Chapter 5: Often asked Questions and General Info.
 
 
 
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!
 
 
  How is damage determined?
 
                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.

 
Two Guns VS One
                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!
 

 
What causes warp?
        The "official" reason according to INN are the following:
 

 
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.

 
 How do I improve my aim?
                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:
 

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.

 
 Ghost Bullets
                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.
 

 
Situational Awareness
 (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:

                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!
 

 
  Undocumented Features and Bugs
        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!

 
  BUGS
 

 
Special Thanks 
        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