click on it. After some on-screen magic, the Quick Combat screen will appear, change nothing, click on 'Go to Field'. Then put your hands in your pockets, more on-screen magic, and the Hanger Page, that looks just like Phase II will appear. There's a medal with a maroon ribbon on the left side of the screen. Click on the maroon ribbon, the Menu will slide out, and you can customize your entire experience. Click on the term ‘Flight Type’; you'll get your choice of: The Type of Action. Click on ‘Aircraft’; you can choose the Aircraft you Fly. Also the possible ‘Load out’; most of the German aircraft ONLY have twin MGs, except the Fokker EIII and the Halberstadt with a single gun, along with some of the bombers. British and French aircraft all have rockets or bombs, and on some you have a choice. There's also a Model 'T' Ford and a Moped if you get bored. Click on ‘Location’; you can then choose the country, flight area of country, airfield in the area, time of day or night, where you wish to start, weather, and season. Click on ‘Skill’; you can choose the skill of the enemy pilot, if the ground gunner can hit an elephant or not, and how will you initially confront the enemy. Click on ‘Fighter’; you get to choose the type of aircraft that will try to kill you. On the right side is the ‘Hanger’ and a drop down menu that speaks for itself. CFS3 QC is the ONLY place, you can choose to use Spawns, on the ‘Go to Field’ screen in the middle is a small white checkbox. .
  2. . The Olham Method for Ordering Your Wingmen About My way is dead simple: You press your "Select Target" key, (don't know the default one, see under "Controls", mine is put on joystick). In your TAC, (which has to be on for this, I'm afraid), you now see the previously red dot of one craft as a yellow. Also you may have a yellow bracket shown at the selected craft, (the bracket has to be "On" - see "Controls"). If you don't want brackets, switch them off, it still works as long as you have the TAC on; you must now look for the yellow specs. If there are too many craft around you, you MAY press pause and click through your enemies until the desired craft is marked. Of course, this is an immersion killer. If you got a target marked, that you want your wingmen to attack, press the "Attack" command; if you want them to stop and come back, press the "Return" command; if you want them to attack a different target, mark that one, and press "Attack" again. Your wingmen can also be given a general "Attack" order when nothing is marked. Therefore, the enemies have to appear as RED dots, then they are close enough. When you press "Attack" now, your wings will attack a craft of their own choice; probably the nearest. Your direct wingman will not, he will stay with you if he can. If you press the "Help" command, he will attack the craft next to you. He can be a great help, but he might also fire at the same craft you are hunting when it is the closest to you. To make the wingman stay with you, press "Help" right after "Attack", that should keep him with you. But when there are a lot of enemy fighters he may get forced away from you. I have put the wingman commands on the joystick base buttons, so I can use them very fast, and often effectively. Not always though. When your wingmen are carried away by the fighting and appear as white specs on the TAC, they will not "see" your commanding signs and will carry on doing what they do. Edit/PS: Oh, and don't forget to set the TAC for the right target type! There are "aircraft", "buildings", "vehicles", and "ships". If you want to attack a rail yard, you have to switch to "buildings" or "vehicles. .
  3. . Then we have the other extreme, the newbie who says, "The best place to begin is the beginning, so I'll start OFF in Jan 1915, flying with RFC 3 in the Bristol Scout". Well, six missions later, and you've yet to have an enemy contact, frankly you're bored stiff. Nobody to blame but yourself. In early 1915 there weren't that many aircraft anyway, mostly recon and spotting for the field artillery, and most of those endless 'patrols' were just to keep you busy. Plus, if you believe in flying without aids, (i.e. Labels), there might have been an enemy around but you never saw him. He could be behind a cloud, you'd never see him. NOTE: There's no hiding from the TAC with the aircraft only screen up. PS: If you can hit anything with the Bristol Scout, (other than a tree), you were born too late. .
  4. . One thing worthwhile to think about! Originally, Quick Combat was considered a practice area, where you could work on your gunnery and your piloting skills ‘til the action of the AI became just too predictable to be a challenge anymore. Then you would advance to campaign. Well QC has changed, and some accomplished pilots never leave QC, as there you control ALL the variables. Also, it's a great place to practice dead stick landings and side slipping, with nobody bothering you in Free Flight But if you wish to jump into campaign, with both feet, and die a lot, be my guest. .
  5. . One of the Hidden Features of OFF In your OFF main screen click on 'Credits', (nobody ever does). Make sure your speakers work. After the actual credits there appears a field of red poppies and the taped voices of four WWI pilots, all of them frightfully British, followed by the reading of "Over Flanders Fields". .
  6. . Different Ideas of the Best Way for Newbies That Wish to Start Their First Campaign If you like the SE5 I'd suggest joining 56 Sqn. RFC in early 1917, just as they arrive in France. You'll get enough action, weather allowing, but should be able to get on top of your adversaries who'll be flying Alb DIIIs and later DVs, both of which the SE can handle admirably. Alternatively, if you want to feel god-like, join the RNAS with Naval 10 in May 1917 and be amazed at how your Sopwith Triplane runs rings around the Alb. DIII opponents, negating their firepower advantage. Then a little later with equal firepower your twin Vickers will rip them to shreds, but only for a little while alas! If you're eager for a scrap follow the aforementioned advice, for there you will still more or less hold the advantage in machinery. A little rule of thumb: The number on the TAC will tell you the distance to your next waypoint in nautical miles. Above 40 Warp, below 40 fly it. Warp is handy to reach altitude, but once you've reached it cancel Warp (Ctrl+X). Altitude is visible on (Z). If you still find yourself starved for activity go to Workshop and set Regional Air Activity to Heavy. You can always switch back. If you want hair-raising action, fly 1918. I had crazy furballs with 93rd Aero against Jasta 18s DVIIs. If you want it a little less crazy, as a German start at Wasquehal in May 1917, (Jasta 10, Jasta 28w). They see good action against Pups and Triplanes, (but you have to be good, because the Albatros DIII early is not superior except for the two machine guns the others don't have). With Jasta 6, you can fly the early Fokker Dr.1, a real devil of a turn fighter. You’ve got to get used to it, as it's an unstable craft. It just does anything you do on the stick. If you know how to fly it well, you will be a "Reaper with three wings". Good action against Camels and S.E.5a guaranteed. Seriously speaking, 1918 is a bad year for OFF newbies to start with, especially in the northern and central sectors of the front. There's just so much action everywhere against deadly planes that it can be quite overwhelming even to experienced pilots. SE5a is a great beginner's choice; easy to fly, fast, two machine guns, and it can easily give the Albatros pilots some serious headaches, particularly when flown in a campaign that starts in early to mid 1917. For Germans, the Albatros D.II is a perfect beginner's plane and really superior against most opponents when it enters service in autumn 1916, (it's also one of my favorite planes in OFF). For its time period, (late 1916, early 1917), it has the same good qualities as the SE5a does a bit later. I think the Alb D.II is better for inexperienced players than the D.III, because the latter has weaker lower wings, which can cause problems, (i.e. break off), if you don't know what you're doing. Otherwise the D.III is superior to the D.II in every way, and is a good plane to choose next in the learning process when flying for the Germans. For Entente, the easiest and definitely the most enjoyable plane to fly beginning in December 1916 is the Sopwith Pup. The Nieuport 17 is more manoeuvrable, but much more difficult to master because it has REALLY weak lower wings. I've had a lot of fun with the Pup in early 1917 British careers. Late 1916 - early 1917 is in my opinion the most enjoyable period to fly in OFF. The mix between fierce action and peaceful, uneventful missions is just about perfect then. The earlier in the war you go, the more peaceful it will be because there aren't that many squadrons or planes on the front, and OFF is currently lacking almost all the primitive early war designs, with some exceptions. And 1918 is deadly, especially after the major offensives begin in March 1918. Best advice!!! All of us "newbies" need to heed this. I tried to start in 1918, realistic, hard mode. Got my tail fin shot to hell. Going back a little. Gonna start in 1917. Need to start slower, take some time, not worry about score, staying alive is the key. Maybe the Allies are better to start with. SE5a is a good kite. WOW is this game fun! I can't stop reading about it, researching it, buying more books about the air war. Before you buy any more air war books, a while back many titles had their meat turned into PDFs and uploaded. Go to OFF Downloads, Scenery and Ground Objects, and there are five sets of WW1 Aviation Books. .
  7. . Landings Landing these birds without flaps or brakes ain't as easy as it sounds. On your approach, anytime you dive to shed altitude, you'll speed up. And while chopping your throttle is always a good idea when diving, don't turn that engine off as you might not be able to restart it. Fly with your throttle, losing altitude can be a good thing but you might need to start your approach 5 miles out, especially if your aircraft is a 'Good' glider like a Nieuport. You’ll find most airfields have a row of trees at the end of the runway. If you can't clear the trees, you'll need to give it gas to fly over them. Now you're 25 feet up, going 85mph. Anything above 50mph and your landing gear collapses on contact, followed by a loud noise which you might not hear. So you do a little side slipping, engine at idle, mild left rudder with a gentle bank to the right. You're now flying slightly sideways in the same general direction, you're losing altitude and slowing down. Don't attempt to land without straightening out first, as your landing gear will collapse. Forget the three-point landing, that's with a tail wheel that you don't have, and your engine lacks the power to do a decent flare. The instant your wheels touch the ground. kill that engine, (the quicker, the better). Then dig for potatoes with your tailskid to stop. Exception with the DR1, as she'll do a back flip. A little rudder side-to-side is required. Watch those wingtips. After you're down to about 30 mph, dig those potatoes. The SE5a is a bouncer, and the only cure for that is stalling 6 inches up. Easier said than done. .
  8. . What can cause a bit of confusion are the keyboard commands to use your Secondary Weapons, (no aircraft from Hunland has them except the bombers). OFF features two keys: Select Weapon = Backspace; and Fire/Drop = Enter. This is a leftover from CFS3, as the P51 could load out with 8 rockets and two 500 pounders all at the same time. That particular problem doesn't happen in OFF. Since you only need to select weapons once, I think of it as ‘Arm Weapon’. And while it is on my joystick, it occupies one of the lower keys. Another function that could prove interesting is Rocket/Bomb View = F9. It allows you to view the weapons impact, or watch them miss the target. However you must learn how to use the function, and you'll kill a few pilots in the process, so don't use your most senior flyer the first time out. It seems to be normal, as everybody seems to think that THEIR rig is the most powerful thing on Earth. Consequently they max out the settings, (identical to the CFS3 settings), run for a while, crash their computer, and 'Throw the Baby out with the Bath Water'. I was running CFS3 on straight 5's, two machines ago with my 5700 in AGP. OFF desires SPEED, it doesn't give a damn about power. I'm running a Quad core right now, but at only 2.4Ghtz. It's marginal for OFF. I have my graphic sliders at 4-3-3-4-1 and I average high 30's FPS and it’s smooth. I recently tried 4-4-4-4-1, it looked great for the first two missions, then I repeatedly crashed into the Briefing Room. Slid back to my old settings and no more crashes. Never looked back, and that was the end of May, 2009. .
  9. . I gave this answer about a month ago to a rather angry chap who just had his ace pilot interned for the duration. You might like it. You can eliminate that bit of nastiness and always escape the POW camp, by selecting Pilot Never Dies in the Workshop. However, you MUST voluntarily ‘Retire’ your pilot when the time in hospital exceeds 24 Days. Example: Make a forced landing over enemy territory, spend 17 days between the sheets, then escape the camp over the weekend; you’re back in the war. However, you get shot down in a ball of flame from 9,000 feet. That's 27 days in hospital and instant RETIREMENT. 'Die Roll on Death' is just as the name suggests; life or death is a matter of luck. Sometimes your number comes up and you are killed in a minor mishap, the same type of mishap you would normally walk away from with a severe limp. I like to think I banged my coconut really hard. Yet other times you'll make an attempt at landing, crash badly, and survive with just 3 weeks in hospital knowing full well nobody should have lived through it, but you did. Good place to be if you have an angel on your shoulder. 'Dead is Dead'. The choice for excellent pilots or the schitthead who thinks he's an excellent pilot. There is NO margin for error. Come in a little hot and snap a tailskid, even a bullet weakened tailskid, and you die. If you desire to prove something, the only thing you're going to prove is you're good at making pilots. .
  10. . Screen Resolution I know this doesn't make any sense whatsoever, but it's true, OFF runs smoother at higher resolutions. Don't take my word for it, leave Z up, (your FPS gauge). Normally what limits you is your monitor because today's video cards can go way up there. My 22" LCD can support 1680 x 1050 so that's what I ran in the past. I can't afford a new rig (i.e faster), so I recently picked up a 27" LCD, which runs at 1920 x 1080. I could scarcely believe the results. I picked up 7 FPS and the scenery looks outstanding. However I must admit I'm lucky I only run OFF, because anything else would look pitiful at that high a resolution. .
  11. . Auto Trim (Aussie Autopilot) Technically, there is no Autopilot, because there is no electrical system. Autopilot devices did exist in 1917, however they were much too expensive to take to war. No aircraft could adjust their trim in flight, some could only be adjusted by the aircraft mechanic on the ground. Some didn't feature the ability to adjust the trim...period. I've heard talk of late in the war, SE5a's could adjust their elevator trim while in flight. Who said flying these crates was easy? If you can spend the time, but you don't wish the stick time, it ain't legit but it works SOMEWHAT, SOMETIMES. Point the aircraft in the proper direction, nose high in a slight climb, then repeatedly press Ctrl+A until you get the desired results. Sometimes it dives, sometimes it climbs, sometimes it flys in circles, sometimes it flys straight all by itself. Guess it's all in the touch. Practice makes perfect. There was a way to alter time, but that was in Phase II. Not recommended now, because you'll piss off the Manager. .
  12. . The Finer Points of WARP Assuming, you're already cheating with the TAC, it'll tell you how many miles to your next waypoint. It's your call, but below 20 miles I'll fly it. However, it's a great way to reach mission altitude quickly. If it states, say, 23 miles, you may elect to Warp the first 18 and fly the rest. You achieved 15,000 the easy way, now you want control. Easily done with the Cancel Warp Command (Control+X). By the way, the EIII is not known for it's climbing ability. Sometimes you are awakened mid-Warp because of enemy activity in the area. You're not getting penalized for using Warp, they would've been there anyway, but you might've missed seeing them. In 1915 and early 1916, there weren't all that many aircraft in the skies to begin with, plus you might have pulled duty in a quiet sector. Relax and enjoy the lack of activity while you can, see how your controls work, and get a window seat. Mid 1916 and later, still quiet. Use those Labels and the TAC, they're probably there, but you don't see them as they're rather small. This video will show just how small, (Sopwith Camel flies in formation with a Spitfire): By 1917, you can pretty much bet on enemy contact every mission. By 1918 you'll wish your Father never met your Mother. .
  13. . Sopwith Camel: The Widowmaker In the proper hands it was a great weapon, if the pilot lived long enough to learn it. In 1917 she killed so many pilots she was called the Widowmaker. If you get it up in the air in too steep a climb, it stalls; a tight turn at low speed, it stalls; a sharp turn to the left, it climbs; a sharp turn to the right, it dives; if it turns too long to the left, it stalls. When you turn quickly to the right, if you're not expecting the dive, it's a killer. High rudder must be used in turns, when the aircraft is sideways the rudder is used as a huge elevator. It'll then turn tighter then anybody. It then becomes a very dangerous weapon, with the twin guns, and the great sight. IF you're still alive that is. I'm a fan of the Sopwith Triplane: excellent visibility, great low speed manoeuvrability. It has a single gun, but that's enough if you hit your target. . Further to this.. here is an explanation of why the Camel was like this from Uncleal.. Warplane - Rotary Engine Centrifugal Force
  14. . Clouds The clouds in OFF are like no clouds you've experienced in any other sim. Wispy, misty clouds are OK to fly through, but stay out of those thick ones. Clouds can be excellent to seek safety in, but be careful taking a shortcut through them. The big billowy ones contain some violent up drafts, down drafts, and crosswinds. 747s would experience turbulence in these clouds; P51s would get buffeted; you in your canvas and wood aircraft better stay the Hell out. If you're running to save your butt, being chased by six enemy aircraft, duck into the first heavy cloud you see, but when you do hold your crucifix in your free hand. If you have a better rate of climb than they do, I'd try that first. Some people disable the clouds in Config. Overrides, even that doesn't help sometimes. To my eye, those clouds LOOK the same with that slider on 1 or 5. Some think there's a difference, and run on 3. A little tidbit from the Developers: With the Clouds on 5, they can shield your presence from the AI, who normally can see you due to their X-ray eyes. Here's another reason to be the flight leader: As you follow your flight leader, he disappears into a cloud, you follow him and get your wing's torn out? Your Flight Leader is AI, as such He is unaffected by clouds, wind, rain, and sometimes he can climb without slowing. "Ya all keep in formation." .
  15. . Assorted Facts About the Settings in Workshops Ground Gunner Accuracy. Normal (Default) = Do you feel lucky today? Hard = Everybody in the valley wants you dead, and that includes the soldier with a rifle. Easy = Machine guns ONLY. Ground Object Density Medium = Default High = High Powered Machines Low = Guess !!! (the trees will always look better on High, but there are no trees at 9000 feet) Aircraft Skins Norm = Default; fine for the high-powered machines. Low = When you have to, you have to. High = No minor visible damage such as bullet holes, but the aircraft look great. However, with a low-end machines the FPS suffers. .
  16. . Talking to Your Wingman There were NO radios in these little birds, all communication with fellow pilots was via hand signals, so the closer to you he was the better the chance of him seeing your signals. Unfortunately, there's also a better chance of him running into you when dog fighting. There are two choices of Formation: Normal and Tightest You want him to be especially able to witness your shooting down the balloon, in the Balloon Mission. So there it's a good idea to repeatedly, even feverishly, press ( R ) Rejoin, to get his attention. NOTE: Any balloon you just shot because you ran across it is only treated as a ground target. You'll get no credit or medal for it. And even after you shoot down the proper, assigned balloon target you better head straight home and avoid any enemy contact whenever possible. You might fight your way clear, but both you AND your wingman must survive if you want any hope of getting credit for the balloon. Dead wingmen make terrible witnesses. .
  17. . Doing What Needs to be Done in ‘Controls’ You never played Phase 1 or 2 … I see said the Blind Man. Start up OFF; go directly to Workshop; along the bottom is CFS3 QC, (click on it); go to Field; click on Hanger, (menu drops down); click on Controls. You are looking at the OFF Control listing in it's stock form, it's identical to CFS3. (When things start coming at you, and they come at you quickly, you don't want to mess around with 3 keystrokes.) The first 3 are mixture. Auto Mixture in Workshop takes care of them. Then there is Mixture Idle Cut-off, (kills engine dead). Problem is it's three keystrokes, and you ain't got any brakes. Soooo, scroll down to Mixture Idle Cut-off and highlight it; click on Delete Assignment and the three keystrokes vanish, but Mixture Cut-off remains. It remains highlighted. Click on Add Assignment, a small window will appear asking you to enter a command. Hit 'B', (no need for a capital, just plain old 'b'), then it'll hand you some stuff about B is for Brakes. Just ‘OK’ it. From now on Mixture Idle Cut-off is the ‘B’ key. Next is Aircraft Labels, ‘L’, that's dashboard lights. TAC screen is 2 strokes, make that 'F'. Virtual Cockpit, ‘V’, it sits you in the cockpit looking forward. Float View is 2 strokes. Give it ‘G’ for the exterior view of your aircraft. When you're done changing stuff around, go to the Officers Mess, that will eventually bring you back to Desktop, and you're done. With the multi-strokes gone you have the choice of putting them on the stick, or not. .
  18. . OFF Slider Locations, and Assorted Settings Click on Graphics Config … white area, LR … Workshop. Give it a while to work, it can take up to 90 seconds. When it's done it'll list your video card. File > Custom settings > End of the world notification > OK There's your Graphic Detail sliders. Note: never exceed 4 on Terrain. 5 might look great today, but down the road you might have Big Time Problems. That 1st slider, the Overall ain't connected to schitt in OFF. It's a leftover from CFS3. Some list it, others don't. It's been proven that the Clouds will Only Hide You from the prying eyes of AI aircraft when set to 5. I don't know about you, but I see no visual difference between 1 and 4. Some run on 3. Why? Click on Window: That's where all your Overrides and assorted settings are to be found. If you wish to experiment, proceed slowly, and write everything down. Each time you're done with a category, click on the window again until you return to Image Quality, click on OK at the bottom. You'll find yourself back where you started DO NOT X your way out, you'll lose your settings as it defaults. File > Exit .
  19. . Makes No difference if you're running a Pentium 4 in AGP, or a Quad in Vista 64. The maximum slider setting for Terrian and Scenery is 4. Some of the newest most powerful systems can run maxed out, but it'll look just as good on 4, plus you won't encounter any unexplainable problems down the road. Also if you check your FPS ( Z ), it'll be higher on 4. A bit of troubleshooting you can do yourself: Firstly if things start looking strange, back off on all your sliders. Your Computer MUST think in English, however it also must be REGION USA, UK, or South Africa. Take heed you guys in OZ Quick Combat is where you practice and "hone" your skills, as you control everything. Campaign is meant to be real. However there are some members, who can't spare the time to start a Campaign, and never leave QC…schitt happens There are also folks brand new at this who jump into Campaign with both feet, and kill a lot of pilots. Many newbies play Quick Scenarios. I never have, these all work, but in Phase 2 they didn't. Old habits are hard to break The most common complaint is being killed very soon without a shot being fired. You're part of a 12 aircraft formation, 11 of them are at full speed, you're not. You are getting run into by your own chums. My solution is to dive for a second as soon as it starts The Configuration file accessible from desktop is CFS3, not OFF The Configuration file you want is accessible from the OFF Workshop OFF loves speed. Quads are good for building bridges. My Q6600 is only 2.4Ghtz, and marginal for OFF. I run sliders at 4-3-3-4-1, and get 30 FPS. .
  20. . Gauges ... HUD ... Z There are a complete set of gauges, including a compass that appears as it would have in WWI. They are usable but they obliterate the immersion. With them is the printed HUD ( F5 ). Along with the gauges, the printed HUD contains some goodies: 1) A more accurate digital fuel gauge than the dial gauge in your cockpit. If before combat it shows 87%, but after combat, it shows 84%, you've got a leak friend. Nothing to get excited about, but I'd start looking for someplace to land. You could attack another enemy aircraft, and run dry at 9000 feet: your choice. Some folks say it's cheating, but I say the WW1 pilot could smell a minor leak; you can't. 2) The ONLY ammo counter in the game. Sometimes it's nice to know when you only have 23 bullets BEFORE you attack two aircraft. The printed part CAN be dragged anywhere you want, (even off screen), but you need to attempt the drag by the left side edge, (anywhere else, it ain't gonna budge). Those Gauges can be thrown over the side, selectively, they cycle as to function, then one by one vanish, and will stay vanished until you cycle them back, (Control + Shift + 1/2/3/4/5). You can drag the gauges, one by one and place them wherever you want, and they'll remain there until you move them. ( Z ) appears to be a mass of numbers, which shows up in the upper-left corner of your screen. That mass of numbers contains lots of information. It yields much more than FPS used for tweaking the running. It's your Speedo, Altimeter, Rate of Climb in Degrees + or -, Latitude, Longitude, and Compass Bearing in Degrees, (if you consider the TAC as a cheat, perhaps you might favor this). A Timer; useful when your mission is to patrol an area for 13 minutes. That's where the gauges GET their information, I leave it up all the time, but I 'cheat' a lot. The only time it leaves my screen is for a dogfight. It can't be dragged anywhere, what you see is what you get. There's more than one way to sink a ship. Not so much for Archie damage, but definitely after an enemy encounter where shots were exchanged. There exists a highly accurate Digital Fuel Gauge, as part of the HUD, ( F5 ), once you have jettisoned those silly gauges so that only the printed part remains. Never mind constantly monitoring your fuel gauge for signs of a leak, above ¾, then below a ½. Chances are it's too late to do anything once the leak is discovered. With the digital gauge, you have 72.6% and two seconds later, you have 71.2%, you have a leak pal, nothing to get crazy over, but it ain't gonna get no better. Some pilots, (i.e. me), leave it up always. When it's tucked into a corner you'll never notice it. It also features the ONLY ammo counter in the sim. The rationale behind its use: The WWI pilot could smell a leak, we can't. .
  21. . Different Ways of Killing Your Engine It really makes NO difference in the game, because if the enemy didn't set your aircraft on fire in the air, there's no way you're going to burst into flames on the ground. However, if in 1917 you stopped your prop from turning under power by retarding your magneto 3 times, your engine will indeed stop running, but now you will continue pumping a mixture of aviation fuel and air, or aviation fuel and Castor oil, to a red hot air-cooled engine without it running. NOT A GOOD IDEA. On a modern aircraft engine, when the engine stops running, the fuel pump stops pressurizing, and everything comes to a halt. But in 1917 with some aircraft there was NO fuel pump, air was pressurized by the pilot, via a bicycle pump deal atop the fuel in the tank. Which can explain why your engine just stopping, even without a fuel leak. An air leak, like from one bullet hole, means you can pump till you're blue in the face but that engine is gonna stop. The only SAFE way to stop that engine is via Mixture Idle Cutoff, the problem being that it's 3 keystrokes (Ctrl+Shft+F6). Which is a definite candidate for a little work in the Control Options. I'm just amazed at how many people recommend the Magneto method to newbies. Then rave about immersion. I guess it just comes easier to me, I've never flown a modern engined aircraft .
  22. . OFF Tips and Cheats Explanation of the TAC screen: We know that in 1917, Radar was not yet invented. Think of it as 'Superman's Eyes'. It will be visible or not, on your demand ( Shft+T ). There are many screens possible, for varied targets. In OFF we are only concerned with Aircraft. Cycle Screens ( T ). The Field of view for the TAC can be cycled 8/4/2/1 in Nautical Miles, the radius of the screen ( Ctrl+Shft+T ). The number at 6 O'clock is your Field of View. The number at 12 O'clock is the distance to your next waypoint in Nautical Miles. As an 'unknown' aircraft approaches, it will appear as a White blip, when it gets closer the blip will change color: Red or Blue, enemy or friendly. Also you'll know his direction. About the only thing it doesn't tell you is his altitude. Sometimes he will appear to be at the center of the screen, yet the skies are clear? He's above you. You are the center. The TAC as navigation 'cheat'. In Campaign Only, there is a blue neon line on screen. That's your Direction of Travel. It will guide you, between waypoints, if YOU keep that line vertical, you can't get lost…period. As you get nearer to your waypoint, the line will become shorter, till it finally disappears. Only to reappear, full length, guiding you to your next waypoint. One ‘cheat’ for the people with poor eyesight, (i.e. me), is to turn Labels Off (Ctrl+Shft+L) so the view isn't ruined by six British Trucks. But leave the TAC on as an early warning system. When Enemy Aircraft appear on my TAC screen, Labels Hot, TAC off, it’s time to Party!! NOTE: If you drag that TAC screen, to the lower left corner of your screen you just might be inclined to leave it up. In the stock location it IS an immersion killer. BAD. .
  23. . This might seem incredibly basic to some, but it's a revelation to others. Please don't forget the American Educational System rarely looks any further back than Viet Nam. So anything, or anybody, prior to 1965 just didn't exist, WWII included. Now WWI, that's ancient history to most. The pilot having the ability to fire his machine gun forward, without shooting his own propeller off, wasn't always the case. Fly our Bristol Scout, with the angled Lewis Gun; or the Nieuport 11 with the Lewis on the top wing; not the easiest to reload. A French pilot in 1915 name of Roland Garros, fitted heavy steel deflector wedges on his propeller where the bullet might contact, then fired his Hotchkiss machine gun, at the surprised Germans. He scored 5 victories, before he was shot down and was captured before he could burn his ship. Then his secret was known by both sides. The next advancement was by the Germans, the interrupter gear, which mechanically stopped the gun from firing when the propeller was in the way. The Fokker EIII was a very poor aircraft, it was slow, a terrible climber, not very agile, it was a wing-warper, hard to fly. But it had an interrupter gear, which made it a deadly weapon. But in war, aircraft get shot down, it was a secret no longer. And the race was on. .
  24. . Keyboard Use in OFF Those functions marked with an *** should be converted to single keystroke in Controls, because at a moments notice you don't want to be messing around with 3 keys. Also it's one heck of a lot easier for your joystick to accept a single command than a macro. There are many single key commands, not used in OFF that can be utilized this way: Flaps Up & Down .............. F & V Gear ................................ G Brakes ..............................B (That's 4, right there, I believe there's 9 total.) Mixture Full Rich . . . . . . . . Ctrl+Shft+F7 *** Mixture Increase . . . . . . . . Ctrl = Mixture Decrease. . . . . . . . Ctrl - Mixture Idle Cut-off . . . . . . .Ctrl+Shft+F6 *** Kills that engine dead, with one press (what a fitting use for 'B') Aircraft Labels . . . . . . . . . .Ctrl+Shft+L *** Virtual Cockpit . . . . . . . . . .Unassigned *** Float View . . . . . . . . . . . . Shft+F6 (personal choice, for exterior view) Disappearing Cockpit . . . . . F3 Place yourself in the V.C, first, want ‘Gun site’, hit F5 Start Engine . . . . . . . . . . . E TAC Screen. . . . . . . . . . . Shft+T (drag to lower left corner, it's an immersion killer up there) TAC Targets . . . . . . . . . . . T TAC View Range . . . . . . . . Ctrl+Shft+T *** Fly-By View . . . . . . . . . . . Shft+F9 Auto Trim . . . . . . . . . . . . Ctrl+A (Australian Autopilot) Select Weapon . . . . . . . . . Back Fire Weapon . . . . . . . . . . . Enter Machine Guns . . . . . . . . . . Spacebar Bomb/Rocket View . . . . . . . F9 *** (TrackIR conflict) WARP . . . . . . . . . . . . . . . .X Cancel WARP . . . . . . . . . . .Ctrl+X HUD w/Gauges . . . . . . . . . .F5 Gauges Cycle. . . . . . . . . . . Ctrl+Shft+1/2/3/4/5 Emergency Brake . . . . . . . . Ctrl+Shft+B Dive Brakes Strutter . . . . . . D Bomb Bay Doors Strutter . . . Shft+B Windshield on N17 . . . . . . . .Shft+C Reload Lewis Gun N17 . . . . . Shft+C (also for the SE5a; doesn't actually reload anything, it’s just for show) Advance 1 Waypoint . . . . . .Shft+W FPS and lots of info . . . . . . .Z (red jumble of numbers in upper left of screen, that's where the gauges get all their data from) Maps in Cockpit . . . . . . . . . F7 Bombsite in Short . . . . . . . F7 (Phase 3 doesn't feature a Short) Map . . . . . . . . . . . . . . . . . M (very crude, gives general idea of direction, check out OFF Downloads for some excellent maps) Pilot & Iron Sights . . . . . . . .F6 Rear Gunner . . . . . . . . . . . .F8 Zoom IN . . . . . . . . . . . . . . .] Zoom OUT . . . . . . . . . . . . .[ Bail Out - Got NO Chute so why bail out WINGMAN COMMANDS Attack . . . A Rejoin . . . .R Help . . . . .H Split . . . . .S .
  25. . Game Play Quick Combat is where you practice and 'hone' your skills. You control all the variables, please remember that every airfield is considered enemy. Two minutes after you take off don't be surprised if they shoot at you when you attempt to land. In a P51 you flew at 400mph and had six machine guns, whatever you hit you destroyed. Now you fly at 110mph with one machine gun, maybe two. Your target is mostly wood and canvas, if you fail to put a few bullets into the pilot, the fuel tank, or the engine, it could be a long day. It's a rather small aircraft, easily missed without the labels, roughly half the size of a Spitfire both in wingspan and overall length. There is NO way to load more bullets. Your supply of ammo is limited, but you've got more than enough to shoot down six aircraft. So get close, and only fire when you're sure you'll hit. Short bursts only. Also new for Phase 3 are gun jams, just like the real thing. You have the choice to not use them in Workshop, and you can also opt for unlimited ammo. They were installed basically because that's the way it really was, in that time period. 5 shots for a single gun is a good size burst, 10 you're living dangerously. I've had my gun jam up, and I was being a Good Boy. Perhaps a bent bullet, or a flattened case, things happen. And I had a German pilot in my sights, ready to send him to his maker, and my gun jammed. As it turned out, I died. Sometimes the jam will clear by itself, sometimes it won't. Some members have claimed success with performing high-G manoeuvres. The same kind of manoeuvres as you might make, with an aircraft shooting at you, while your guns are jammed. Anybody that played RB3D looks for the "U" Key, as it unjammed your guns. You can press it as much you want, it ain't gonna help here. When you 'THINK' you're good, try Campaign. All missions are picked for you. All missions begin on the runway. You have a main purpose, the question is, “What is it?” Stay Alive Do your Duty Earn lots of Medals The average pilot in WWI, lasted 17 Hours. CAN YOU? Every 5 Kills (confirmed claims) they give you a medal. You could drop an enemy aircraft at your CO's feet; the claim report must still go to Home Office where it's at the mercy of the pencil pushers. How long? A week, maybe two; just hope they didn't lose the report, it has happened. As it stands now, you've got to provide a lot of information on that claim report. If you want life to go a lot smoother, write down the names of your flying mates now on some scrap paper, for possible use later. Sometimes they will reject the victory, you will be informed, and what they say GOES. The only time you can earn a kill off a balloon is when it's your assigned target. ANY other balloon is treated as a ground target Be prepared: You're gonna kill a bunch of pilots. When your pilot gets himself killed in Quick Combat he's dead in Campaign also. Do yourself a favor, Put QC as his first name. So then there's nobody else to blame Now, it depends on what you call cheating death, because there's cheating, and then there's cheating. I play with a pilot that can Never Die, which is fine if you follow some self-imposed rules. OFF has nothing to do with it, you'll live forever as far as the Manager is concerned. Anytime you’re hospital stay EXCEEDS 24 days, you face a mandatory permanent retirement. It won't be mentioned, however you've worn the goggles for the final time. Example: Go down in a ball of flames from 8000, get 27 days in hospital, time to retire. It has its rewards as well. A crash-landing deep behind enemy lines; you spend 21 days with the nurses, sleeping on clean linen. Upon your release, you become a P.O.W., but you always escape within a few days, to fly again. You can survive quite a while, or cheat and last forever. .
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