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COMMIT; ing, ment, ed: committing is a
term used to specify that you have sufficiently engaged in a particular
plan or maneuver that for you to withdraw or change would cost you severely
in ENERGY or comparable value to that with which you invested initially
to performing the commitment. Often it is wiser to continue with a committed
maneuver/plan than it is to attempt to abort it.
DEFLECTION ANGLE: The angle a target is
in relation to the aircraft shooting at it.
ELEVATORS: The movable surfaces on an aircraft's tail assembly that control PITCH.
ENERGY: Energy as used in this guide is your altitude + speed.
INLINE ENGINE: The inline engine was one where the cylinders were directly after each other in a straight line. This had the advantage of not causing any torque interference, as was common in a ROTARY engine equipped plane. A plane with an inline engine can usually turn with equal ease in either direction.
LAG PURSUIT: When you are following a target,
aiming your nose behind his projected flight path.
LEAD PURSUIT: When you are following an
opponent by keeping your nose in front of his projected flight path.
MONOPLANE: Mono is literally "one", meaning a one-winged plane.
PITCH: The up or down rotation of an aircraft
controlled by the ELEVATORS.
PURE PURSUIT: When you are following a target, aiming your nose direction at his tail.
ROLL: The rotation of an aircraft about
the axis running from nose to tail. It is controlled by the AILERONS.
ROTARY ENGINE: A rotary engine is one wherein the pistons are aligned in a circular manner. When the engine operates it causes a "torque" in one direction or the other, due to the pistons alignment. This torque is often useful, as it can increase the speed of your turn, when you turn in the direction of the torque. Turning against the torque can vary from simply slowing your turn rate down to being deadly by causing you to spin!
RUDDER: The fin on the tail of an aircraft that controls its YAW.
WARP: Warp is when one of the participants of a game (maybe even you) flies in such a manner that is not physically possible according to the characteristics of the flight model and strictures of the game. This is to say pilotX may hang in the air in one place for 3 seconds, and then zoom by at Mach5. Another good example is bouncing, first very high, then really low, sometimes even below ground. The reasons for warp are many and varied.
If you see everyone in the game warping, it is reasonably safe to assume that it is YOU who is warping. If you only see one other person warping in the game, it is safe to assume they are doing the warping. Sometimes warping is due to line noise, sometimes due to a difference in baud rates. (2400-vs-9600 warp has specific characteristics that you may notice after a while, but occasionally can be similar to normal warp) Some believe that powerful CPU's may cause warp for your opponents, as when a 386 flies vs a Pentium. There do not seem to be any cut and clear answers to warping. It exists, deal with it. This guide operates on the assumption that *light* or normal level warping occurs. When heavy warping occurs there is no consistent way to help you eliminate it, just don't fly that person if you can help it. *Sometimes* rebooting, or signing off and back on, in hopes of getting a cleaner line *seems* to help some people.
YAW: The rotation of the aircraft in the
horizontal plane. It is controlled by the RUDDER.