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This section of the guide will cover some of the more widely used flight maneuvers in online Red Baron. Also it will attempt to cover some philosophy that may help you develop your own flying style as well. It is wise to remember that what works for one pilot may very well be disastrous for another. We are all individuals, with different strengths, not to mention different computer systems.
First the philosophy part.
Think about the way things move while in air currents. They don't usually
jerk about in sharp angles. More often they seem to flow in curves and
circles. When we design a car or bicycle to be more aerodynamic we reduce
the flat surfaces that will impact against the air... in favor of smooth
surfaces that will allow the air to pass over with less resistance. When
you fly you should attempt to fly as if you were a mote of dust riding
in an air current. If you attempt to fly against the wind you will not
succeed without great effort, and you will do so only slowly. If you ride
with the currents you can make greater progress.
This translates into the simple idea that you will be better off by making natural curved-flowing movements other than sharp jerky-edged ones. If you are banking hard to the left you may attempt to change directions by rolling to the right and proceeding into a right bank turn. Better yet, you could use the left-ward momentum to assist you. If you nose down just a bit, and then curve upward-left and over until you are flying right,(kind of a half barrel roll) you will have more efficiently exchanged the ENERGY of your left-movement for right-movement.
Now I've breached the subject of ENERGY. Flight and dogfighting can be seen as a type of formula involving potential ENERGY (altitude and speed) that can be exchanged for more speed and/or maneuverability to gain a favorable position to fire upon your target. Or, of course, you could exchange the potential energy for more altitude, which would later be exchanged. If you are in a slow very ungainly plane but at a high altitude, you have the option of exchanging that altitude (by diving) for speed and maneuverability. By diving you increase the speed at which the air flows over our wings. Thusly you also increase the result you receive when performing maneuvers, due to the fact that increased air flow over your control surfaces (such as rudders, aerileons, etc) gives you increased... control!
As we begin to discuss the specific flight maneuvers that should be useful to you in Red Baron, keep in mind the philosophy of curved-flowing movements, as well as the possibility of exchanging energy for more speed, maneuverability, and altitude. A bit of experimentation on your own should reveal to you that curved move- ments usually offer a more efficient way to transfer energy from one form to another, or from one direction to another.
Also at this point it is important to mention two very vital concepts of
flying that will either preserve or destroy your potential energy.
Those two concepts are "commitment" and "following through".
If you commit to a maneuver you will have invested a substantial
amount of energy in the effort to doing that maneuver. If you do not
follow through with that maneuver you have broken your commitment.
Breaking a commitment could very well mean the forfeiture of most
of the energy you have invested up to that point. (The way to regain
energy is to either gain altitude, or fly straight, which will increase
your speed.)
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Some planes, most notably those equipped with Rotary Engines, will turn
much tighter in one direction or another. Usually in Red Baron that
direction is to the right. This has two impacts upon your making a banking
turn. The first being that turning in the direction of the torque of the
engine will increase your turn rate. Secondly, turning against the engine's
torque will be likely to slow your turn rate.
The easiest way to counter that slowing effect in a banking turn to the
left is to increase your ROLL angle. In most planes equipped with a rotary
engine, up to a 90 Degree angle of ROLL can help you turn more
quickly to the left. This is also likely to drop your altitude as you turn
though, so be aware of this and cautious until you are familiar with the
effects of a steep ROLL angle in conjunction with a leftward turn
in a Rotary engine plane.
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Point A on the Barrel-Roll can be seen as the point at which you committed to performing the Barrel-Roll. You have invested enough of your speed at this point that if you were to abort the maneuver it could very well be disastrous and result in the loss of most of your invested energy/speed. You begin at this point to apply pitch (pull back on the stick) and to apply Roll (push the stick to the side) these should be done simultaneously to properly execute the Barrel Roll.
Point B is the Apex of the Barrel-Roll. At this point your opponent
may very well believe that you are rolling to the left.
This point is also where you have exchanged most of your speed/energy for
maneuverability.
Point C is where you descend from the Apex of the Barrel-Roll and have
1:regained much of the energy you invested in the Roll and
2: have the choice of continuing the Roll (making it into a true Barrel-Roll)
or flying on . There are several reasons you may choose not to complete
the entire Barrel-Roll just one being that you may have seen that
your enemy has stalled or turned away from you, giving you an opportunity
to get on his tail.
Point D of the Barrel-Roll is where you have completed the Barrel Roll. Depending on what your opponent has done, you may choose at this point amongst several options (one of which is to do another Barrel-Roll).
Point E is a theoretical one at which you may also choose to do another
Barrel-Roll. The factors that decide this of course are many, which
will be made aware to you by situational awareness. Knowing where
your enemy is, and how he reacted to your Barrel-Roll will help you
determine what you should do afterwards.
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Once you have reversed your direction the completion of the Immelman
turn is to spot your target and head towards him, and hopefully get
in a shot. (If you dropped your throttle, it is best to bring it back up
at this point)
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The High Yo-Yo is similar in concept to the Low Yo-Yo, just slightly different application. It is better used when you are circling at a high speed, and can not seem to catch up to the opponent. The HYY is done by noseing up, and then falling back over, and towards your opponent. You might best assist the falling back towards him by cutting the throttle slightly.
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Landing your plane (with or without your engine power) is pretty much the same procedure. Even when you have engine power you will have the speed so low for the actual landing part that it is almost negligible. Landing can be done almost anywhere, with the obvious exceptions such as on buildings, on trains, but you CAN land on water! I recommend leveling out at about 500 feet (depending on your speed you may level out sooner to prevent yourself from slamming into the ground!) From 500 feet you should begin a glide down to 0. In some planes... especially those marked as underpowered it is okay to keep about a 3-4 throttle maintained.
Once you are under 100 feet, and really approaching 0, you should keep
the nose of your plane even with the horizon. Usually this will mean the
horizon line is in the middle of your screen. Keep drifting along like
this until you have been at 0 for a second or so... make sure your throttle
is very low... then drop it all the way, and pull back gently. This will
usually settle your tail on the ground and you will have successfully landed.
If your nose starts to drop you should pull back even more, and if possible
give it throttle to prevent from crashing. If your engine is out,
you should pull back and pray!
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I almost didn't include this subject. It is covered in the INN documentation, and most should master it after only one or two tries! But occasionally I know some people have a really hard time getting some of the older planes off the ground. It is important to put the throttle on 9 (maximum) when you intend to take off. Anything less is preposterous!
Allow the plane time to reach its maximum ground speed, this should usually only take about 2 seconds. In an underpowered older plane, it can take almost to the end of the strip. Don't keep pulling back before the plane is at full speed, you will just spend the energy in lifting the nose for a second and then it will drop back down possibly causing you to crash!
They way to tell if you are at maximum ground speed is to listen to the sound of the engine. The engine sound will be higher pitched at higher speeds, and lower at lower. (Gee..that almost makes sense!) When the sound has peaked, you are ready to pull back and take off. I recommend pulling back on the stick slightly, just a bit at a time until you see the altimeter indicate you have taken off.
Also keep in ming to take off your tail will have to lift off of the ground. If your plane's tail does not lift withing a second or so then you may wish to manually lift it by applying pitch. Be carefull when you do this though, as if you attempt to lift the tail as it is naturally doing so you may cause yourself to crash!
Some of the old planes will not have altimeter's on expert level. If you are in this situation you'll still be able to tell by seeing the horizon drop below the halfway point on your screen... and stay there. If you aren't off the ground it should bounce back up as your nose drops!
Very occasionally I have heard individuals say they were a absolutely
stuck on the ground! If this happens it is possible your stick controls
are not being read. Usually hitting ALT-J two times or ALT-R two
times should remedy this! If that STILL doesn't work... I would probably
leave the game and hope it does not recur!