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Chapter 5: Often
asked Questions and General Info.
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This chapter is dedicated to a lot of different information and questions
that really didn't fit in any category, or perhaps belonged in more than
one, so I put it here. Some very important information is here. You can't
go wrong by at least reading the headings for each paragraph to see if
its something you may want to read!
IMPORTANT NOTE: Most
of the information contained here is very specific to the 2.38 version
of MultiPlayer Red Baron and may be totally different from Red Baron2!
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How
is damage determined?
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Damage in Red Baron is random. That's right. Regardless of where
it appears you hit your opponent the computer assigns random location
to your hit, as well as a random damage amount. So it becomes clear at
this point the importance of where you hit is non-existent, whereas simply
hitting is.
One point to note is that according to Dave Eaton each plane has a "hit
point" total or is capable of taking "X" amount of damage. In ascending
order of severity of plane damage these are the locations you could be
hit: Fuselage, Wings, Fuel Lines, Engine, Pilot.
Obviously a hit on the pilot would be the most damaging because you will
end up dying of wounds in a short amount of time regardless of whether
you take any more hits or not. If you are already wounded then even
lightly damaging hits could take you out.
This is a tricky one. Whereas damage is random, the damage factor is greater
for a two gun plane than a one gun plane. So a two gun plane has the chance
of scoring a deadly hit much sooner than a one gun plane. This can be countered
by flying a one gun plane that is very agile, compared to a two gun
plane that is very sluggish. The Sopwith Tripehound vs. the Albatross
D.III is a very good example. I once flew a match in the Tripehound, and
scored 51 hits, where my opponents only scored a total of 23 between them.
My wingmate scored 14 hits. I don't think its hard to guess who won that
match!
The "official" reason according
to INN are the following:
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Network delay, caused by the signal originating from you, it has
to be sent to the network and then to your opponent.
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Bad connections or line noise, which cause the packets in which Red Baron
information is sent to be bad. This means the packet must be resent, taking
longer to get to you increasing the delay, perhaps causing the enemy to
hover in one place for a second or two because no update has been received.
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The game receives a "packet" of info, and then a buffer shows your plane
flying from X to Z based on that buffer, when the next "packet" is received
your position is updated if a buffer is received right before you or your
opponent make a maneuver the buffer will incorrectly plot his/her
course.
| How do I come out of a flat
spin? |
Flat spins can be very deadly, especially at low altitudes. In a plane
with a rotary engine flat spins are twice as likely to occur than in one
equipped with an inline engine. The easiest way would be to let go of the
stick (mouse or keypad) and let the plane come out itself. Sometimes
this works.
Unfortunately if you are at a low altitude you don't have time to let the
plane come out of the spin on its own. The most important thing to know
is DO NOT TURN AGAINST A SPIN! This will make it worse! If possible turn
WITH the spin and then THROUGH it. Usually you will need a fair amount
of throttle to allow you to turn with and through a spin. Spins usually
start when you are very low on RPM's and the engines torque causes you
to jerk to one side as you stall.
There are several theories on aim. First it is important to realize that
due to the network delay, and possible bad info packets etc. you can possibly
score a hit, or what looks like one, and have it not register. There is
nothing I can say at this point that will help you with that.
What can help you are the following:
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Deflection shooting: Deflection shooting is the method of shooting
in front of your enemy. Or basically into his projected flight path. To
use deflection shooting you must fly in what is called "LEAD PURSUIT."
Or so that your nose is pointed in front of his projected flight path.
This works really well on INN especially if you can aim in front of your
opponent and let him fly into a steady stream of your bullets! The home
version offers an even better model of deflection shooting, where you can
line your bullet tracers up with your enemy and have him shredded in almost
no time. Online this doesn't work quite as well, but still is an effective
method of getting hits
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Multiple hits: Multiple hits are a rarity for most people. At this
point in time it *seems* as though the people who most often get multiple
hits are using better computers, usually high end 486's or Pentiums. At
one point I conducted an experiment where a friend and I flew straight
and let the other person shoot him. We tried a series of different shooting
patterns, such as 1 second bursts, and sustained bursts of up to 4 seconds.
We were unable to determine that either method consistently provides multiple
hits, but what we did determine was that due to the delay, you can hit
your opponent after he is shot down. Basically if you shoot bullet
number 8, and hit killing him, by the time that packet gets
to him, confirms the kill, and then goes through the network and
back to you confirming it on your end, you may have already registered
several more hits. What this causes is a discrepancy in scores, or hit
totals. Also this may be part of the reason you may get hit right as you
begin to take off, even though the enemies are at the other drome, or thousands
of feet in the sky.
The pilot who was shot down will register the actual amount of hits
it took to shoot him down, whereas the person who did the shooting may
have several more hits on his score. Don't be offended if at times
you both have different scores for the same match. Usually important matches
(for tournaments) are scored by kills, crashes, and death by wounds, not
score.
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LAG PURSUIT: Lag pursuit is when your projected flight path is behind the
tail of your opponent. This method seems to also utilize delay. It also
helps avoid Ghost Bullets. If you are too close on your opponents tail,
it very well could bet that he is simultaneously on your tail. This is
possible in Red Baron.
To use lag pursuit you should shoot at your opponent and then fly past
him, or behind him. Then either turn after him or utilize a high
yo-yo to turn after him (depending on what type of plane you are flying.)
Hopefully this combination of flying well behind your opponent, and then
past him will keep him from being behind you at the same time.
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PURE PURSUIT: Pure pursuit is when you are flying directly at the tail
of your opponent. Pure pursuit will give a great shot if you are directly
behind the enemy. If you are off to the side, and flying pure pursuit
you will assuredly miss! (unless he is VERY close)
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"Ace" your shots: If your aim isn't great, then how can you "Ace" your
shots? This is my own personal term for firing ONE bullet at a time!
Some pilots, especially those who fly Normal level all the time, fire so
much that they are not really aware when it was exactly that they hit.
In a stream of a hundred bullets, how can you know which one was the true
shot? You simply can't. Ace'ing your shots will make you start to pick
your shots more carefully, as well as become more aware of which shots
will hit and which will not
Obviously you can't Ace your shots all the time. I especially wouldn't
recommend it during a tournament. But during matches for fun its a great
way to improve your aim. During a deflection shot, or one where you fire
ahead of an opponent and let him fly into your bullets... Ace'ing isn't
really applicable. But during a winding dogfight it usually is.
I hit upon the reason for Ghost Bullets earlier when I mentioned
Lag Pursuit. Lag pursuit simply means to have your nose pointed behind
the enemies projected flight path. Ghost Bullets are usually a product
of network delay. You should try not to fly really close behind an opponent
because he may very well be behind you at the same time.
One way to help avoid Ghost Bullets is to watch and/or listen for
your opponent firing. If he is firing, even if he is ahead of you, or off
to the side, you can pretty safely assume he is firing at a target.
That target is probably YOU. (in a 2 vs. 2 it may not be) You should maneuver
whenever you see or hear your opponent shooting. As a general rule of thumb
you really shouldn't ever fly straight for more than 1 second when an enemy
is nearby. This will allow him to hit you with greater ease, and four seconds
or so later, you will get hit!
Usually when you are flying straight for more than a second or so is when
you are shooting at your opponent. Odds are in about four seconds
he will see you flying straight, and this will give him an easy shot. So
don't be surprised if quite often after you fire at your opponent you end
up getting hit just a few seconds later! I would seriously recommend to
shorten the time that you fly straight, and start making shots as you turn.
(note I plan to write a chapter to itself on this in
the future)
Situational awareness is perhaps one of the greatest keys to doing well
in Red Baron as well as in many war games, not to mention life in general.
Basically what SA boils down to is knowing what is going on around you.
If you don't know what is going on, then you can not react to it, defend
against it, or take advantage of it.
At first when you begin to learn Red Baron just controlling the plane will
be so much that worrying about what everyone is doing and what is going
on will be too much to handle. But as you become familiar with the control
of your plane you will begin to be able to fly your plane without as much
conscious effort as it used to take, and then SA becomes vital.
In many areas of this guide I have hit upon what to do in specific situations.
Being aware that a particular situation has occurred will help you execute
the maneuvers and strategies I have laid out for you. Hopefully you
will come up with your own methods of dealing with each situation as it
occurs. This will of course may make the difference between winning
and losing consistently.
Some of the things that should be on your list to keep track of as you
play are the following:
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Your altitude
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Your speed
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How many lives you have left
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How many lives your opponents have left
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Patterns in your opponents flying. (Does he always turn left after a head
on pass?)
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Patterns you may have developed.. (break them)
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Certain times you always seem to get hit (like the top of your Immelman
turn, maybe its too high?)
The list goes on, almost endlessly. Anything you can think of that happens
in the game, that effects the game, is something you should be aware of.
I can not say enough about SA, yet at the same time there is not much to
be said. You either have it and use it, or don't. You are now aware of
what SA is, its up to you to start using it!
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Undocumented Features
and Bugs
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1: Saved View: You may hit the
(enter) key or the #2 joystick button and go the external view. By holding
down the button you may rotate the stick, and while doing so rotate
the external view. If you wish to save that view for instant recall
you may press CTRL-F? The F? means and F-function key. I would recommend
using an F key you normally do not use. You may recall this view
by pressing ALT-F? (This is documented on the Home Version) In most instances
you won't enough time or hands free to press a two key combo just to retrieve
a custom view. This is most useful for pilots with Thrustmaster WCSII or
similar products.
2: Zoom In and Out: In the
aforementioned external view if you hold down the fire button, while you
hold down button #2, you may also Zoom In and Zoom Out of the view. This
is especially useful if you are grounded and want to watch the battle!
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OUT OF AMMO BUG: When you fly with limited Ammunition and your opponent
runs out of ammo, his tracers will still appear when he presses the
fire button! He can not damage you with those tracers of course... but
how are you to know if its a ghost tracer or a real bullet? Perhaps you
can use your judgement and tell that he has been firing a WHOLE LOT..and
you think he is out of ammo... of course if he actually gets a hit.. you
know he's not!
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EARLY WOUNDING: In version 2.318 it seems that you can be wounded very
easily. Usually you will be wounded (leading to pilot death) by the 2nd
or 3rd hit. Normally pilot wounding was much rarer in earlier versions.
There seems to have been something done wrong with the damage model to
make this so. The best solution at this point is to reinstall 2.3, apply
the RBFIX.EXE patch, and move the 2.3 BARON files into your 2.318 BARON
directory! INN probably has a different opinion about this! :)
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(2.3 RB.EXE with RBFIX.EXE has the ALT-R rudder problem, whereas 2.318
does not. There *may* be a link somehow in this?)
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EXTRA BULLETS: Some pilots have reported that in certain planes that have
two guns, but one being located on the wing, such as the Se5a that the
second gun will have 8 extra shots after it reports you are out of ammo!
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ALT-R Polling Bug: The ALT-R command is supposed to activate your rudder
control pedals if you have them. If you do NOT have them in ver 2.3 and
you attempt to activate them the computer will still poll for them, thusly
greatly slowing down your computer. Some pilots use this purposefully hopeing
to get in more shots during the slow down. I personally don't think this
works, as it is slowing down the WHOLE GAME for you, not just your plane.
So you can still only fire X amount of bullets in X amount of time! The
slow-down may allow them to maneuver more easily? What it DOES do is make
you VERY much more likely to be dropped from the network, because the net
is not receiving your transmissions and may think you have disconnected.
Also you *may* be able to spot someone using this trick-bug when you see
them hang in the air for a few seconds and then VIOLENTLY warp for a few
seconds!! Do not ASSUME this is the case, as warping, and bad lines can
cause this same result on your end! But if your opponent seems to
be hitting more whenever he does this.. maybe he is?
Dave Eaton-AKA-NCTXplHmstr-SBAardvark-And
who knows what else?: Dave worked as a programmer for INN and was
the ONLY one to take ANY interest in the Red Baron gameing community. The
pilots who know Dave greatly appreciate the time he has taken to answer
their questions online. You can usually find a post from Dave on
the "Air Tactics Board" in the Pilots Lounge. Albeit Dave no longer programs
for INN he still answers our questions! (THANKS DAVE!)
John Cable-AKA-VenomNB: John
was a great help in proofing this manual for english errors, grammar errors,
spelling errors, etc.. etc.. Also John was used as an example in several
areas of the manual as he is my wingmate! John is also used a guinea pig
for new tactics and strategies when I come up with them...hehe <EG>
(THANKS JOHN!)
NB-Squadron:The Nasty Boyz;
For being a great bunch of "spankers" and keeping me on my toes!
This manual was created and copyrighted in 1994 by Carl Kidwell
aka "Slaine" you can email him at melkior@usa.net